SALUTIAN STAR SYSTEM SET: CHARACTER OPTIONSby Michael O. Holland
The galaxy is full of outlaws. It takes a lawman to even the score. If you've ever had a hankering to bring justice to the untamed corners of the Vast, then this is the theme for you. Of course, if you're more the "blow 'em up with magic" type, the new spells on offer in the Salutian system work pretty well too.
Star System Sets offer new planets to explore, dangers to overcome, lifeforms to study, and cultures to document. Modular enough for any campaign, each double-sided card presents a complete ruleset for ease of reference, allowing GMs to fill in the blank spots on their star charts.
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Here, we have a new theme, the lawman, which nets +1 to Con, reduces the DC of Culture checks to recall law enforcement/judicial facts by 5 and lets the characters choose Diplomacy or Intimidate as class skill. 6th level nets +2 to Perception checks as part of a criminal investigation, as well as +2 to skill checks of skills in which you have no ranks, provided you undertake the check as part of an investigation. This explicitly does not allow for trained-only skill-use. 12th level lets you 1/week call in a favor for one item or expert service, of up to an item level of your character level +1, and you’re expected to return the goods/reciprocate. Nice one! 18th level lets you 2/day mull over the details or clues of an investigation to regain 1 Resolve Point; this takes 10 minutes and doesn’t qualify for regaining Stamina. One of the cooler themes out there
The second page of this card contains new spells: bio-blast is a level 1 mystic spell that nets a 2d6 acid cone, which leaves a short-lived residue of acidic sludge. Leap is available as a 1st level mystic and technomancer spell, which lets you execute horizontal or vertical leaps up to twice your size sans running start or Athletics-requirements. Technomancers can cast the 2nd level plasma whip spell, which nets you a burning monowhip that you’re treated as proficient with, inflicting scaling fire damage. At 3rd spell level, technomancers can cast energy aegis, which nets +6 to EAC, later upgrading to +8 and +10, at 9th and 18th CL, respectively. Phase shift is available as both a 3rd level mystic and technomancer spell nets a +10 bonus to Stealth and concealment, making this a kind of cross between invisibility and displacement, but at a lesser degree. On a design-perspective, I think that phase shift’s bonus should be tied to the four states of awareness mechanic. Not the biggest fan here.
Verdict: 3.5 stars, rounded up due to the theme. The spells alone would have been closer to 3.