Starfinder Pact Worlds

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Starfinder Pact Worlds
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The Pact Worlds are the beating heart of the Starfinder campaign setting, a solar system full of citizens both familiar and bizarre. From the cosmopolitan corridors of Absalom Station to the carnivorous jungles of Castrovel or the floating cloud-cities of the gas giant Bretheda, this hardcover rulebook is your guide to Starfinder's core worlds and civilizations, and the perfect place to launch any adventure.

Inside, you'll find:

  • In-depth gazetteers of the system's 14 major worlds, from high-tech Verces and the draconic empires of Triaxus to the necromantic wastleands of Eox or magical bubble cities floating on the surface of the sun. Each gazetteer features a detailed world map, residents and cultures, settlements and adventure locations, a unique theme to customize characters from that world, and more.
  • New playable alien races, from undead Eoxians to Castrovellian plant-people.
  • New starships, from the living vessels of the Xenowardens to sinister Hellknight dreadnoughts.
  • A codex of themed NPC stat blocks to help Game Masters create vivid encounters.
  • New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion.
  • Tons of new weapons, armors, spells, feats, magic items, technological gadgets, and more to help outfit your adventurers.

978-1-64078-022-4

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Great for both GMs & Players

5/5

If someone were interested in Starfinder, the first three books I'd recommend they buy would be the Core Rulebook, the Alien Archive, and Pact Worlds. The first one gives the rules, the second one gives the adversaries and allies, and the third one gives the setting. Pact Worlds is a 216-page hardcover book primarily intended to provide a detailed overview of each of the planets in the setting's main star system. In addition, the book introduces several new starships, NPC stat blocks, and some player options like new archetypes, playable races, and weapons. The artwork and layout are really pretty, though the book is a bit pricey given its length. Still, I consider it a nearly essential buy for GMs looking to add depth and richness to their Starfinder games.

The book starts with a four-page introduction, "Welcome to the Pact Worlds", that provides a nice, readable summary of the general government, economy, and culture of the system. Some key historical events are put into perspective, which is something I appreciated. For example, the alliance with the Vesk is a relatively recent phenomenon after decades of war, and there are still some tensions there. The description of the Stewards was interesting, and one gets the sense that they're essentially Jedi Knights, roaming the galaxy and settling local disputes. Economy-wise, it seems capitalism runs unbridled, which probably makes for a good setting for adventurers even if it's a bit depressing to imagine.

Chapter 1, "The Worlds", weighs in at 140 pages and is by far the longest chapter. Each of the planets in the Pact Worlds receives ten pages of coverage broken down into the subheadings of Geography, Residents, Society, Conflicts and Threats, and Notable Locations. A one-page map of each planet is provided, but there's something about them that just doesn't look right to me. Each world-entry then concludes with a new character theme suitable for PCs from that planet. Here are the worlds covered:

* The Sun: Far from simply a source of light, heat, and gravity, the Pact World's sun is the home to the "Burning Archipelago", a collection of "force bubble" cities and tunnels of mysterious origin. The various cities are controlled by different groups, and there are several mysteries (such as why the lashunta feel psychic emanations of paranoia, or whether institutions like the "Sun Atlas" or "Deep Cultures Institute" are correct that there may be civilisations within the sun itself). Overall, it's a clever way to make the sun itself an interesting place to have adventures. Now that I'm preparing the Dawn of Flame adventure path, I appreciate it even more. As for the theme: the Solar Disciple has benefits so minor as to be completely forgotten by most players.

* Aballon: A world of megacities inhabited primarily by anacites--sentient robots. Aballon is a major manufacturing center in the Pact Worlds. Although I still don't have a very good picture of what individual anacites are like when encountered as NPCs, there are some surprisingly interesting plot hooks written into this section: the mysteries of the First Ones, the political ramifications of the Machine Court, or the riddle of PreceptumXIII, a megacity constantly built and destroyed. I could actually see a campaign here. The new theme, Roboticist, is one I've actually used for a character and it's reasonably good as far as themes go.

* Castrovel: A planet with an interesting mix of continents occupied by lashunta, formians, and elves, as well as an array of wild, dinosaur-sized beasts. There are some potential political/intrigue plot threads a GM could work with, given that a war between some of the species just ended. Stories involving any sort of wilderness theme could easily be set here, and setting elements like the Green Faith, the Xenowardens, and more are incorporated. I have some fond memories of adventuring on Castrovel with my barathu envoy, and I wouldn't mind heading back. The new theme, Wild Warden, has very useful and fitting abilities. It's a good model for what themes can offer when done well.

* Absalom Station: This is the most crucial location for most GMs and players, as it's a sort of default setting/home base for a lot of adventures (both adventure paths & Starfinder Society games). Unlike some of the other maps, I do like the top-down view we get of the station here. Absalom Station has some important links to setting lore (the Gap, the Starstone, the Drift), but there's also some good discussion here of local politics and problems: everything from income inequality to gerrymandering to a "Strong Absalom" movement with unfortunate real-world analogues. I particularly liked the Eyeswide Agency (providing psychic investigative services) and the Simar Communion (identical clones who work as spies and assassins!). The new theme is Corporate Agent, which is a good concept and executed in an okay way.

* Akiton: This is the Mars or Tattooine analogue, a difficult rocky desert wasteland in decline. It's perfect for some Firefly-style space cowboy adventuring. An interesting mix of 5 species (hylki, ysoki, contemplatives, ikeshti, and shobhads) inhabit the planet. There's a ton of great little adventure hooks littered throughout the section, such as extensive wrecks left sometime during the Gap, a flying tourist attraction called Five Tines Fortress, and (in a shout-out to an early SFS scenario), old thasteron mines. The new theme is Gladiator, which is okay.

* Verces: The most technologically advanced of the Pact Worlds, Verces is a place where human augmentation is extensive. It's also the politically most advanced world, and served as the model for both the Stewards and the Pact Worlds system of government. I didn't quite get a picture on what adventuring on the planet would be like, however. The new theme, Cyberborn, is rarely going to be meaningful in practice.

* Idari: This world-ship was the means by which kasatha came to the Pact Worlds. There's a surprising number of lakes and variety of ecosystems within the vessel. A number of factions are in play in the Idari, which raises several natural story possibilities. I like the feel of the place and there's a lot of material to work with, though there are few obvious adventure hooks. The new theme is Tempered Pilgrim, which is what kasatha are called when they go on a yearlong walkabout to learn about new cultures. It has pretty good features.

* The Diaspora: A huge, lawless asteroid belt full of tons of great adventure hooks. My favourites are the Abattoir and the Hum, both classic science-fiction/horror set ups. If you're interested in pirates, dwarves, or sarcesians, the Diaspora is the place to be. I liked the write-up for Songbird Station and the shout-out to Strawberry Machine Cake. It's nice to see crossover with SFS scenarios. The new Space Pirate theme has some pretty useful abilities.

* Eox: This is a cool concept: a planet ruled entirely by intelligent undead after an apocalypse killed most of the living. There's good places for exploring (like the Lacustria Sea), plenty of opportunity for random encounters (from feral undead), room for political machinations (with the Bone Sages), and the classic reality-t.v. horror of the Halls of the Living (plus Zo!). I've used the Death-Touched theme in a game, and it was fine.

* Triaxus: Triaxus is one of those concepts that sounds interesting at first: a planet that has an erratic orbit, meaning winters last centuries and then summers last centuries). But in practice, PCs are only ever going to encounter the long winter season unless they travel through time or something. The natives are ryphorians, and dragons are a common feature (with dragon-kin sort of in-between). There's frankly not much here that I found exciting or that stuck out at me. The Dragonblood theme looks solid, however.

* Liavara: Formally a protectorate (not an independent member of the Pact Worlds), this gas giant proved more interesting than I expected. Some of its settled moons like Arkanen and Nchak have potential, and the adventure hooks here are solid. The Dream Prophet theme isn't bad, especially the 12th level ability.

* Bretheda: Another gas giant, but this one is home to my favourite floating jellyfish aliens, the barathu. Its moons hold kalo, haan, and some other important species. The "kalo fashionista" pic on page 123 cracks me up. I like the story seed with a creeping, fatal fungal infestation among barathu called the Laoe Araae that threatens to spread to other species. I could see an adventure involving finding a cure for it. I also like the moon Yashu-Indiri, in which monks have built shrines to abandoned, dead, or otherwise forgotten deities--including those that received widespread worship prior to the Gap, like Torag and Cayden Cailean. The new Biotechnician theme is solid.

* Apostae: Drow! This artificial planetoid has a (mostly) inaccessible interior, and there's plenty of story to be had in PCs trying to figure out how to open one of the doors (and then exploring whatever fantastical things it leads to). Special shout-out to Nightarch, site of an epic SFS scenario I ran that lasted until 3 a.m. and led to an 80% TPK. Good times! The new Xenoarchaeologist theme has probably the best special ability of any theme I've seen: Trap Spotter (just like in Pathfinder, a free chance to spot traps just by walking near them).

* Aucturn: This planet is not for tourists. It's a mutating, pulsing, toxic planet that can change to fill whatever needs the GM has for it. The site of battles between the Dominion of the Black and cultists of the Great Old Ones, this is a planet with a clear Lovecraftian theme. Mad recluses, warlords, monstrous things, and more are here. The image of Carsai the King is very cool. I'm not a fan of the new theme, Cultist, as it comes across as very generic.

Chapter 2 is "Starships" and comes in at 16 pages. We get a better explanation of the Drift, though I still find it's a feature under-utilized in the system (and I still wonder whether communication in or out of the Drift is possible). Some new starship options are introduced, such as biomechanical ships (simple but cool), drift shadow projectors (akin to interdictor ships in Star Wars), and more. Overall, I like the new options--some are necessary "bread and butter" ones left out of the Core Rulebook, while others show some good creativity. Stats (and good artwork) are given for new ships for Aballonians, Hellknights, Iomedaeans, Vercites, and Xenowardens.

Chapter 3 is "Supporting Cast" and also weighs in at 16 pages. This is effectively like a mini-NPC Codex. It contains stat blocks (and alteration suggestions) for a variety of NPCs that a GM might need at a moment's notice: Cultists, Free Captains, Hellknights, Mercenaries, Security Forces, and Street Gangs. I find material like this incredibly useful, and I like how it also saves space for writers of SFS scenarios and APs.

Chapter 4 is "Player Options" (35 pages). There's a lot here: new archetypes, feats, weapons, armor, items, spells, and races.

Six new archetypes are introduced here, though (unfortunately, to my mind) no actual affiliation with the related organisation is necessary in order to take them. The six are Arcanimirium Sage (really good, and perhaps most interesting for non-spellcasters), Divine Champion (kind of bland, though Divine Judgement is very useful), Skyfire Centurion (some good abilities, though it seems to demean the bonding process), Star Knight (interesting and I like the variations), Starfinder Data Jockey (bland and makes it easy to use an already overpowered skill, Computers, in place of other skills), and Steward Officer (Demand Surrender is too late and too weak).

Eight new feats are introduced. Some are fairly underwhelming (like the stage magic line), but some of the Divine Blessings (which vary depending on which deity worshipped) are pretty awesome (one lets you overcome immunity to a particular type of energy!).

Regarding the new equipment, there were a few things that stood out to me. Some of them have become almost commonplace in games, like magboots and library chips (way overpowered for their trivial cost). Others just look fun, like magical energy drinks and motospheres. This is the section that allowed my descent thruster-equipped character to *very slowly* fall into a pool of acid and die horribly.

As a preface to the new spells, a little blurb explains who and how they were created (in-game). I loved this, and wish we got more. It really adds to the flavour. Anyway, this section introduces the "junk" line of spells and a few others. One of them, control atmosphere, would definitely have its uses.

Finally, six new playable races are introduced: astrazoans, bantrids (cool origin and flavour), borais, khizars (kind of bland), SROs, and strix. I've actually played two of these.

And that's the book! It's not perfect, but on the whole I think it's an excellent overview of the setting and provides a lot for both GMs and players to take advantage of. I'd definitely recommend it.


Good Setting Overview.

4/5

I picked this book up in an LGS I play in regularly, and what a great introduction to the Pact Worlds setting. I had played the 'Into The Unknown' introduction adventure, but the lack of exposition made the adventure hard for me to immerse into.

This book makes the setting come alive, and the art compliments the good writing rather than having to make up for any lack in it.

I took away a star for the continuing lack of deckplans for playable ships. In a Sci Fi setting the party's ship fast becomes a character, and the lack of a deckplan is a severe handicap.


Space Worlds

5/5

A very good, solid, well illustrated, rich... book on the Starfinder setting.
Great as a DM, as a player to flesh out your character's background.
Super nice!


A great setting book!

5/5

Setting books are absolutely crucial for rpgs, in my opinions, it's what defines exactly why you love what you are playing at. For a sci-fantasy game such as this, a rich setting book is even more essential, as you are breaking new ground, and you need to do it in an epic, memorable way. This books does it in spades. The world building, the player hooks (arguably some of the most valuable content of this book), illustrations, playable options, starship travel and types (oh my the starships are gorgeous!), NPCs, factions, equipment, spells... this book has all you need to make the Pact Worlds your home and make them come to life in your mind. Even if your campaign takes place in the Great Beyond, you will still enjoy this book and find its exciting lore, and beautiful narration very useful. It's true that it might not be as rich as Pathfinder's Inner Sea setting book, but I find this one more than fulfilling. Looking forward to expansions for the Great Beyond or even a deep dive into the Drift!


I love this book

5/5

Starfinder has become my favourite rpg so far, right after Pathfinder... One of the things I love the most is the lore, so this book is full with it, think your Campaign Setting book... while not as big as the Inner Sea Wolrd Guide, aldo of my favourite books, still is a good purchase. I would just love if the Starfinder books would be as big as the Pathfinder, or at least, if they are not the same size, then they should not be sold at the same price. Anyway, great book, a must if you are planning to play Starfinder in the core setting which, by the way, is awesome!


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Community & Digital Content Director

5 people marked this as a favorite.

Announced for March! Product image and description are not final.

Liberty's Edge

3 people marked this as a favorite.

My body is ready.


2 people marked this as a favorite.

Anyone got a time machine that can take me to March quickly?


1 person marked this as a favorite.
Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Do Want. Greatly looking forward to this.


1 person marked this as a favorite.

!!!!!!!!!!!!


1 person marked this as a favorite.

"New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion."

Does this mean we get class specific Archetypes or just Archetypes that can be used with every class?

Either way yay!

Liberty's Edge

1 person marked this as a favorite.

How many pages in this beauty?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

This is exactly the next Starfinder book that I wanted! Yay!

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Aww... I was hoping that playable Bone Sages would be in the Alien Archive... Still, I suppose March isn't too far away.

Dark Archive

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Rysky the Dark Solarion wrote:

"New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion."

Does this mean we get class specific Archetypes or just Archetypes that can be used with every class?

Either way yay!

IIRC the idea for Starfinder is that there aren't supposed to be any class-specific archetypes. They're all for every class.


4 people marked this as a favorite.

I know but that's not really any fun, I like an archetype that builds off a class.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

It was stated that class-specific archetypes might be a thing in future books, so both options are on the table


1 person marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Cue "Oh Yeah" by Yello.


2 people marked this as a favorite.

7 months! Ack!


Aunders wrote:
7 months! Ack!

You can wait that long.


1 person marked this as a favorite.

That's exactly what I was hoping for! Setting guide!

I hope there are also some new informations about the gods, including illustrations. *-*


This looks good...as some of the rules are leaving me kinda blah...but the setting I love.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

Is this something like The Inner Sea World Guide which is still one of my favorite Pathfinder books? If so, I'll be picking this one up for sure.


2 people marked this as a favorite.
Rysky the Dark Solarion wrote:

"New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion."

Does this mean we get class specific Archetypes or just Archetypes that can be used with every class?

Either way yay!

It sounds to me like the latter.

Scarab Sages Starfinder Design Lead

7 people marked this as a favorite.
Rysky the Dark Solarion wrote:

"New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion."

Does this mean we get class specific Archetypes or just Archetypes that can be used with every class?

Archetypes that can be used with every class. That's our baseline. Any different use of archetypes should be the exception.


1 person marked this as a favorite.

Woo! Plant people!!!


1 person marked this as a favorite.
Chris Lambertz wrote:
Announced for March! Product image and description are not final.

Just curious- during GenCon and PaizoCon, do they keep you on-call? ;)

(Not complaining at all, btw! I live for these announcements!)

Dark Archive

1 person marked this as a favorite.

This is great, it looks like an amalgam of equivalents of:

-The Inner Sea World Guide
-Player Companion: People of the Stars
-Ships of the inner Sea
-NPC Codey
-Advanced Players Guide
-Ultimate Equipment

I love the more "compact" feel of Starfinder.

I guess this is still in development and not finished and the page count is not finalized, but will be between 200 & 300 pages?

Thank you for this!


1 person marked this as a favorite.

I'm particularly interested in playable Eoxians. I feel like it would add interesting roleplaying opportunities if there were intelligent undead that didn't automatically want to eat your face that you pretty much had to deal with as long as it didn't start trouble. I also feel that the core book did give the bare bones when it came to equipment, but does seem a bit light on the selection (everything you might need, but not everything you might want if that makes sense) More themes? Also welcome.


Yes. So much yes. I look forward to the day when I can throw money at you guys to buy this.


Whoa, didn't notice each area getting its own theme! Excitement increased considerably by the prospect of 14 new themes… especially the one for being from the sun.


I have to wait six months for playable undead? sadface


2 people marked this as a favorite.

Speaking of undead, might we possibly see undead archetypes at some point? After all, a vampire or something similar would be difficult to represent with a race, but an archetype would do the trick well.


Noodlemancer wrote:
Speaking of undead, might we possibly see undead archetypes at some point? After all, a vampire or something similar would be difficult to represent with a race, but an archetype would do the trick well.

Especially since, as they are grafts, templates can't just be easily slapped onto PCs at the GM's discretion.


Who wants to bet the playable Eoxians wont use the actual undead mechanics?

Silver Crusade

Pathfinder Adventure Path Subscriber
Milo v3 wrote:
Who wants to bet the playable Eoxians wont use the actual undead mechanics?

Everybody who has ever played 5E or any other RPG where NPCs and PCs are made from different kinds of Lego bricks, which is quite a lot of people.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Will this contain a postermap of the Pact World system?


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Is this a hardcover? How many pages?

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Zaister wrote:
Is this a hardcover? How many pages?

At 45 USD, this better be a hardcover ;-)


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Good point :)


1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Damanta wrote:
Will this contain a postermap of the Pact World system?

I hope so. We need more Starfinder maps.

Dark Archive

5 people marked this as a favorite.

It says that it's a hardcover in the description.

I also hope it will have no postermap bound in, i'd rather have a seperate "Starfinder Poster Map Folio" with a Star System map, Absalom Station map & a known starship size comparison map.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Oooh, good idea for a map folio!


1 person marked this as a favorite.
Owen K. C. Stephens wrote:
Rysky the Dark Solarion wrote:

"New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion."

Does this mean we get class specific Archetypes or just Archetypes that can be used with every class?

Archetypes that can be used with every class. That's our baseline. Any different use of archetypes should be the exception.

Okies.

Slightly sad Space Succubus now.


2 people marked this as a favorite.
Rysky the Dark Solarion wrote:
Owen K. C. Stephens wrote:
Rysky the Dark Solarion wrote:

"New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion."

Does this mean we get class specific Archetypes or just Archetypes that can be used with every class?

Archetypes that can be used with every class. That's our baseline. Any different use of archetypes should be the exception.

Okies.

Slightly sad Space Succubus now.

*hugs*


Will we see a world generation system at the end of this book? Just to help out a GM if the PC's jump to a world which he was completely underprepared for?

Might we also see a town generator? A place where the PCs might venture and the harried GM is rushing to throw something together, would be really helpful for on-the-fly gamemasters.

Silver Crusade

1 person marked this as a favorite.

Can we get the stats for Dark Elves that are on their new planet? Might they come out in Alien Archive?

Acquisitives

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Owen K. C. Stephens wrote:
Rysky the Dark Solarion wrote:

"New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion."

Does this mean we get class specific Archetypes or just Archetypes that can be used with every class?

Archetypes that can be used with every class. That's our baseline. Any different use of archetypes should be the exception.

nice. i think that's a really cool way to go.


I was talking to the owner of my FLGS about how Id like if they did a hardcover for each Pact World, but knew this was more likely. Still very excited!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

OMG. Cannot wait for this. SO FAR AWAY. This will be a perfect birthday present though. Still wandering if we will see player companions or so. I know it was stated that content will be pushed out slower than Pathfinder. I kind of hope there isn't and they bundle everything in to the bigger hardback based books.

Grand Lodge Contributor

2 people marked this as a favorite.
Rysky the Dark Solarion wrote:
Owen K. C. Stephens wrote:
Rysky the Dark Solarion wrote:

"New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion."

Does this mean we get class specific Archetypes or just Archetypes that can be used with every class?

Archetypes that can be used with every class. That's our baseline. Any different use of archetypes should be the exception.

Okies.

Slightly sad Space Succubus now.

I for one am glad that all archetypes are available to all classes. At least initially, it seems Paizo is publishing only a few Starfinder books per year, so there won't be tons of archetypes, initially. Making single-class archetypes would mean that we'd have only one-seventh of the archetype options available, which would be a bit wasteful. If/when Paizo publishes new classes, the problem would be further compounded.

Besides, a Starfinder archetype designer's main design principle should NOT be "I'm designing this archetype for no particular class so it fits all"; it should be "I'm making this archetype for ALL of the seven existing classes and all classes published in the future". (Future-proofing is difficult, but not impossible.)

In other words, hopefully, whenever new archetypes are published, people will say "Yay, I'm getting new archetypes for my favorite class AND all the other classes, too." That's how I look at it, anyway. :)

Another problem with single-class archetypes in Pathfinder has been that if an archetype built around a particular concept already exists, it's less likely that other classes get archetypes built around the same concept because designers generally strive to create something new rather than more of the same.

I'm sure the new archetypes will be fun and awesome. :)

The Exchange

Is that the only hardbound product for 2018?


TheLoneCleric wrote:
Is that the only hardbound product for 2018?

That seems really unlikely, but this was only just announced, so I doubt we're going to get details on stuff even further away.

Dark Archive

3 people marked this as a favorite.
QuidEst wrote:
TheLoneCleric wrote:
Is that the only hardbound product for 2018?
That seems really unlikely, but this was only just announced, so I doubt we're going to get details on stuff even further away.

2018 will have a Pathfinder Hardcover about the Planes.

Also, the plan is to publish a new Starfinder Alien Archive every year.

At least that was said at GenCon 50.

Acquisitives

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Milo v3 wrote:
Who wants to bet the playable Eoxians wont use the actual undead mechanics?

well... there's two types of fun playable eoxians...

the undead people, and the people in the halls of the living or whatever.

either ways, very fun.

STARFINDER IS THE BEST.

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