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 species, 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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5/5


Good splat. Need to continuity fact-check the Hellknights

4/5

This splat definitely reflects Joe Pasini's philosophy of "Something for everyone". I especially appreciated the NPC blocks for various soldiers and other factional members, very useful. Wish Near Space had the same!

The only hang-up I have is that there is implied tension in the Pact Worlds, say , between the Hellknights and Iomedaens/Knights of Golarion but it's never really explained how this conflict might play out given that The Stewards enforce a NO FIGHTING rule.

EDIT 6/25/2022:

Okay, that's not the only critique I have. There are a couple other issues with the Hellknights.

First is rather pedantic - the Hellknight armor list should read:

Armiger (Level 2)
Paralictor (Level 5)
Maralictor (Level 9)
Lictor (Level 14)

Because that's the traditional Hellknight hierarchy as shown in Path of the Hellknight. Instead it reads

Armiger (Level 2)
Paralictor (Level 9)
Maralictor (Level 14)
Lictor (Level 5)

Sad!

The other thing is this -- the star Knight (Hell Knight) feat grants you heavy armor proficiency at level 2. But every single Hellknight NPC in this book uses D-Suit III's. Light armor! Whyyyyy? I can understand the Signifers, but why would the Hellknight Commander or the Armigers not use the Hellknight Plate?!


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!


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Skeld, how many goats do you sacrifice to get your subscriptions shipped this early?

Silver Crusade

4 people marked this as a favorite.
Luke Spencer wrote:
If anyone wouldn't mind, could you give me a rough description of the new races? On top of this, are there any monster stats in the book or is it purely sentient NPCs that get statblocks?

Spoiler:

Astrazoans (Medium Aberration) - 7 limbed human sized starfish with an eye on each limb.
Bantrids (Small Aberration) - Kinda look like an organic upside down microphone but with eyes and sprouting hands.
Borais (Medium Undead) - Mostly dead creatures which retain part of their soul (varies based on the base CRB race)
Khizar (Medium Humanoid - Plantlike) - Vine people with a flower head (but cooler looking than that sounds).
Sros (S or M Construct) - Sentient Robotic Organism - pretty much says it all.
Strix (Medium Humanoid) - Winged humanoids ala PF. Sweet artwork. Similar mechanically to PF.

No monster stat blocks that I recall. Havent had an indepth read yet.


1 person marked this as a favorite.
Axial wrote:
I would like to know about the new races and their flavor, if you don't mind. Is the undead race essentially playable Eoxians? That's what I was hoping for.

Spoiler:

That's kinda what they are.

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber
Brew Bird wrote:
Skeld, how many goats do you sacrifice to get your subscriptions shipped this early?

Zero; I'm just lucky.

-Skeld

Edit: I'm done for tonight. I might be able to answer some question tomorrow. :)

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

Is there any new equipment? What about feats? Inquiring minds want to know, and if there is a "yes" involved, a general list!


So is Aucturn just the amazing summer home every budding young spawn of Yog-Sothoth dreams of owning?


are the races written in Core Rulebook format or Alien Archives Format?

Silver Crusade

2 people marked this as a favorite.
Lindley Court wrote:
Is there any new equipment? What about feats? Inquiring minds want to know, and if there is a "yes" involved, a general list!

Feats:

Close Combat
Divine Blessing
Extended Telepathy
Focused Spellcaster
Kasathan Battle Dance
Major Stage Magic
Stage Magic
Minor Stage Magic

Equipment:

Honestly there's more than I was expecting. Not that I can define how much I was expecting.

Multiple varieties of:
Sword Cane
Xenolash
Nightarch Needler
Kalo Shredder
Starheart Cannon
Anacite Ion Cannon
Shobhad Horizon Striker
Tauon Crystal
New Weapon Fusions
Zeizerer Diffractor
Formian Hide
Hellknight Plate
New Armor Upgrades
New Technological Items
New Hybrid Items
New Magic Items

Silver Crusade

2 people marked this as a favorite.
AmbassadoroftheDominion wrote:
are the races written in Core Rulebook format or Alien Archives Format?

Not really a spoiler, but just in case...:

IMO neither really. But closer to AA than CRB I guess.

Silver Crusade

2 people marked this as a favorite.
Paladinosaur wrote:

Can you give us any info on the

Spoiler:
Skyfire Centurion, Starknight and Steward Officer

Spoiler:

Skyfire Centurion: You pick a buddy and both of you get a variety of bonuses to various things when you work together.

Starknight: Is the name of the Archetype for the Knights of Golarion and 6 orders of Hellknights. You get 4 generic abilities and then can choose from alternatives for the last two depending on which of the above you are from.

Steward Officer: Interplanetary Peacekeepers. Get things based around Diplomacy, Culture and Combat.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber
Woodenman wrote:
Lindley Court wrote:
Is there any new equipment? What about feats? Inquiring minds want to know, and if there is a "yes" involved, a general list!

** spoiler omitted **

** spoiler omitted **

Ooh, thank you! Would you be able to give any further info on the...

Spoiler:
Close Combat and Divine Blessing feats, and the xenolash and kalo shredder equipment types? Based on the names, one of my SFS character might enjoy those a lot...


1 person marked this as a favorite.

What about the spellsssssssss?


4 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Big Lemon wrote:
What about the spellsssssssss?
Spoiler:

  • Control Atmosphere: Transmutation, mystic 4
  • Digital Doorway: Conjuration (teleport), technomancer 4
  • Directed Denial of Strength Attack: Enchantment (mind-affecting), technomancer 2
  • Fabricate Scrap: Universal, technomancer 0
  • Junk Armor: Conjuration (creation), technomancer 1
  • Junksword: Conjuration (creation), technomancer 1–6
  • Mental Block: Enchantment (mind-affecting), mystic 3, technomancer 3
  • Might of the Ellicoth: Transmutation, mystic 1
  • Necromantic Revitalization: Necromancy, mystic 1–6, technomancer 1–6
  • Reanimate: Necromancy, mystic 5, technomancer 6
  • Seeking Shot: Divination, mystic 1


Are there any new revelations or other class options in the book?


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

14 themes, 6 archetypes, 8 feats, 11 spells, 6 races and various equipment. No other player character options.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Is there any new information on factions, gods, or threats? Or details on any Pact Worlds beyond the Golarion system? Thanks!


1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

There are some sample NPCs for cultists, the Free Captains, Hellknights, mercenaries, security forces and street gangs. Nothing especially dedicated to gods or threats, besides maybe in the individual world's sections.

Nothing outside the Golarion system, but well, this is the Pact Worlds book.


Skeld, PDF Prophet wrote:
Axial wrote:
I would like to know about the new races and their flavor, if you don't mind. Is the undead race essentially playable Eoxians? That's what I was hoping for.

** spoiler omitted **

-Skeld

Spoiler:
as it looks like they take after their base race really easy to do them as elerbian if you want a really eoxian feeling character.

2 people marked this as a favorite.
Zaister wrote:
** Spells spoiler **

Whoever wrote that DDoS spell should be given a medal. Both hilarious and thematically on point for Technomancers. Here's to hoping it actually works well too.


I am jonesing so hard for this book. Come on, subscription shipping email!

Scarab Sages Starfinder Design Lead

12 people marked this as a favorite.
Cellion wrote:
Zaister wrote:
** Spells spoiler **
Whoever wrote that DDoS spell should be given a medal. Both hilarious and thematically on point for Technomancers. Here's to hoping it actually works well too.

That's a joint effort between Alex Augunas and myself.

Since I am the developer, he deserves all praise, and I deserve all condemnation. :)


1 person marked this as a favorite.
pithica42 wrote:
I am jonesing so hard for this book. Come on, subscription shipping email!

I am refreshing my email periodically even though I get alerts, and checking my order status on Paizo periodicslly in case it updates before an enail is sent.

You know, just in case.


*checks email with hope in his eyes* Curses! well hopefully I see the notice soon :) I think this is going to be my favorite book yet. Can't wait to get my hands on the PDF.


1 person marked this as a favorite.

Maybe someone asked that I missed but has anyone seen any info on the Divine champion archetype? I'd love any tidbit I can get while the wait continues :-P


In the weapons section what kind of sniper weapons are there? The Horizon Striker line sounds like it is.

Silver Crusade

2 people marked this as a favorite.
RenegadeDuck wrote:
Maybe someone asked that I missed but has anyone seen any info on the Divine champion archetype? I'd love any tidbit I can get while the wait continues :-P

Spoiler:
Turns your SF character into a PF Paladin ...complete with SF analogues of Smite Evil , Divine Grace and spells. I’ve named PF Paladin abilities here but they are not the same. Maybe distant relatives perhaps.
Silver Crusade

Saint Caleth wrote:
In the weapons section what kind of sniper weapons are there? The Horizon Striker line sounds like it is.

Spoiler:
Correct. Generally speaking these ones have longer range increments but smaller damage.

Would anyone mind giving a sentence or two about the Arcanamirium Sage archetype or the Dragonblood or Roboticist themes (and which ability scores they add to)?

Silver Crusade

Lindley Court wrote:
Woodenman wrote:
Lindley Court wrote:
Is there any new equipment? What about feats? Inquiring minds want to know, and if there is a "yes" involved, a general list!

** spoiler omitted **

** spoiler omitted **

Ooh, thank you! Would you be able to give any further info on the...

Spoiler:
Close Combat and Divine Blessing feats, and the xenolash and kalo shredder equipment types? Based on the names, one of my SFS character might enjoy those a lot...

Spoiler:

Close Combat: gives you defensive bonuses against opponents you are not in melee range with.

Divine Blessing: you pick one of the 20 deities in the CRB and get a benefit. They are all quite different.

Xenolash: advanced melee weapon. It’s a whip with your typical whip abilities.

Kalo Shredder: magnetism powered long arm.

Silver Crusade

1 person marked this as a favorite.
Phformian wrote:
Would anyone mind giving a sentence or two about the Arcanamirium Sage archetype or the Dragonblood or Roboticist themes (and which ability scores they add to)?

Spoiler:

The Sage is all about magic and hybrid items.

Dragonblood (Cha) - the abilities are around draconian traits (because you actually have draconian blood). Although I don’t think I can really do it justice without spelling it out.

Roboticist (Int) - you are interested in machines and how they work. Good way to get some Mechanic like flavour / abilities without actually being one.


Woodenman wrote:
Phformian wrote:
Would anyone mind giving a sentence or two about the Arcanamirium Sage archetype or the Dragonblood or Roboticist themes (and which ability scores they add to)?
** spoiler omitted **

Sounds cool, thanks!

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Arghhhh last night got a mail that the cc they tried to charge was the wrong one , i had changed it but apparently it still showed an older one
went in and corrected but now having to wait to get pdf and book shipped :(


I don't suppose there are any new powered armor options by any chance...? If there are new PAs, what levels are they? =D


Woodenman wrote:
RenegadeDuck wrote:
Maybe someone asked that I missed but has anyone seen any info on the Divine champion archetype? I'd love any tidbit I can get while the wait continues :-P
** spoiler omitted **

Neat! That's pretty much what I was hoping for. About to start a new campaign and I was really hoping the archetype would be something along those lines for this character.


Oh man! I heard about this coming out way back, but I had no idea it has so much new content! Given all the new PC options, this is definitely gonna be a must buy for me! It even comes out on my birthday! ...This is gonna be a long two weeks.

Regarding the actual content,

Spoiler:
Close Combat
definitely sounds fun! I imagine it'd synergize well with a reach weapon, which my SFS character just so happens wield!

Also, could someone please provide information on what the

Spoiler:
Gladiator
archetype provides? Thanks in advance!


Knowing my luck, I'll probably not have my shipping notice until next week.

In the mean time, would anyone be willing to share the ability score bonuses of the new races? Particularly interested in the SROs and Astrazoans.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

this is the first line i subscribed to and the first book I started with..how long do you have to wait until you get your pdf, when you buy it or when it ships?


Gamerskum wrote:
this is the first line i subscribed to and the first book I started with..how long do you have to wait until you get your pdf, when you buy it or when it ships?

You get your PDF when the product ships.


Wait so no new class features?
this really blows if you ask me
they included a whole new mystic connection in one of the AP's
but couldnt make one for Pact Worlds?
Im very curious as to why this is


MagicA wrote:

Wait so no new class features?

this really blows if you ask me
they included a whole new mystic connection in one of the AP's
but couldnt make one for Pact Worlds?
Im very curious as to why this is

It does seem a little weird. I hope we can get some more class options in the core line soon. I do like the sound of these archetypes though. If they're worth taking, I suppose they're essentially new class options.


I mean I guess yeah but id figured theyd put mroe efforts into making new class faetures

Silver Crusade

1 person marked this as a favorite.
Kudaku wrote:
I don't suppose there are any new powered armor options by any chance...? If there are new PAs, what levels are they? =D

Spoiler:
Nope. Haven’t seen any
Silver Crusade

IfritSlasher wrote:
Also, could someone please provide information on what the ** spoiler omitted ** archetype provides? Thanks in advance!

There is no archetype by that name. Did you mean something else?

Silver Crusade

1 person marked this as a favorite.
Brew Bird wrote:

Knowing my luck, I'll probably not have my shipping notice until next week.

In the mean time, would anyone be willing to share the ability score bonuses of the new races? Particularly interested in the SROs and Astrazoans.

Spoiler:

Astrazoans: + Dex, Cha, - Con
Bantrids: + Dex, Con, - Int
Borais: + Con, Cha, - Wis
Khizars: + Con, Wis, - Dex
SROS: + Str or + Dex
Strix: + Dex, Int, - Cha

Lantern Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Zaister wrote:

There are some sample NPCs for cultists, the Free Captains, Hellknights, mercenaries, security forces and street gangs. Nothing especially dedicated to gods or threats, besides maybe in the individual world's sections.

Nothing outside the Golarion system, but well, this is the Pact Worlds book.

I was sort of hoping something on the Veskarium would be included, seeing as they are Pact Worlds members..... No?


Woodenman wrote:
IfritSlasher wrote:
Also, could someone please provide information on what the ** spoiler omitted ** archetype provides? Thanks in advance!
There is no archetype by that name. Did you mean something else?

OOPS! I meant Theme, not archetype. My bad. XD

Also...

Woodenman wrote:
Brew Bird wrote:

Knowing my luck, I'll probably not have my shipping notice until next week.

In the mean time, would anyone be willing to share the ability score bonuses of the new races? Particularly interested in the SROs and Astrazoans.

** spoiler omitted **

Spoiler:
Borais get Con and Cha?! Photon-centric Divine Champion Solarian zombie here I come! XD
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