Starfinder Character Operations Manual

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Starfinder Character Operations Manual
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Enhance Your Hero

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



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Great Additions to the Game

5/5

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.


horrible,skip-unbalanced useless classes


maybe just grab that 1 biohacker dip and move on... if you really have to


5/5


An excellent book

4/5

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.


Awesome Book! Ten Stars!!

5/5

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!

Ten stars! All hail the Fist Comet!!


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Wind_Paladin wrote:
How does the biohacker look? Any notable changes?

The Orb does not have the best memory of the playtest version of the class, but a few things stand out immediately as different.

One thing is that Biohackers can now inject their allies at a range without making an attack roll, provided they're "attuned" to a Biohacker's "Custom Microlab", which is a kit not unlike the Engineer's custom rig.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Wind_Paladin wrote:
How does the biohacker look? Any notable changes?

A quick glance shows a couple of name changes and injection expert is now gained at level 2 and caps at +3 instead of +2


What kind of new race options for Core? Hykli humans perhaps? Or Azlanti?


1 person marked this as a favorite.
thecursor wrote:

What kind of new race options for Core? Hykli humans perhaps? Or Azlanti?

Most of the racial options are representative of broad categories rather than specific ethnicities. Humans get alternate ability score bonuses to represent those that live in higher gravity or lower gravity, and alternate racial traits for humans raised by other species, humans that live underground, or humans that live in environments too harsh for most others of their kind.


1 person marked this as a favorite.
The All-Seeing Orb wrote:
thecursor wrote:

What kind of new race options for Core? Hykli humans perhaps? Or Azlanti?

Most of the racial options are representative of broad categories rather than specific ethnicities. Humans get alternate ability score bonuses to represent those that live in higher gravity or lower gravity, and alternate racial traits for humans raised by other species, humans that live underground, or humans that live in environments too harsh for most others of their kind.

Oh, so my two favorite subraces still don't have flavor on them yet. *Smiles* Great. Fantastic.

*starts grumbling like Yosemite same as he walks away*

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My subscription shipped yesterday so I got my pretty pretty PDF. I adore this book, and I can't wait to see what makes it into SFS for sure. So many options, so much flavor o.o


5 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Gotta say, I’m loving the options in here geared towards Pathfinder player options.

COM spoiler:

We can now make rough representations of every Pathfinder Class, with a Magical Expertise alternate class option for Envoy making for a good Bard lookalike, and Soldier fighting styles Hunter, Qi Adept, and Wrathful Warrior for Ranger, Monk, and Barbarian respectively. These were very pleasant, unexpected surprises. Really loving the versatility of Starfinder classes.


I need to get this book :)

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Opsylum wrote:
Gotta say, I’m loving the options in here geared towards Pathfinder player options.

Yeah, this really stood out to me too. You can play basically any core "Pathfinder" style character in Starfinder now without any issue but they managed to not be copy/paste rush jobs and instead are their own thing while letting you embrace those PF styled themes too. :D


Ugh... I'm so jealous everyone is getting their PDFs already. I always get my subscriber PDFs so late every month! It is SO frustrating, especially when there is a book like this one that I am especially anxious to see! Grrr... :)


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Given a certain topic of controversy:

Are there any options that either change the key ability score of a class or otherwise grant extra resolve?


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
David knott 242 wrote:


Given a certain topic of controversy:

Are there any options that either change the key ability score of a class or otherwise grant extra resolve?

spoiler:
I’m not seeing anything. There’s a nice feature that lets you gain a second solar manifestation instead of zenith revelations at level 9. There are also two more solar manifestations that might help the Solarian be a little less MAD: Solar Flare and Solar Shield. First is a ranged attack (works with Trick Attack) that makes for a good DEX based Solarian, and the latter provides some good defensive options for STR Solarian, the shield doubling as a non-archaic, AoO-able unarmed attack compatible with weapon crystals.
Advocates

3 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Maps Subscriber
Opsylum wrote:
David knott 242 wrote:


Given a certain topic of controversy:

Are there any options that either change the key ability score of a class or otherwise grant extra resolve?

** spoiler omitted **

Solarian Option Insight:
I recommend you look at the wording of solar flare again, especially the areas in parentheses. It expressly CANNOT be used to make a trick attack.

1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Lindley Court wrote:
Opsylum wrote:
David knott 242 wrote:


Given a certain topic of controversy:

Are there any options that either change the key ability score of a class or otherwise grant extra resolve?

** spoiler omitted **
** spoiler omitted **

Ah, curse my dyslexia. Thanks for the correction, Lindley. Also, this book is incredible. Don’t know specifically what work you did on it, but well done.

Advocates

4 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Maps Subscriber
Opsylum wrote:
Lindley Court wrote:
Opsylum wrote:
David knott 242 wrote:


Given a certain topic of controversy:

Are there any options that either change the key ability score of a class or otherwise grant extra resolve?

** spoiler omitted **
** spoiler omitted **
Ah, curse my dyslexia. Thanks for the correction, Lindley. Also, this book is incredible. Don’t know specifically what work you did on it, but well done.

No worries! I was credited as Sasha Lindley Hall. I wrote the gnome and solarian sections and will give a full designer insight once it's out for the masses. ^_^


Opsylum wrote:

Gotta say, I’m loving the options in here geared towards Pathfinder player options.

** spoiler omitted **

Wait, hold on. Qi Adept? That sounds neat! Could you give a little more detail if you can, please?


1 person marked this as a favorite.

If you are a fan of the game, Destiny.

Spoiler:

Opsylum wrote:
There are also two more solar manifestations that might help the Solarian be a little less MAD: Solar Flare and Solar Shield.

I immediately thought of the Hunter's "Golden Gun" from Destiny when I saw that one.

The unarmed strike Exploit for Operatives has me SOOO excited. Not holding my breath to see if it makes it into SFS after what happened with Pistol Whip. I'm not setting myself up for disappointment again like I did with Warrior Poet.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ventnor wrote:
Opsylum wrote:

Gotta say, I’m loving the options in here geared towards Pathfinder player options.

** spoiler omitted **

Wait, hold on. Qi Adept? That sounds neat! Could you give a little more detail if you can, please?

spoiler:
You can spend a resolve point to gain qi powers for 8 hours (or until you “gather qi” again by spending another resolve point). As long as you have 1 resolve point, your melee and ranged attacks count as magic for bypassing damage reduction and the like, and later the save DCs for all your class abilities get a small boost. Qi powers get better as you level up, but to start with you can choose to gain an increased land speed, a flight speed, or give your unarmed attacks a plasma effect that stuns on crit and can be used at range for up to 30 ft.

Dang, this sounds great! Can't wait for the 13th to roll around so I can check it out for myself!


Any cool new gravonic revelations, or solarion feats/items that encourage switching between stellar modes?


1 person marked this as a favorite.
Mechalibur wrote:
Any cool new gravonic revelations, or solarion feats/items that encourage switching between stellar modes?

For Revelations we have: Maneuvers at range, damage boost, saves boost, sunder, make difficult terrain with attacks, and can cause damage to people who have been hit (nice, but the cooldown prevents this one from being really good).

Also one that lets you use other Graviton Revelations when wounded in addition to safe movement, but it’s really high level.

For Zenith: SUMMONS, wide range difficult terrain planting and damage.

Haven’t read the item section yet.


8 people marked this as a favorite.

ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.


Rysky the Dark Solarion wrote:
Mechalibur wrote:
Any cool new gravonic revelations, or solarion feats/items that encourage switching between stellar modes?

For Revelations we have: Maneuvers at range, damage boost, saves boost, sunder, make difficult terrain with attacks, and can cause damage to people who have been hit (nice, but the cooldown prevents this one from being really good).

Also one that lets you use other Graviton Revelations when wounded in addition to safe movement, but it’s really high level.

For Zenith: SUMMONS, wide range difficult terrain planting and damage.

Haven’t read the item section yet.

No Solarion specific items, just new equipment and serums.


1 person marked this as a favorite.
Mechalibur wrote:
Any cool new gravonic revelations, or solarion feats/items that encourage switching between stellar modes?

Solar Flare users can pick up a revelation that lets them make combat maneuvers as ranged attacks instead of melee. This book honestly has everything The Orb needed to build the dreamed about ranged control-focused Solarian.

The Exchange

1 person marked this as a favorite.

Anyone look closely at the

mystic option:
to gain a solar weapon.
I feel like I need to read all the abilities closely to figure out the catch and it’s too late in the evening right now.


GeneticDrift wrote:
Anyone look closely at the ** spoiler omitted ** I feel like I need to read all the abilities closely to figure out the catch and it’s too late in the evening right now.

There doesn't seem to be any catch. You won't be as good as a Solarian, without things like Plasma Sheath, but a free melee weapon is nothing to sneeze at.


2 people marked this as a favorite.
GeneticDrift wrote:
Anyone look closely at the ** spoiler omitted ** I feel like I need to read all the abilities closely to figure out the catch and it’s too late in the evening right now.

I'm digging that Mystic option for Jedi/Sith inspired characters.

The All-Seeing Orb wrote:
There doesn't seem to be any catch. You won't be as good as a Solarian, without things like Plasma Sheath, but a free melee weapon is nothing to sneeze at.

You'd at least be able to get Solarian weapon crystals.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

So how many new themes are in this book? IF it's not too many, what are they?


3 people marked this as a favorite.

Athlete, Grifter, Guard, Law Officer, Noble Scion, Sensate, Street Rat


Pathfinder Starfinder Society Subscriber

What level does the Power Armour Jockey archetype start? Given you cant use power armour until level 5, it would be wierd if it starts at level 2 like most current archetypes. Does it start later, at level 4 or 6?


Starts at 6th.

Contributor

4 people marked this as a favorite.
Opsylum wrote:

Gotta say, I’m loving the options in here geared towards Pathfinder player options.

** spoiler omitted **

I pitched and wrote the drafts for all three of those; glad you liked them! It was important to me that players could hit those classic fantasy flavors with COM.


1 person marked this as a favorite.
Alexander Augunas wrote:
Opsylum wrote:

Gotta say, I’m loving the options in here geared towards Pathfinder player options.

** spoiler omitted **

I pitched and wrote the drafts for all three of those; glad you liked them! It was important to me that players could hit those classic fantasy flavors with COM.

Vlaka Barbarian is almost enough to make me try playing again...

Radiant Oath

3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Rysky the Dark Solarion wrote:
ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.

Well, THAT'S going to be mandatory for all my characters of those species going forward! >:3


I’m curious what level of spells Envoy caps out at with the magic specialization?


2 people marked this as a favorite.
QuidEst wrote:
I’m curious what level of spells Envoy caps out at with the magic specialization?

4th


One of the reviews mentioned options to make Soldiers more skillful, can anyone illuminate me on this or even just confirm?


Master Han Del of the Web wrote:
One of the reviews mentioned options to make Soldiers more skillful, can anyone illuminate me on this or even just confirm?

There's a new class of options called "Special Ops Training" that you can take in place of a gear boost. They're skill focused abilities rather than things focused specifically on weapons. The two options presented in the book are just numerical boosts to particular skills (though fairly substantial ones), but it opens up space for some more interesting designs in the future.


Arrgh! I finally got my subscriber copy, but I am so upset now that I see that I cannot use...

A certain Alternate Racial Ability:
Xenometric Android to resemble a Ryphorian.


NightTrace wrote:
Opsylum wrote:
Gotta say, I’m loving the options in here geared towards Pathfinder player options.
Yeah, this really stood out to me too. You can play basically any core "Pathfinder" style character in Starfinder now without any issue but they managed to not be copy/paste rush jobs and instead are their own thing while letting you embrace those PF styled themes too. :D

PF2 character or 1E?


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
The All-Seeing Orb wrote:
thecursor wrote:

What kind of new race options for Core? Hykli humans perhaps? Or Azlanti?

Most of the racial options are representative of broad categories rather than specific ethnicities. Humans get alternate ability score bonuses to represent those that live in higher gravity or lower gravity, and alternate racial traits for humans raised by other species, humans that live underground, or humans that live in environments too harsh for most others of their kind.

Since Akiton is a low gravity planet, it appears that Hylki are covered.

Contributor

2 people marked this as a favorite.
Thundarr the Barbarian wrote:
Arrgh! I finally got my subscriber copy, but I am so upset now that I see that I cannot use... ** spoiler omitted **

Yeah, I think it’s probably that piece of Android art. My original turnover had options for every race in Alien Archive 1 and 2, and that art takes a ton of space (see how it cuts into the right column). Either that or my options were insanely broken and had to be purged by fire, who knows? This was the first book of its kind for SF; we authors and developers were trailblazers for this book.

That being said, John and Joe have all the options they didn’t make it into the book and the team has said on streams that there’s a “cutting room floor” they sometimes pull content from. If the fans like the xenonetric Android and want more, they can absolutely give you more. ;)


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
David knott 242 wrote:
The All-Seeing Orb wrote:
thecursor wrote:

What kind of new race options for Core? Hykli humans perhaps? Or Azlanti?

Most of the racial options are representative of broad categories rather than specific ethnicities. Humans get alternate ability score bonuses to represent those that live in higher gravity or lower gravity, and alternate racial traits for humans raised by other species, humans that live underground, or humans that live in environments too harsh for most others of their kind.

Since Akiton is a low gravity planet, it appears that Hylki are covered.

Then again, maybe not. The low gravity option seems to imply even lower gravity than is found on Akiton.

Contributor

1 person marked this as a favorite.
David knott 242 wrote:
David knott 242 wrote:
The All-Seeing Orb wrote:
thecursor wrote:

What kind of new race options for Core? Hykli humans perhaps? Or Azlanti?

Most of the racial options are representative of broad categories rather than specific ethnicities. Humans get alternate ability score bonuses to represent those that live in higher gravity or lower gravity, and alternate racial traits for humans raised by other species, humans that live underground, or humans that live in environments too harsh for most others of their kind.

Since Akiton is a low gravity planet, it appears that Hylki are covered.

Then again, maybe not. The low gravity option seems to imply even lower gravity than if found on Akiton.

I didn’t do human, but I think the stance on the Hylki and Azlanti is that those are just ethnic groups with a specific skin color / features associated with them, but are otherwise just humans. You could have a hylki with standard racial traits or with low gravity traits, just like any other group. There’s a bit of nastiness when when assign skin color to game mechanics, even if we’re taking a fictitious skin color. Make your character your way!


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

Also (I’m surprised nobody has mentioned this yet)!

spoiler:
Kasatha mouths! Never thought I’d see that. I somewhat expected them to have tusks, like shobhads. Pretty normal looking, actually. Fun.

The Exchange

I didn't take much note of this when I read it, but I cannot stop thinking about this operative class option.

Stunt and Strike (Ex):
A heavy weapons operative sounds fun. Flying around dropping explosions, muahahahh!

Radiant Oath

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

Also, I think there's a typo on Page 88.

Page 88:
Is the new fighter class feature SUPPOSED to be titled "Aesthetic Warrior," or was it supposed to be "ASCETIC Warrior" and somehow autocorrect put the wrong word in?


1 person marked this as a favorite.
Thundarr the Barbarian wrote:
Arrgh! I finally got my subscriber copy, but I am so upset now that I see that I cannot use... ** spoiler omitted **

I imagine that's because there would be not benefit as they have standard humanoid physiology. You can already be ryphorian android in Core. It would suck if you were forced to take the racial trait without actually getting any benefit from it.


For somebody who has the book already, how does the Witchwarper look?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Opsylum wrote:
Also (I’m surprised nobody has mentioned this yet)! ** spoiler omitted **

Nooo D: Please don't tell me they have lips

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