Starfinder First Contact

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GameMastery Module D0: Hollow's Last Hope (OGL)
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Creatures from Another World

The Starfinder Roleplaying Game arrives in August 2017, but the first aliens are landing right now! Within this top-secret dossier, you'll find a dozen otherworldly foes both bizarre and familiar, from the asteroid-dwelling sarcesians who ride solar winds on wings of light to technomagical undead horrors capable of ruling forever as the sinister Bone Sages of Eox. While all the creatures in this book are designed for use with Starfinder, all can be easily converted for use with Pathfinder, so there's no need to wait until August to start battling invaders from space!

Inside this book, you'll find:

  • A dozen alien creatures from throughout Golarion's solar system.
  • Player-race information to let you be the alien, from the atrophied psychic creatures called contemplatives to the bug-like haan who float across gas giants on balloons of spun webbing.
  • Instructions for easily converting Starfinder creatures into Pathfinder foes.
  • Sneak previews of some of the new abilities and rules systems featured in Starfinder.

Take your Pathfinder campaign to the stars with this official manual of Starfinder aliens!

Note: Starfinder First Contact was created for Free RPG Day on June 17, 2017. The $5.00 print edition and a free download version will become available on paizo.com beginning July 1, 2017.

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Space Goblins!

5/5

Space Goblins: say no more, that is worth 5 stars.

More seriously, a nice starter for Starfinder.


An RPG Resource Review

4/5

Interestingly, rather than the usual short adventure to introduce a new game this taster work presents a mini-bestiary of new alien races that can be encountered in local space. Given the similarity of the new system to the Pathfinder one on which it is based, these creatures can be used in a Pathfinder game.

However, there are some differences between the two systems and a couple of pages are devoted to explaining them. Most of the changes are relatively trivial and should only trouble those who obsess point-by-point. How to tweak them is also explained. Naturally there are some new abilities due to the science-fantasy setting, and these are also explained here.

Then it's on to the creatures themselves, eleven of them. Needless to say, a Space Goblin is included. Legend has it they are descended from some regular Golarion ones who stowed away on an early spaceship, and indeed they haven't changed from their ancestors... and are mostly found on Absalom Station although they do travel the spacelanes as well. Being space-FANTASY many of them sound pretty much like any other monster just with a few space-faring tweaks, and things like undead are included.

One of the pleasures of playing any futuristic game is having the chance to play an alien. Some of these creatures have the potential to be used as player-characters, and these are provided with a section of information called Racial Traits designed to facilitate generating characters of that species. It's not quite as straightforward as deciding to play an elf or a dwarf, but it can be done.

It's clear that you are still in the same universe as you have been playing Pathfinder, certainly if your game runs on Golarion, the core setting world. These beasties all settle in to the same style and you can imagine a biologist from Golarion not being too surprised at meeting any of them. It's all nicely illustrated, with a single page per creature bestiary-style. Give them a whirl...


Not Perfect, but Worth the Price!

4/5

First Contact was Paizo's giveaway for "Free RPG Day" in June of 2017. The book is a fifteen-page "bestiary" of sorts, with several new creatures a Starfinder GM can throw at players. But players should be interested too, as the book contains four new playable races that expand the options given in the Core Rulebook. The book is available for a free PDF download here, or a print copy can be purchased for just $ 5. I wouldn't normally go through every entry in a rulebook, but since it's only fifteen pages, it shouldn't take long.

First, a fantastic cover by Caio Maciel Monteiro of Navasi (the Envoy Iconic) and Quig (the Mechanic Iconic) blasting away at some space goblins. I especially like Quig's flamethrower. The artwork is reproduced sans logo as the inside back-cover. The inside front cover is a chart showing the planets in the solar system where Golarion used to exist, along with indications as to where the various creatures in the book hail from. It's a nice shorthand representation. Oddly, it's titled "Starfinder Monsters in Pathfinder" which I think would be confusing to many readers since Starfinder is a new game (even though some of it could be easily converted to Pathfinder).

The first page is a table of contents, indicating that the book will cover 11 new alien species. There are new "Monster Reference Symbols", which are icons that are prominently featured in each monster entry, indicating whether it is a "Combatant" (strong physical fighter), "Expert" (skill-based creature), or "Spellcaster" (self-explanatory). I like this system of symbols better than the more comprehensive but harder to decipher system used in the Pathfinder bestiaries.

The book starts with a three-page Introduction. The first section is "What's Different", which briefly summarizes how Starfinder works differently than Pathfinder. For monster creation, one of the big changes is that they're not built with the same rules that PCs are built like in Pathfinder: instead, there are separate, much faster monster creation rules similar to the optional system introduced in Pathfinder Unchained. I have to withhold judgment on whether this is a good move or not, but I know there's a lot of controversy about it in the forums. The section goes on to talk about how ability scores are no longer listed (just modifiers), there are two types of armor class (Energy Armor Class for energy attacks and Kinetic Armor Class for physical attacks), feats are listed only if they can be actively used instead of just providing static modifiers (a great idea), weapons and attacks are now listed with the type of damage they do and there are no confirmation rolls required for crits (which will make sessions faster-paced and potentially more lethal), various types of senses are streamlined, CMB and CMD is no longer a thing, and disease and radiation use the alternative rules introduced in Pathfinder Unchained. You can see that the designers of Starfinder have worked hard to simplify, streamline, and modernize the rules.

Interestingly, the Introduction goes on to provide a preview of some class abilities from the Operative and Soldier classes: much of this information will become redundant (and could be tinkered with) once the Starfinder Core Rulebook is widely available, but for now it's a fun away to see what sort of style of abilities the classes have. Operatives (at certain levels) can get a cool "Cloaking Field" ability that essentially allow them to hide in plain sight, a "Debilitating Trick" ability to make an opponent flat-footed or off-target, a "Trick Attack" ability to catch an opponent flat-footed and do extra damage, and an "Uncanny Mobility" ability to avoid attacks of opportunity from a particular enemy. The Soldier can get a "Grenade Expert" ability to increase the range increment of grenades and manufacture them without paying for them. On the whole, I really like what I see: they're new and different, but still clear and easy to follow for people familiar with how Pathfinder works.

Finally, the Introduction talks about two new Universal Monster Rules ("Limited Telepathy" and "Unliving") and three new weapon abilities. This latter category will be great fun for players and GMs alike, as every weapon has a special ability that activates on a critical hit. The ones discussed here are Arc (the energy blast hits a second enemy), Burn (the target is set on fire), and Explode (boom!).

Now, on to the new creatures.

1. Bloodbrother. Look at the artwork closely and you see why this creature is so cool (and creepy). Basically, it can grab people and place them within its ribcage to start draining their blood (Con damage). It's a really cool concept, though there's not a lot of information about ways a character escapes once within the rib cage prison.

2. Contemplative. First introduced in Distant Worlds, the Contemplatives of Ashok are essentially enormous telepathically/telekinetically empowered brains with vestigial bodies attached. They're definitely very "alien," but the best part is that they're a playable PC race. My only critique is that there's very little background on them (three short sentences).

3. Ellicoth. These are enormous (Gargantuan) creatures that live on the planet Eox and devour undead while giving off a radioactive aura. They have a fun ecological niche.

4. Space Goblins. Perhaps my favourite entry in the book, as the artwork is just a perfect encapsulation of goblins (I especially like the band-aids holding together the cracked space helmet!). I actually really like the special abilities space goblins receive, as their well-known fondness for scrounging, tinkering, and using homemade weapons comes to the forefront.

5. Haan. These are weird, giant bug creatures that fly by means of crafting personal balloons out of webbing and inflating them with jets of gas they can emit. Hey, it's science-fantasy so you may as well think outside the box!. They're also a playable race, and are large-size creatures which is definitely a shift from the Pathfinder norm. They don't do a lot for me, and it's hard to picture what their culture and personalities would be like, but hopefully that'll be expanded on later.

6. Ksarik. Mobile quadrupeds that are supposed to be plant monsters, but neither the artwork nor the write-up really makes the creature feel that way. These are definitely "monsters for monsters-sake" creatures that PCs won't feel the need to try to negotiate with or befriend. They have an interesting but somewhat complicated ability to adapt their bodies to that of creatures they're fighting--I'm not sure how this would play out in a game, but it definitely allows them to be unpredictable opponents.

7. Necrovites. "Space liches" comes to mind, as these residents of the undead planet Eox have mastered both magic and technology. We see hints to a lot of cool tech (like an "Eoxian wrackstaff" and a "d-suit IV with gray force field") and a variety of special abilities, but there's only 26 words of background/description.

8. Orocoran. An excellent write-up of a creepy aberration from Aucturn. Orocorans can spew vomit that causes targets to hallucinate and then, while targets are disabled, the monster stabs them with a blood-sucking proboscis.

9. Security robots. Although security robots may not seem particular exciting, including them here was an excellent choice as I imagine they'll get a *lot* of use by GMs in a variety of adventure scenarios. The write-up is quite detailed and provides some instant insight into Absalom Station, and even includes a little adventure hook at the end. The shoulder-monster turret is a fun touch.

10. Sarcesian. Last of the playable races, and another large-size creature. Interesting to see how that shakes out in gameplay, as having 10' reach is a big advantage. Sarcesians are spindly humanoids specially adapted to survive short periods in vacuum, and can even grow energy wings to move through space. The idea is interesting, but it's hard to picture what they're like in terms of personality. There's a notorious (and humorous) typo here, as the creature's rifle is listed as doing "1d810+5" points of damage!

11. Space pirates. Another smart addition, as space pirates are a natural anytime a random encounter to shake things up is needed. The artwork is a bit bland here, but we are treated to two stat blocks (a CR 1 "Space Pirate Crew Member" and a CR 4 "Space Pirate Captain").

Overall, the artwork is quite strong and definitely up to what we expect from Paizo: in addition to the aforementioned cover, there's several other stand-out pieces. I know layout and space constraints make detailing new creatures quite challenging, but I'm not sure if the right balance was struck in some of the entries: a two-page spread would have been better for some of the creatures, even if it meant fewer overall. As a "Free RPG Day" product I think Paizo could have made a better choice than a mini-bestiary, as there wasn't anything readers could do with the book other than wait several weeks for Starfinder to come out. Still, once the Core Rulebook is out, this free little book will be almost essential in giving GMs some adversaries for the PCs. And hey, it is a free download, so one can't really complain!


Hopefully a sign of things to come...

5/5

The insight to mechanics is interesting, the creatures are unique, and the playable races are far more ambitious than one would expect from a preview of a game yet to be released. Oh, and the art is straight-up top-notch. I really hope this quality is continued in the upcoming Starfinder products!


Looks good so far

5/5

The aliens look great and the bits for classes are interesting. Wish there has been some info on ships. If the hardcover lives up to the promise of the sneak peek it will be a staple with my gaming group.


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Is there anything whatsoever in this that won't be in the normal books? Anything in any way?

Sovereign Court

Amenephis wrote:
Is there anything whatsoever in this that won't be in the normal books? Anything in any way?

When they launched Pathfinder, some of the Bonus Bestiary content was not available anywhere else for years.


The print issue is available now.


In addition to the 1d810+5 P Sarcesian tactical sniper rifle (wow -- that's even more broken than StarCraft II original version of Ghosts' Snipe ability), I have a question about the ability score part of the Aliens as PCs sidebar:

Starfinder First Contact, Aliens as PC sidebar wrote:

{. . .}

Additionally, Star nder uses a brand-new version of the point-buy character creation system. The modi ers listed in a creature’s Ability Buy Points entry represent an entirely different system—points used to purchase abilities rather than direct increases to the ability. It’s easy to adapt them to the traditional Path nder RPG racial traits. Simply replace the racial ability score modi ers listed here as –1 with –2, and those listed as +1 with +2; other values remain the same.

If you left out the "other values remain the same" part, this would lead to some pretty insane ability score adjustments (like +8 Intelligence for Contemplatives backported to Pathfinder), but with it, you get the weird effect that creatures backported from Starfinder to Pathfinder can have +2 or greater to an ability score, or -2 or less to an ability score, or no adjustment, but cannot get +1 or -1. What's up with that? Something seems to have gotten tangled up in editing, or I'm somehow not reading it right.

Also, giving monsters ability modifiers instead of ability scores makes sense as far as it goes, but why stop there? Why not do that for PCs as well?


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
UnArcaneElection wrote:

Also, giving monsters ability modifiers instead of ability scores makes sense as far as it goes, but why stop there? Why not do that for PCs as well?

See this discussion


UnArcaneElection wrote:
If you left out the "other values remain the same" part, this would lead to some pretty insane ability score adjustments (like +8 Intelligence for Contemplatives backported to Pathfinder), but with it, you get the weird effect that creatures backported from Starfinder to Pathfinder can have +2 or greater to an ability score, or -2 or less to an ability score, or no adjustment, but cannot get +1 or -1. What's up with that? Something seems to have gotten tangled up in editing, or I'm somehow not reading it right.

I'm pretty sure the Racial Traits boxes are using the actual ability score bonuses and penalties for the purpose of building characters. Only the bestiary statblock is using the new, abbreviated Ability Modifier only notation.

Consider the Space Goblin's "Dex +3" vs the goblin racial trait "+4 Dex".

Contributor

I guess I'll bring attention to the fact that the print version is now available for purchase.

Paizo Employee Chief Technical Officer

Amenephis wrote:
Is there anything whatsoever in this that won't be in the normal books? Anything in any way?

I believe that the Space Pirate does not yet have a future home.

Grand Lodge

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Adventure Path Charter Subscriber
Vic Wertz wrote:
Amenephis wrote:
Is there anything whatsoever in this that won't be in the normal books? Anything in any way?
I believe that the Space Pirate does not yet have a future home.

I will happily take her in.

-Skeld


Good to have some free first contactful Starfindin' stuff out there. ;)

Scarab Sages Developer, Starfinder Team

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On PC versions of alien races, and languages.

We have a standardized rule for that in the Core Rulebook (on page 17), so it's unnecessary to get specific about such info in each PC race write-up.


Unless I'm missing something, the PC version sidebars for some of the playable aliens appear to be missing movement methods and speeds, such as that of the haan. Is there a universal rule for this that I didn't see, or is one intended to use the information listed in the monster entry?

Dark Archive

Pennate wrote:
Unless I'm missing something, the PC version sidebars for some of the playable aliens appear to be missing movement methods and speeds, such as that of the haan. Is there a universal rule for this that I didn't see, or is one intended to use the information listed in the monster entry?

You're missing something.

In the introduction it says that PC aliens have lesser versions of alien abilities, some even not at all.

Of course this may be different in the final version, as it feels strange.
Maybe you gain em with higher level.


Marco Massoudi wrote:
Pennate wrote:
Unless I'm missing something, the PC version sidebars for some of the playable aliens appear to be missing movement methods and speeds, such as that of the haan. Is there a universal rule for this that I didn't see, or is one intended to use the information listed in the monster entry?

You're missing something.

In the introduction it says that PC aliens have lesser versions of alien abilities, some even not at all.

Of course this may be different in the final version, as it feels strange.
Maybe you gain em with higher level.

I'm sorry; I should have been clearer. I read and understood that part of the inroduction, but I found it odd that some sidebars for playable aliens lack listings for any sort of movement; if one sticks to RAW, haan PCs are completely immobile, and sarcesian PCs can't leave a vacuum without being stranded in an unforgiving environment. I was wondering if, in these cases, a player could use the movement speeds listed in the monster entry, or, alternatively, if there is some kind of rule that sets a default speed for races that lack a listed value.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

You don't even know what RAW says.


I would go with what's in the stat block. :-)

Dark Archive

1 person marked this as a favorite.
Pennate wrote:
Marco Massoudi wrote:
Pennate wrote:
Unless I'm missing something, the PC version sidebars for some of the playable aliens appear to be missing movement methods and speeds, such as that of the haan. Is there a universal rule for this that I didn't see, or is one intended to use the information listed in the monster entry?

You're missing something.

In the introduction it says that PC aliens have lesser versions of alien abilities, some even not at all.

Of course this may be different in the final version, as it feels strange.
Maybe you gain em with higher level.

I'm sorry; I should have been clearer. I read and understood that part of the inroduction, but I found it odd that some sidebars for playable aliens lack listings for any sort of movement; if one sticks to RAW, haan PCs are completely immobile, and sarcesian PCs can't leave a vacuum without being stranded in an unforgiving environment. I was wondering if, in these cases, a player could use the movement speeds listed in the monster entry, or, alternatively, if there is some kind of rule that sets a default speed for races that lack a listed value.

Everything for player characters is EXACTLY THE SAME as for monster races, UNLESS the sidebar says something else.

Of course it may be moot to memorize this, as the final product may change these rules.


Finally something native to Aucturn, I adore the Orocorans


So we know the character creation rules for Starfinder were tweaked right before the book went to the printer. So now that PDFs of the core are starting to pop up for subscribers, is there any word on how to adjust the ability scores for 'proper' Starfinder PCs? I'm guessing adjust like you would for PF (as per the sidebar) and call it a day, but I'm open to suggestions.


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Scores start at 10, you apply Racials, and then you have 10 points to spend point for point.

Shadow Lodge

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Capped at 18 starting too.

Liberty's Edge Contributor

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Also, you can't "sell back" ability score points. Racial ability score modifiers can drop a score as low as 8, and you might not want to put points toward raising it any higher, but you get no benefit from dropping that score to 7 or lower.

Dark Archive

Thx Rysky, Toz & Paris.

That is one of the most usefull informations yet, it would be well advised to write that in a Starfinder character creation blog.


I still just want to know how Haan use things! I mean they have tools strapped to them in the picture but how do they use them? I want to understand!

Sovereign Court

Are any of these races legal in Organized Play?


Pathfinder Starfinder Society Subscriber
Toloriel wrote:
Are any of these races legal in Organized Play?

Only as special boons -- and apparently no one has gotten a space goblin boon yet.


Only with boons.

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