Starfinder Character Operations Manual

4.20/5 (based on 11 ratings)
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 race, 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 races 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

Note: This product is part of the Starfinder Roleplaying Game Subscription.

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4.20/5 (based on 11 ratings)

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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!!


Too Short

3/5

Character Operations Manual adds some interesting and fun options. New classes, more flexibility with Mystics, and being able to emulate some of the classic pathfinder classes. But overall, this book is way too small. It touches on important things, but so shallowly they might as well not be there. They admitted to cutting content and is absolutely shows. Features from the playtest are missing, some rules and options don't make sense, as if they were built on something that was removed. The equipment section was beyond sparse.

Ultimately, for the price, it's just not worth it. Especially in comparison to both current and older Pathfinder products. Unless they either add at absolutely minimum 40+ pages to future products or drop the price point, these books feel unfinished and overpriced.


This book is a winner

4/5

To be honest, Starfinder hasn't been very exciting to me. But this is hands down my favorite Starfinder book. Paizo really did an outstanding job with this one. Some things do need clarification(Mystic's Solar Weapon and proficiency, how Solar Flare works with the Soulfire fusion), but pretty much all of the options in the book are great.

The three new classes: Vanguard, Biohacker, and Witchwaper. All of them look very well done. As I usually lean toward martial characters, I'm digging the Vanguard. Haven't had a chance to play one yet, but looking forward to it. The design seems well suited to making a tough tanky character. This Vanguard has so many things it can do just at Level 1 with its Entropic powers. More faster, hit harder, and more. Many things that I think could eventually be incorporated into Solarians.

I really like how the Biohacker turned out. Being able to make a character that can shoot medicine into allies and poison into enemies with a hypodermic needle shooting sniper rifle is amazing. There are a good number of new weapons in the book, many of which are Injection weapons.

Don't know much about the Witchwarper, I never really looked to closely about how it worked in the playtest and I haven't had a chance to look at it now. I hear good things about it and most people seem very pleased with the final result.

I think shields will be well recieved as some classes have been needing some kind of boost to their AC's.

Love the alternate options presented for Races & Classes. So much more flexibility and variety for Starfinder with this material. Unarmed Operatives, Ascetic(or Aesthetic)Monk or Raging Barbarian Soldiers, Solar Weapon wielding Mystics, Mechanics that can build their own experimental Ironman suits, Magic using Envoys, and Shield wielding Solarians are just a few of the things given inside.

The Race options really help to bring Core and Legacy races back in the game compared to some of the newer races. More options for ability score bonuses and penalties, so you'll most likely be able to make that Race/Class combo you've been dreaming of work and work WELL!


Wanted to give 3 stars initially, but that'd be dishonest...

4/5

...I like three new classes, starship role options being expanded and new downtime actions too much to give book 3 stars just because I don't think its flavorful enough :P

Yeah, thats my main issue with book. Its mostly crunch without much flavor, even starfinder armory had lot of flavor sprinkled in random items. I think its partially because starfinder hardcover books(besides core rulebook) are shorter than pf1e's core rule books. Which actually does cause another issue:

I think options feels weirdly... Crammed? Like some of racial options include options for classes while others don't. Some of them have feats besides alternate racial features, some of them have just alternate racial features. I didn't count all class options for all classes, so I don't know if all core classes got equal amount of class options, just spread around weirdly. But yeah, my main issue is that that none of new options are particularly flavorful, like ones presented as "common with this race" don't really feel specific to the race. Like how come on ambusher soldier style represents human versatility?

(I did like that lot of feats are applicable to multiple races. Like new feats for kasatha work for any four armed race... Then the gnomes got feats that work only for gnomes. So yeah, like I said, you can tell that different things are done by different devs, but it makes stuff feel disconnected in design philosophy)

I do like the alternate class features overall(like having envoy's expertise dice on different stuff than sense motive or mechanic with custom power armor), but I'm slightly worried if they will end up as power creep in future or if they will essentially replace archetype's "here is flavorful options relate to specific theme" role. Like Envoy getting alternate class feature that replaces most of their class features in exchange for becoming shapechanger is just... Weird.

Alternate racial stat adjustments were good but they had weird inconsistency with legacy races having different format. Like here is vesk and dwarf example:

"These vesk have unique ability score adjustments instead of the standard adjustments of +2 Strength, +2 Constitution, and –2 Intelligence found in the Starfinder Core Rulebook."

"Such dwarves have ability score adjustments of +2 Dexterity, +2 Intelligence, and −2 Strength rather than the adjustments found in the Starfinder Core Rulebook."

I guess logic is that since legacy race has just one alternate stat adjustment while all core races have multiple ones, but I'm not sure why they couldn't have just said "have these adjustments instead of ones in core rulebook" for all of them.

One more thing which I found bizarrely inconsistent is free trader archetype. All other archetypes replace class features in exchange for archetype's abilities but this one... Replaces level 2 feature and gives stacking one in exchange? Like, I'd assume if it was supposed to replace higher level features that it wouldn't have been written as single upgrading ability. Either way, I guess logic is "This ability is mostly good out of combat" as its mostly related to doing "merchant stuff", but... Doesn't that open up possibilities for future power creep if there are more "archetypes that replace single ability in exchange for multiple levels worth of upgrades to single ability"?

Any other things I want to nitpick? Well I'm annoyed about kasatha becoming increasingly human like facial feature wise newer art is made of them(now the iconic having both nose and white sclera means new art for random members will feature both even more...) but I forgive that because there is astrazoan in bar picture :P Sure its in same picture as the one kasatha who really looks like conehead from coneheads movie, but FRICKING ASTRAZOANS WOO. Ahem


Magnificent

5/5

I was so hyped for this manual, after the playtest all I wanted was to see what else they would add beside the 3 new classes, and I am happy to say: it's freaking awesome!
There is a TON of new options, alternatives, archetypes, items, SPELLS (thank you!!), you name it, it's there. They crammed so much useful and interesting stuff into this book that I started to think they must have put an extradimensional pocket for the text.
The new options for space combat were very much needed and much appreciated! I particularly love the open actions that anyone can perform at the start of the round. That's exactly what my players wanted to have, more stuff to do, basically.

Buy this book now, I guarantee you will not regret it!!

P.S.: I still think space combat needs more tweaking on the playability, that's why in my games I let PCs perform minor actions on unused weapons or consoles on top of their normal round action, otherwise they get bored with just 1 and then wait.


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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 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


Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

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

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, Starfinder Society 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 Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
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 Battles Case Subscriber; Pathfinder Companion, 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, Starfinder Society 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.
Wayfinders

3 people marked this as a favorite.
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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, Starfinder Society 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.

Wayfinders

4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game 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?

Dark Archive

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, Starfinder Society 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!


Pathfinder Adventure Path Subscriber

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.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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.

Dark Archive

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 Companion, Maps, Pawns 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...

Silver Crusade

3 people marked this as a favorite.
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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 Battles Case Subscriber; Pathfinder Companion, 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 Battles Case Subscriber; Pathfinder Companion, 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, Starfinder Society 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

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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!

Silver Crusade

Pathfinder Adventure Path, Companion, 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

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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