The Starfinder galaxy is an expansive and diverse collection of eclectic planets, strange creatures, myriad cultures, and ancient traditions! Characters can draw from far more backgrounds, heritages, and training regimens than can possibly be contained in just one core book. The Starfinder Character Operations Manual expands the universe of what is possible for characters of any class or species, providing new choices at every stage of character creation and advancement. Whether you are a veteran or new to the game, there's something here for you! Inside this book, you'll find the following:
Three new character classes—the biohacker, the vanguard, and the witchwarper—that add the power to alter biology, control entropy, and tap into alternate realities.
Additional options for all the classes and species found in the Starfinder Core Rulebook.
Expanded selections of feats, spells, and equipment, including shields.
More roles and crew actions for starship combat, and
a system for downtime activities outside of battle.
ISBN-13: 978-1-64078-179-5
Other Resources: This product is also available on the following platforms:
The 2019 Character Operations Manual was the first major expansion of character options for Starfinder (a bit like the Advanced Players Guide was for Pathfinder 1E). The Character Operations Manual introduces three new classes, several new themes, new options for the Core Rulebook classes, and loads of new feats, equipment, and spells. Importantly, it adds to the roles that characters can take in starship combat and provides a Downtime system (important for those 5d6 days passing through the Drift!). It's not essential for the casual Starfinder player, but for someone who is seriously into the game, it's definitely worth picking up.
Let's start with the cover--great "hero poses" of the the three new Iconics. If this were the cover to issue # 1 of a new comic book, I'd buy it! There's no way the interior art can be quite so cool, but it's still very good. The hardcover has an index at the back and a two-page overview at the front. The body is divided into six chapters, providing a natural structure for this review.
Chapter 1 is "Theme and Race" (30 pages). Seven new themes are on offer: Athlete, Grifter, Guard, Law Officer, Noble Scion, Sensate, and Street Rat. I won't go through them one-by-one, but I'll say generally that they're all done well. (I always find Starfinder's Level 18 Theme abilities clunkily implemented for such a small reward, but that's neither here nor there). Each of the Core races then gets two pages of new options, such as alternate ability adjustments (to which I ask, why bother having race-specific ability adjustments at all?), alternate racial traits, feats, and class options. Some of the new feats have race prerequisites, but not all, and some are pretty powerful (perhaps OP)--like getting arm extensions for androids (so you have reach) or "nanite integration" (allowing failed saves vs a variety of conditions to be re-rolled by spending an RP). There's a new Crusader connection for mystics, and some surprisingly good stuff for shirrens. In addition to the Core races, the "legacy" races (gnomes, halflings, etc.) each get a page worth of new material, and it's great to see them supported as well.
Chapter 2 is "Classes", and it's the big one (72 pages) as it introduces three new classes. Biohackers use fringe medical knowledge to bolster their allies and inhibit their foes, usually by shooting them with injection darts! I really like the class concept, and they fill the "adventuring scientist" niche well. I don't understand why Sleight of Hand and Bluff are class skills for them though. Their ability to identify creatures easily can be a big advantage. I've seen biohackers at play in several SFS scenarios and in one AP I run, and the players seem happy with them. (I have heard that some players feel they don't get enough "biohacks" at higher level). Vanguards are . . . well, I still don't really understand the setting premise for them. From a design perspective, they're meant to be MMORPG-style "tanks" I guess. There's some poorly-written flavour stuff about them channeling "entropy" or something, but it just doesn't really fit together. The class is built around getting hit and then using "entropy points" to do stuff, but it really just amounts to a bucket of vaguely tank-style special abilities. Definitely not a fan. Witchwarpers are my favourite! They peer into alternate worlds and futures and use magic to pluck elements from them to affect their own. They're primarily a spellcasting class, and admittedly their "Infinite Worlds" special abilities can be a little underpowered--but definitely flavourful and fun to role-play. Their "grenade shifting" and "thwart ability" abilities can be great. I had a witchwarper for Starfinder Society, but she got hit by a crit and died at Level 1 (R.I.P. Madrigal Zern!).
After the new classes, each of the Core classes gets four pages of new options. The Envoy gets some meaningful class features, improvisations, and expertise talents. I think they still need more high-level options, but it's a start. In addition to some new tricks, Mechanics get an alternate class feature called "experimental prototype" that allows them to have an experimental suit of armor or weapon instead of an exocortex. It's a nice addition, and I've GM'd for a player using the experimental armor prototype option. Mystics get something called "epiphanies" as an alternative to connection powers. A couple are pretty interesting, like "solar connection" and "wrecking fists". Two new connections are introduced: "melophile" (music lovers) and "warmonger" (self-explanatory). Operatives should get nothing (indeed, they should be nerfed!) but instead they get alternate class features like "Stunt and Strike" which allows them to do all sorts of cool stuff in addition to attacking in a round. Solarians get two new solar manifestations that provide them a ranged attack option ("solar flare") and a defensive option ("solar armor"). Word on the street (okay, the Paizo forums) is they're not especially powerful, but I don't have any firsthand experience. Soldiers get feat boosts to replace gear boosts, and some are pretty nice like actually making Cleave useful or increasing the number of targets that can be attacked with Spring Attack. There's also some new fighting styles. Finally, technomancers get new magic hacks and variant spell caches. I especially like the "energy alteration" Level 5 hack--being able to change the type of damage a spell does could really take advantage of a foe's known weaknesses.
It's a big chapter, because in addition to all the class stuff, it also contains ten new archetypes! Frankly, most of them don't really give much of mechanical value (or give it at far too high of a level for most adventuring). A few that I did like are the Esotericist (devotees of pure magic who reject magic-tech hybridization), the Fixer (in a criminal organisation sense), Medic (though healing serums are pretty cheap . .. ), and Starwright (though granting spell resistance or incorporeality to a PC for 24 hours seems potentially problematic!).
Chapter 3 is "Feats" (12 pages). There are a lot that improve what the PC can do in surprise rounds and many that are grenade focused (I like "Cook Grenade"--just don't roll a 1!). Pistol-wielders may enjoy "Double Tap". There are three feats in the "Eldritch Lore" line that essentially allow spellcasters to gain additional spells known.
Chapter 4 is "Equipment" (8 pages). Considering Armory is an entire book of equipment, one might not expect a lot here. However, shields are introduced (something a lot of players demanded) and there are a variety of injection weapons to support Biohackers. The "Rad-Out Serum" is surprisingly cheap for dealing with one of the major environmental threats in the game.
Chapter 5 is "Spells" (16 pages). Mystics and Technomancers get new spells, and the Witchwarper gets its own spell list (drawing plenty from that of the other two classes'). Solid additions overall. There are a couple I think could prove problematic, like deadly countermeasures and know coordinates. I thought phantom cycle could be fun.
Chapter 6 finishes off the book with "Other Rules" (12 pages). It's a boring name for a chapter that's actually pretty handy. It introduces two new roles for starship combat: Chief Mate and Magic Officer. Chief Mate is a sorta cheesy way to get Strength-based (high Athletics skill) PCs more involved in starship combat, while Magic Officer is, obviously, designed for Mystics. Neither is essential, but I guess it's good to have options--especially when six PCs are on a ship. There are also new "Open Crew Actions" and "Minor Crew Actions" that provide any character some additional choices. One of my favourite additions from the book is a selection of Downtime activities. The system is handled well here, as PCs are given a wide variety of choices that have a meaningful (but not over-powered) impact. They may just want to Lounge (getting some temp hp and a small morale bonus to saves), do Research (reducing the DC of some Recall Knowledge checks), Retrain (swap some skill ranks), etc. It's definitely a system I would integrate.
Like most Starfinder hardcovers, the Character Operations Manual is a bit pricey considering its slim page count. But cost and length aside, I think it contains several valuable additions to the game and is worth owning.
This is probably my single favorite Starfinder book so far - a lot of great options here, from the new classes, to new and alternate options for the existing classes and species, to all the other bits and pieces.
I'd say that right after the CRB, the first Alien Archive and Armory, this is essentially a must-have. There's some issues that would benefit from being errata'd, and the book can feel a bit short for some people's tastes (especially if you're used to the lengthier Pathfinder volumes that cover this sort of ground), but as far as what is in the book, it's a highly valuable resource indeed.
I absolutely love almost everything about this book, thank you for the new classes!
Every class will inspire countless character ideas, and I especially love that the symbol for the Vanguard class is a fist comet flying through space.
The only part I personally didn't care for (and I absolutely accept is a matter of personal taste) is the alternate racial ability adjustments, but that's just me.
I love the artwork (especially the three new iconic characters).
I wish they had a few more spells but I understand they were crunched for time and Hillary Moon Murphy actually covers that ground in the psychic magic article in Hive of Minds so no worries.
I'd give the book ten stars if I could!... Oh, what the heck, I'll just put some extra star stickers on my copy!
Looking forward to this one but ad its release date is so far out. Be very interested in seeing what all the new options it holds are. I hope to see some expanded Armor Solarion options as well.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
Will there be any new lore content? I’d especially love to read more about the core races outside of what’s presented in the Core Rulebook. Also, any feats or options for casting classes to get a boost in their starship combat contributions?
And I gotta say, this entire book sounds amazing. October cannot get here soon enough.
To me this Starfinder last chance to impress me...there is a lot of good...but also a lot of bad...hopefully this will capitalize on the Good,
Also hoping for a major power boost for the Envoy .
Out of curiosity, what do you consider to be bad about Starfinder?
The leveled equipment makes what should be cool very clunky as in now you need 4 to 5 versions of everyrhing...or if you are unlucky in your weapon choice you might not have a viable choice at most levels.
The reliance on armor...in some of my favorite sci fi books and movies people don't wear armor...in Starfinder you have no choice
The fact that when ship gets better it makes it harder for the captain to inspire the crew(as with other tasks on ship) break immersion into the game...
I also dislike how I have to waste a slot on a class feature to improve it...especially when the improvement is minor...Envoy suffers this the most. I mean giving someone a +1 or +2 To hit is pretty useless at higher levels.
And finally while I understand that magic needed to take a backseat to tech...I feel more like magic got tied up and locked in the trunk.
If you want to discuss this more PM me...I don't want to be off topic for this thread too much.
The leveled equipment makes what should be cool very clunky as in now you need 4 to 5 versions of everyrhing...or if you are unlucky in your weapon choice you might not have a viable choice at most levels.
The Armory pretty much fixed the weapon choice problem. I would posit that the Starfinder system gives quite a bit more choices than, say, the Pathfinder system of "I get a masterwork sword. Then I enchant it. Then I enchant it again. And So Forth."
And you don't even need an upgrade every level. My soldier used the same pike from level 1 to level 5, and plans to use his Called Holy Opportunistic Yellow Star Plasma Lance for quite some time after that.
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The reliance on armor...in some of my favorite sci fi books and movies people don't wear armor...in Starfinder you have no choice
There are options if you don't want to wear armor... none of them are particularly good, since nothing currently replaces that armor bonus, but I'm not sure why you would want to play a game set in space where you don't have easy access to a space suit.
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The fact that when ship gets better it makes it harder for the captain to inspire the crew(as with other tasks on ship) break immersion into the game...
The skill check to use Diplomacy to buff the crew is always DC 15. Other checks may get harder, but not that one. Eh, space combat isn't why I like the game anyway.
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I also dislike how I have to waste a slot on a class feature to improve it...especially when the improvement is minor...Envoy suffers this the most. I mean giving someone a +1 or +2 To hit is pretty useless at higher levels.
Bonus to hit is NEVER useless. Unlike previous games, Starfinder's math is tight and enemy AC largely keeps up with attack bonuses. The Envoy will ALWAYS be a boon to a party.
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And finally while I understand that magic needed to take a backseat to tech...I feel more like magic got tied up and locked in the trunk.
The magic was inside us all along.
Actually it's inside the tech. Starfinder technology is part magic.
The tight math is really something i hope to find in Pathfinder Second Edition.
In all of our Starfinder games the Envoys +1 or +2 often made the difference between hitting the enemies or not.
In all Pathfinder games i played in, the players hit the enemies 90%+ because they have ridiculously low ACs, whereas the enemies hit the players only very rarely, because they invest in AC items/spells.
This is the book I've been waiting for, a book with lots of new character options, not just a few here and there. I like the playtest classes so far.
I'm very eager to get my hands on this books.
I love Starfinder, as do my players (I have game veterans and newbies in my group).
Looking forward to this book mostly as I love to read and collect books; excellent art, fluff, and more game goodies is just delicious frosting on a moist, multi-layered cake.
(Edited as my originally post was unintentionally snarky. I enjoy the opinions of others (that's what it takes to have a community) and like to be able to share mine.)
My impression from playing for 4 level so far is that it seems good, but I think the lack of 13-20 material kinda feels letdown after so many 17 level aps :p
Really looking forward to getting some new classes! Definitely one of the big things I’v been hoping to get fixed was the cramped feeling from only having seven classes.
Removed some posts and replies. A product discussion thread probably is not the best option for a point-by-point discussion on opinions of the entire game system. If that's something you want to get into, take it to a more appropriate thread, create your own, or take it to PMs.
Really looking forward to getting some new classes! Definitely one of the big things I’v been hoping to get fixed was the cramped feeling from only having seven classes.
Think of all the new skittermanders you'll be able to run through skitter shot (and any sequels they hopefully make!)
Could we get options to Preorder the PDF only?
I have small children that climb shelves so I stopped buying books for the foreseeable future, but I want this and AA3.
When I see something that I want to order a PDF of when it comes out in several months, I generally click on the button to add the actual book to my shopping cart, then shift it over to my saved items and leave it there until it is no longer a preorder. At that point, the street date of the PDF is close enough that I can buy it as soon as it is available.
I have small children that climb shelves so I stopped buying books for the foreseeable future, but I want this and AA3.
With respect: since the PDFs are digital, they never sell out and thus they never need to be preordered.
While this is true, I would prefer to pay when I am able, say during a preorder, than waiting for the time it normally is released and may not have the funds at that time.
November - Character Operations Manual released. 160 pg hardcover. 3 new char classes. Themes and archetypes for character options. New alternate character racial abilities.
Two new starship roles - like the Mystic for starship combat (?).
Biohacker character class - adept at chemistry and medicine - cutting edge bioscience.
Vanguard - mystic warrior with power over entropy - melee combat focus.
Witchwarper - spellcaster that focuses on alternate realities.
November - Character Operations Manual released. 160 pg hardcover. 3 new char classes. Themes and archetypes for character options. New alternate character racial abilities.
Two new starship roles - like the Mystic for starship combat (?).
Actually, the slide named the role, "Magic Officer".
I have small children that climb shelves so I stopped buying books for the foreseeable future, but I want this and AA3.
With respect: since the PDFs are digital, they never sell out and thus they never need to be preordered.
While this is true, I would prefer to pay when I am able, say during a preorder, than waiting for the time it normally is released and may not have the funds at that time.
Again, they have that option with the hardcover subscription.
Based on pics from Paizocon, I'm kinda worried that there are going to be more art where kasatha's have humanish noses
I kinda preferred their noseless flat face look from first edition that they still sometimes have in Starfinder :p Or if they have to have noses, at least not so human like
but I also have such trouble finding a starfinder game.. which sucks. I super love it.
Biohacker is going to be my favorite class I think.
Mechanic was my fav before.
Weirdly I thought this was going to be in Aug around my birthday. Drat.
For what it's worth, I love Starfinder, it's probably my single favorite RPG I've played in my 42 years.
Seconded! My new favourite sci fi rpg, period!
Also this is the manual I am most excited for, it hits every spot for me, and now knowing about the expanded playability around starship action.. that's just GOLDEN.
Looking forward to this one but ad its release date is so far out. Be very interested in seeing what all the new options it holds are. I hope to see some expanded Armor Solarion options as well.
There are some great ways to make the Envoy a powerhouse. If you take Versatile Specialization and either a 1-level soldier dip, the longarm proficiency feat, or the "Trust Your Gear" Improvisation, you can start doing solid damage. The blitz soldier dip in particular gives you all the weapons, heavy armor proficiency, and only sets you back a level and a feat. It combos beautifully with Get Em, since the +4 Initiative bonus means you're more likely to give your allies the Get Em bonus.
Looking forward to this one but ad its release date is so far out. Be very interested in seeing what all the new options it holds are. I hope to see some expanded Armor Solarion options as well.
There are some great ways to make the Envoy a powerhouse. If you take Versatile Specialization and either a 1-level soldier dip, the longarm proficiency feat, or the "Trust Your Gear" Improvisation, you can start doing solid damage. The blitz soldier dip in particular gives you all the weapons, heavy armor proficiency, and only sets you back a level and a feat. It combos beautifully with Get Em, since the +4 Initiative bonus means you're more likely to give your allies the Get Em bonus.
Really waiting for this book: I love Starfinder and it has become my favorite setting and my favorite system in 30 years that I have been playing rpg's... Keep the good work Paizo!