Blast off into a galaxy of adventure with the Starfinder Roleplaying Game! Step into your powered armor and grab your magic-infused laser rifle as you investigate the mysteries of a weird universe with your bold starship crew. Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.
This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!
Inside this book, you'll find:
All of the rules you need to play or run a game of Starfinder.
Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.
Character species both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.
An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.
Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.
Complete rules for starships, including customization and starship combat.
Rules and tips on using Pathfinder RPG content with Starfinder.
Chapter 1: Overview sets the scene of sweeping science fantasy before launching into the customary explanation of what role-playing is all about. It then lays out what is to be found in the rest of this vast rulebook, which contains everything both players and game masters need to play the game. There's an overview of the various forms play can take and an example of an actual game in progress. Fundamentally it's a bit of a space opera, in which the party explores and interacts with the wonders of the galaxy.
Now, down to business with Chapter 2: Character Creation. If you are used to Pathfinder or similar games this is familiar territory: come up with a concept, pick a race and class, then sort out abilities and skills and other miscellaneous numbers. Following chapters go through all the options in detail so that you can read up about your choices. There are actually two chapters on race, one presents the 'new' starfaring races - the aliens if you will - and the other the 'legacy' races from more traditional fantasy. It makes it all rather interesting to see how the fantasy races we're used to almost become 'normal' compared to alien races! Humans are there, of course, but you can also play an android or one of several new races of aliens - reptilian, insectiod, telepathic and more... one race even has four arms (as well as two legs)!
The classes also have a chapter to themselves. There are seven base ones: envoy, mechanic, mystic, operative, solarian, soldier, and technomancer. Most of those are pretty obvious, but a solarian is a very disciplined warrior granted special powers by the cosmos itself, while technomancers are spell-casters attuned to technology and able to use it to create remarkable effects. Interestingly, there doesn't seem to be any class that involves space travel itself - even the mechanic is more of a tinkerer and creator of artefacts rather than the classic 'starship engineer' - although there is a mechanic build suggested that does take that role. However, there's a new concept, that of 'Theme' and that does include an ace pilot as one option, with it including starship operation in generally, not just the piloting of them. Choosing a theme also brings mechanical advantages as well as helping you hone your overall character concept to what you want... and this is where, should you wish it, characters of a religious bent can express themselves by means of the priest theme. Characters who don't fit into any of the themes offered are deemed 'themeless' - and have their own mechanical advantages to go with it, so they don't lose out. Each class has several suggested builds, with combinations of class and theme working together to present a distinctive character (and can be used as a basis for a character if you are in a hurry). You can further tailor your character by the addition of feats, abilities that are not based on their race, class or skills - these too have a chapter to themselves and, as with skills, each is presented with clear examples of how to use them.
Once characters are sorted, they need to be equipped, and Chapter 7: Equipment sets out to provide all you could desire for your new character. It opens with a discussion about money and the form it takes, which is a little confusing with references to Pact Worlds and the Church of Abadar which haven't been introduced yet! Currency itself is reasonably straightforward, with a digital currency called the Credit being the standard although some worlds still use coins - and you can get physical Credits if you prefer. Most folk use the credstick, which can be loaded with money from a bank account or another credstick, and spent as you wish... the advantages including anonymity when you spend and that a thief only gets what was on the credstick stolen, not access to all your wealth (or your identity). It also discusses how much can be carried and plenty of technical details about weapons and armour before getting on to the actual lists of what is available. Technologically-advanced weapons include cryo, plasma and laser ones as well as more traditional projectile weapons (slug-throwers). An important distinction is between weapons that are technological in nature (and so can be targeted by attacks that affect technology) and those which are not, termed 'analogue' by most people. Being a fantasy game, you can also add magic via a 'weapon fusion' to create various additional effects. For those who prefer to improve themselves, a wide range of cybernetic enhancements are also available.
There's an extensive section on computers, which includes programs, anti-hacking measures and more. Next, technological items presents an array of other technological items, followed by a section full of magic items. The next lot are interesting: hybrid items which combine technology and magic. The Digital Harrow Deck sounds rather fun! Throughout, there's plenty of information (and necessary game mechanics) about how to use the items described, and the consequent effects.
Chapter 8: Tactical Rules looks at combat in great detail, exploring all the options available and explaining how to use them, including movement and the use of special abilities, as well as how and when to apply bonuses and penalties. As ever, it sounds more complicated than it really is once you get to grips with it. Familiarisation is the key, fight a few practice combats until you are comfortable with what a given character can do, then you will be able to play him confidently 'for real' without having to look everything up! There are extensive definitions of effects and conditions, then we move on to deal with vehicle tactical rules - referring here to planetside vehicles, space combat comes later - including chases.
Next, Chapter 9: Starships deals with every aspect of space travel. The way in which interstellar travel developed is described, again confusing because the basic concepts of the universe haven't been covered yet although there are a few references to pages further on in the book. There are notes on navigation, building starships (with everything you need to know to construct your own) and a gallery of starships to marvel at. Naturally starship weapons and combat are also covered, and there is plenty to get to grips with here. Here, individual crew members play their separate parts and it can all get pretty complicated. There's an example of starship combat which does help however.
Then Chapter 10: Magic and Spells explores this subject, mainly from the game mechanical aspect of how spells work in the game. The various parts of a spell's description are explained, and then there is a very extensive spell collection, with lists for mystics and technomancers. Many will be familiar to Pathfinder spellcasters, save for those that specifically affect technology or other things appropriate to the science-fantasy setting.
That concludes the player portion of the book, as we move on to Chapter 11: Game Mastering. This discusses the technical aspects of putting together adventures and campaigns for your players and comes over rather mechanical. It does, however, give you the tools to create balanced encounters. The discussion then moves on to other aspects of running a game from maintaining flow and pacing, to taking control, dealing with player-character death and difficult players and even bringing a campaign to a tidy end. It then looks at the environments to be found in the game and how they can be utilised to create interesting adventures, these ranging from astronomical objects to different atmospheres and terrain types planetside along with the effects of weather and varying gravities. Settlements, structures, traps, and various afflictions follow. Some of the traps are ingenious, melding magic and technology in ways that can be difficult to avoid without making use of both to neutralise them. How about a magical computer virus...?
Next is Chapter 11: Setting. Now we find out what all those references to Pact Worlds and the like are about! The core concept of the game is exploration, and it's assumed that the party starts in the Pact Worlds, a densely-populated system of planets, even if they don't stay there for long. This is when it gets weird: history is broken. Wherever you go, nobody has records or memories that are more than a few centuries old. There's a big gap, then stuff from ancient times. Even the deities have this gap in their knowledge. It is as if a wave of amnesia swept across the universe, indeed the first records post-Gap (as it's called) tell of people who lost a chunk of their own personal memory, never mind physical records. It is as if everyone clean forgot. Nobody knows what caused the Gap, the most that can be said is that it was several millennia long. Somewhere during this time the core world of the system, Golarion (familiar to all Pathfinder players as their homeworld) vanished. Where, or how, nobody knows. All that remains is a massive space station, Absalom Station, that sits where Golarion once orbited. It's said that it wasn't destroyed but is somewhere, complete with the descendants of those living on it at the time, but even the gods have no idea where. It was just after the Gap that the secret of Drift, which makes interstellar travel possible, was given to those who could understand the transmissions.
We are now in the year 317 AG (after the Gap)... but I am left wondering as to the need for this. Why the mystery? In particular, why a mystery without any solution? Players are curious creatures: present them with a mystery and they will want to solve it, a missing planet just begs to be found. Either there's some massive plot arc that will eventually be revealed, or we're left to our own devices and can, if we wish, come up with our own ideas about what's going on... but we need to know, 'cos if we create our own rationale it's unlikely to be the same as the creators of the game had in mind.
The chapter goes on to describe the various entities that make up the Pact Worlds, with a quite detailed gazetteer of the various worlds, most of which are both habitable (sometimes barely) and inhabited. OK, there's a couple of gas giants, but their moons are inhabited and at least one has blimp-like lifeforms drifting through the gas. Although there are sentient beings everywhere, there's still plenty for the curious to explore, exciting encounters for them to enjoy. Beyond, there are intersellar wonders to explore and several are detailed here to get you started. Rich and strange are the wonders of the great beyond. We also learn of different planes, and of the factions and organisations that are to be found. These include the Starfinder Society, the driving force behind the shared campaign ('organised play') set up for Starfinder. There is also information on faith and religion, which still pays a large part in many people's lives, and a listing of deities - the Pact Worlds alone revere some twenty of them as core deities and there are plenty more out there.
Finally, Chapter 13: Pathfinder Legacy which addresses the mechanics of converting Pathfinder characters, monsters and other material for use in Starfinder. This is also where you find the traditional fantasy races described in Starfinder terms, so if you want to be a science-fantasy dwarf or elf here is what you need to know. (Gnomes, half-elves, half-orcs and halflings are also included.)
So here it is, possibly the best science-fantasy game I've read. I've often wondered what lies in the future of my favourite fantasy worlds... here that question is (almost) answered, although to be honest I'd not have chosen to have Golarion vanish or there be a big Gap in history. There again, I like history... perhaps the authors just didn't want to write the necessary millennia of history to bridge the gap! That aside, it's a great game and I'm looking forwards to revelling in this universe for a good few years to come.
Many reviews have talked about what’s in the book, so I’m not going to do that. Rather, I’m going to mention what I like and don’t like.
Likes (in no particular order):
1. The book looks amazing. The art and layout are very good, excluding the ysoki art.
2. The theme idea is a good one, another interesting way to tweak characters. However, it would have been good if there were at least three themes per ability score, plus three different themeless themes. Future books can expand the range though. (After reading one of the other posts, apparently the theme idea came from 5e.)
3. The Building Starships section is interesting. I’m glad that bit wasn’t simplified! I used to love the starship/vehicle design systems in I.C.E.’s Star Strike and Armored Assault ruleset expansions for the Spacemaster game.
4. For me, the setting chapter is the best chapter of the book, or at least the “The Pact Worlds”, “Beyond the Pact Worlds”, “Factions and Organizations”, and “Threats” sections. They provide a lot of color and a ton of ideas for GMs to include in games. This is unusual for me, because I’m really more of a “crunch” guy.
5. It’s good that the Pathfinder legacy chapter is there (but really it would be better for the game to use the Pathfinder rules thus avoiding the need for this chapter).
Dislikes (in no particular order):
1. The ysoki art looks ridiculous to me, as bad as the massive-eared elves in Pathfinder.
2. The Gap affecting the entire multiverse seems a bit silly. However, it does provide a means for Paizo to not need to explain what happened in the time between the current Golarion timeline and the current Starfinder timeline (alongside the disappearance of Golarion).
3. My biggest dislike: It is not “Pathfinder in space”, but rather a separate game. The direction that this game has gone in does not please me. It has been simplified too much in too many areas for my taste. Here are some examples, and please note that there are many, many topics I could pick here:
* Magic is drastically reduced, presumably to give technology more prominence. Magic items are much weaker than they are in Pathfinder (compare rings of resistance). The range of spells is obviously much smaller (although obviously this will increase with subsequent books).
* The math behind combat seems off to me. I could go into this further but I won’t. There are very few bonuses to attack rolls and no touch attack AC, yet monster ACs broadly remain the same for their CRs as in Pathfinder (although those details are in Alien Archive).
* The classes. Clearly, there was a decision to make the classes at a lower power level than in Pathfinder. It feels like someone said “Hey, the rogue is too powerful, lets make them less good than that.” about the game’s martial classes. They just feel very limited.
Conclusion:
While a minority of Paizo fans may have listened to interviews or read blog posts about Starfinder, I was one of the many who did not. It is not “Pathfinder in space”, but rather a separate game that merges the Pathfinder rules with ideas from 4e and 5e, and made simpler. That may appeal to some, and I’m sure many people will have fun with it. Good for them. It does not appeal to me.
Given the shifter’s stated aim of being simpler and this game, it makes me wonder if Pathfinder 2 is being worked on, and as a simpler game. That’s a worry to me, because people stuck by Paizo in the late 2000’s because they did not like the direction 4e went in, and wanted a variant of the 3.x rules. Yet, this is headed in that direction. If there had been a public playtest of this game, I’m pretty sure it would have ended up as “Pathfinder in space” instead of what it is.
I like complexity, and I’d have liked this book to use the same rules as Pathfinder. Too much was packed into the book IMO, resulting in too many simplifications for my tastes. Because I know many people will enjoy the game, I am rating this a 2.5, rounding up for purpose of this platform.
Fortunately, there may still be the following for Pathfinder:
James Jacobs wrote:
ericthecleric wrote:
Does the existence of the Starfinder RPG help or hinder the chance of there being another high-tech Pathfinder Adventure Path (like Iron Gods) or Pathfinder AP adventures being set on Earth or in Golarion's solar system, or does it make no difference to such Pathfinder adventures appearing?
It helps, because the popularity of Starfinder proves that there's an appetite for science fantasy. But that said, for most science fantasy plots going forward, it makes more sense for us to do them with Starfinder, not Pathfinder. We'll find out in time.
Amazing new game. A lot of good stuff from Pathfinder but it's own thing
The races are imaginative, the classes are well thought out (operative might be just a bit better than the others though), and incredibly smart streamlining to the venerable 3.5 mechanics the game is still recognizably built upon.
The setting is compelling too. Too bad there's no mini bestiary. It's the only thing that's missing.
The rulebook is fantastic, the setting and feel are an awesome addition to the paizo brand and RPGs in general. Love it, and I can't wait for more content.
To the person worried in their review about "inclusiveness", all I can say is really? You're going to focus on that? I've read through most of the book and I don't even know what game components you are referring to with your thinly-veiled homophobia. How about this? Your "house rules" can be regressive and exclude a very minor and inconsequential part of the game, and the rest of the playing community can just move forward like it's no big deal, because it's not....
Starfinder is a Paizo product using rules similar to Pathfinder and a space setting.
Starjammer is a third party product using the Pathfinder rules and a (different) space setting.
There is a good chance that many materials from one will be usable with the other, but while they are similar concepts the implementations will also create some incompatible differences.
Starfinder is a Paizo product using rules similar to Pathfinder and a space setting.
Starjammer is a third party product using the Pathfinder rules and a (different) space setting.
There is a good chance that many materials from one will be usable with the other, but while they are similar concepts the implementations will also create some incompatible differences.
I think we are looking at a maximum of two totally new races. All of the other races described in this rulebook will most likely be "Starfinder-ized" versions of existing Pathfinder races.
Provisional answer to this question can be found here.
Sara Marie wrote:
Will I get a free PDFs when preordering Starfinder books & maps?
Historically, we have only granted free PDFs with subscription copies of new releases or if there is a "bonus" product that is semi-attached to a subscription line and you have a subscription to that (ex: if you had the Adventure Path Subscription and preordered the new Curse of the Crimson Throne Adventure Path compilation hardcover, you received the PDF for free). However, we have not announced either way for Starfinder preorders and I am not ready to commit to either direction at this time.
As more details are revealed, they should be posted in that thread as well.
The product description on this page says "This massive 560-page hardcover rulebook". What's up?
Chris Lambertz wrote:
Now available for preorder! Cover image and description are not final and may vary before release!
Well yeah, obviously, but seeing as how the dev team has been talking for months about struggling to cram everything they want into the book, side-announcing a 32-page cut at GAMA is interesting enough to warrant asking what's up.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Based on what James Sutter stated over in the Vesk thread, I'd say that what you are referring to as a "he" is actually a "she"; a female, vesk iconic.
Based on what James Sutter stated over in the Vesk thread, I'd say that what you are referring to as a "he" is actually a "she"; a female, vesk iconic.
So that makes 3 iconics confirmed, The Envoy, The Operative, and the Soldier. A Human, Android, and Vesk respectively. With two women and one agender. My guesses for the others: Female Lashunta Mystic, Male Kashata Solarion, Male Yoskoi Mechanic, and any gender (including a non male non female non neuter gender) final race Technomancer.
With 7 races and 7 classes, it seems obvious for them to give us one iconic of each race.
But given the human focus in these games, I don't expect that to actually happen. After all, there were 11 classes and 7 races in the Pathfinder Core Rulebook, but the iconics were one each of dwarf, elf, halfling, and gnome, and the others all human. Half elf and half orc iconics weren't introduced until later books/classes.
I'm sure with 7 classes and 7 races they are going to do 7 iconics, one for each class and race. Why? Well, basically because they are the Core! They do need representation, specially for the alien races, and nothing fits better than at least one iconic per core race.
So that makes 3 iconics confirmed, The Envoy, The Operative, and the Soldier. A Human, Android, and Vesk respectively. With two women and one agender. My guesses for the others: Female Lashunta Mystic, Male Kashata Solarion, Male Yoskoi Mechanic, and any gender (including a non male non female non neuter gender) final race Technomancer.
So that makes 3 iconics confirmed, The Envoy, The Operative, and the Soldier. A Human, Android, and Vesk respectively. With two women and one agender. My guesses for the others: Female Lashunta Mystic, Male Kashata Solarion, Male Yoskoi Mechanic, and any gender (including a non male non female non neuter gender) final race Technomancer.
This sounds plausible.
Look at this post here. It has a picture of 3 other iconics.
So that makes 3 iconics confirmed, The Envoy, The Operative, and the Soldier. A Human, Android, and Vesk respectively. With two women and one agender. My guesses for the others: Female Lashunta Mystic, Male Kashata Solarion, Male Yoskoi Mechanic, and any gender (including a non male non female non neuter gender) final race Technomancer.
This sounds plausible.
Look at this post here. It has a picture of 3 other iconics.
2, the Vesk was already being counted. And that confirms my Yskoi Mechanic (not the gender though). And that bug could be mystic, but I think it looks more technomancer.
Well, the ratfolk was already confirmed as the mechanic after the Vesk showed up as the Soldier. The Kasatha as the solarion is the most likely outcome, not only for the look of his armor, but also for the "energy" he is producing.
The only ones we aren't so sure about are the new unnamed race and the lashunta. Hupe this new one is a male technomancer, and that the Lashunta is indeed the female mystic.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Garrett Guillotte wrote:
Ashanderai wrote:
Based on what James Sutter stated over in the Vesk thread, I'd say that what you are referring to as a "he" is actually a "she"; a female, vesk iconic.
Yeah, well, he didn't make that post until yesterday; so, don't take it out on me. Also, don't yell at me; it's not nice and it hurts my feewings. :P
Regarding the iconics, I think I have found more evidence that probably means most of you were wrong about your pics for race to class combinations. Based on the photos of the Gama Show presentations found here and here from this gallery. (By the way, take a look at that gallery, because you can see a lot of other cool art there for Starfinder, including what the ships will look like and what factions they belong to (Vesk, Eox, Pact Worlds, etc.). Anyway, these slides clearly state they are the "Iconic Heroes". So, we have:
Female, Human Envoy I-don't-know-gender, Kasatha Solarion - based on energy blade being manifested in the slide's image.
Female, Lashunta Technomancer - I believe that class because it looks like she is typing on an arm-pad keyboard - like that in the show, Chuck - and the holographic display on that same arm.
Genderless, Android Operative I-don't-know-gender, Shirren Mystic - I believe it is a Shirren because the name was previously discovered by someone elsewhere on the website and posted about previously and there is still one race not officially announced. I believe Mystic because of the staff he is carrying and he has less obviously technological gear than the Lashunta iconic, which makes me question why he would be a technomancer over the lashunta.
Female, Vesk Soldier - based on this page and what James Sutter stated yesterday about females having brighter colors.
I-don't-know-gender, Ysoki Mechanic - based on being an obvious ratfolk-type and the flying, robot companion that we already know is not a part of the soldier's picture from the link above.
So, all that is left is to figure out their genders, unless there is disagreement with my assessment thus far based on the evidence here.
Based on what James Sutter stated over in the Vesk thread, I'd say that what you are referring to as a "he" is actually a "she"; a female, vesk iconic.
Yeah, well, he didn't make that post until yesterday; so, don't take it out on me. Also, don't yell at me; it's not nice and it hurts my feewings. :P
Regarding the iconics, I think I have found more evidence that probably means most of you were wrong about your pics for race to class combinations. Based on the photos of the Gama Show presentations found here and here from this gallery. (By the way, take a look at that gallery, because you can see a lot of other cool art there for Starfinder, including what the ships will look like and what factions they belong to (Vesk, Eox, Pact Worlds, etc.). Anyway, these slides clearly state they are the "Iconic Heroes". So, we have:
Female, Human Envoy I-don't-know-gender, Kasatha Solarion - based on energy blade being manifested in the slide's image.
Female, Lashunta Technomancer - I believe that class because it looks like she is typing on an arm-pad keyboard - like that in the show, Chuck - and the holographic display on that same arm.
Genderless, Android Operative I-don't-know-gender, Shirren Mystic - I believe it is a Shirren because the name was previously discovered by someone elsewhere on the website and posted about previously and there is still one race not officially announced. I believe Mystic because of the staff he is carrying and he has less...
Doesn't one of those slides feature shirren ships and mugshot that confirms they are the bug race iconic?
I think he did mention the "Shirren Mystic" and yes they are the insect like class.
Now we have to know If they are also the Swarm (love this name). I do believe they are, as in a previous blog post in which they showed a starship combate, the enemy starships were the ones revealed now to be from the Shirren.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
CorvusMask wrote:
Doesn't one of those slides feature shirren ships and mugshot that confirms they are the bug race iconic?
Yes; I believe you are referring to this slide. However, the slide that confirms the "bug race iconic", as you put it, is this one. The slide with the ships confirms that the name of that bug race is "Shirren", though.
Doesn't one of those slides feature shirren ships and mugshot that confirms they are the bug race iconic?
Yes; I believe you are referring to this slide. However, the slide that confirms the "bug race iconic", as you put it, is this one. The slide with the ships confirms that the name of that bug race is "Shirren", though.
Uh, thats what I said(or at least meant), that the slide with shirren ships and mugshots confirms name of race of the bug iconic so I dunno why you are speculating that its shirren in the above post .-.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
CorvusMask wrote:
Ashanderai wrote:
CorvusMask wrote:
Doesn't one of those slides feature shirren ships and mugshot that confirms they are the bug race iconic?
Yes; I believe you are referring to this slide. However, the slide that confirms the "bug race iconic", as you put it, is this one. The slide with the ships confirms that the name of that bug race is "Shirren", though.
Uh, thats what I said(or at least meant), that the slide with shirren ships and mugshots confirms name of race of the bug iconic so I dunno why you are speculating that its shirren in the above post .-.
Because I saw those slides late at night and didn't really notice the slide you are making reference to until later.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Berselius wrote:
Am I the only one hoping they'll eventually introduce an eighth core class called the Necromonger? ;) :D
Yes; yes, you are.
:P
Personally, I am hoping for more core classes like:
Scientist (with specialties like Xenobiology for Doctors, Xenopsychology, Astrophysics, and Archaeology) with abilities focusing how they apply their scientific knowledge (Practitioner, Professor, and Researcher)
Pilot (with specialties like Hotshot for fighter pilots, Helmsman for bigger ships, Driver for ground vehicles, and a mecha pilot)
Explorer/Pioneer/Spacer (types could include Colonist, Drifter, amd Scout with Frontier Focused abilities oriented by the resources they make their living exploiting like Farmer, Hunter, and Miner)
Hacker (though this one might not be necessary depending on how the Mechanic and/or Technomancer turned out)
I see no way to play this game with out monsters. how will monsters be added with out waiting a WHOLE month for them to come out??? are they in the core book? if not im not buying them till both come out and only if the monsters dont suck, other wise I dont think I will buy this from the site, maybe some other cheap download for a dollar because the game is getting released with out monsters.
I see no way to play this game with out monsters. how will monsters be added with out waiting a WHOLE month for them to come out???
It's specifically compatible with Pathfinder's bestaries so that there are tonnes of monster products already made that are ready to use in Starfinder.
Also.... a month isn't exactly a long time for the first supplement...