Starfinder Character Operations Manual

4.30/5 (based on 8 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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4.30/5 (based on 8 ratings)

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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.


Starfinder's Advanced Players Guide

5/5

Do I have your attention? Good

This book introduces new classes, new options for existing classes and races, new equiment including shields, and new roles for spaceships. And rules for downtime.

this book is densely packed with new stuff and is worth the buy if you're looking to spice up your games with what's in this book.

Now go and fight your foes by hacking their bodies, or using entropy to tear them apart, or break the fabric a reality it's self.


A great book, but some of the art is just...bad.

4/5

I don't know how to put it... the book is great, all the info, new feats, spells, options for classes, new classes, new starship roles and new mechanics are amazing... however, and this is just personal taste... the Art Director should have checked better, honestly. I'm talking about the art that starts most of the chapters... a kasatha without mask? why? remains me of Tali'Zorah from Mass Effect... yes, is that bad (page 144)... ikeshtis that are medium size, yes, you got them as well (page 128), and we are not talking about ikesthi riveners. New biohacker iconic, the kasatha Barsala, has weird eyelashes and horrible irises? got it, and they look disturbingly awful (page 7 AND specially 151), like a Disney character... To make things wrong, her bionic arm, changes from right to left on pages 108 and 151 and on page 7 doesn't even have a bionic arm, but a total normal hand. Same with iconic vanguard, lashunta Velloro, his shield changes from right to left on pages 54 and 120... for real? who was in charge of this? Shirrens with normal legs, and not their iconic insectoid bent legs (page 21 and 81)... yep, that too, and let's not forget the not-at-all sci-fantasy and plain-looking elf from page 29... I really don't like it when artists don't read the creature's descriptions... really sad, because one of the things I love the most about Starfinder is the attention to detail that the staff involved in its creation always shows,but with this book, some of the art is just plainly bad.
On the other hand, the book is just 164 pages... compared to the Pact Worlds core book, is almost 60 pages less. However, the book is full with good information and every page is worth the price.
So if you don't care about style, and are up just for the crunch, new rules and amazing new options, this book is definitely awesome then, but if you do care and enjoy the art in books (like me), well, then this book is just great... so for that, I'll give it four stars instead of the five that had all the potential to achieve.


Wonky PDF

2/5

Just buy the physical copy unless you already have pdf editing software. Adobe wants to charge me more than the book cost just to rotate or split the two pages that are screwing up the pdf. How did this get through QC?

Link to an image of how wonked this is:
https://gyazo.com/e9b45bf8148a74be7371bc3d21e64fe0


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Rysky the Dark Solarion wrote:
ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.

Can you elaborate? I've got a player who is DEFINITELY going to want this. Also does it apply to any other playable species? Can I play the fluffiest vlaka?


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CorvusMask wrote:
Opsylum wrote:
Also (I’m surprised nobody has mentioned this yet)! ** spoiler omitted **
Nooo D: Please don't tell me they have lips

My favorite our of context quote yet for people dodging spoiler tags.

spoiler:
And you have nothing to worry about in that department, near as I can tell.
Grand Lodge

Pathfinder Starfinder Maps Subscriber

Opsylum, can you tell me which page you are referring to?

Opsylum's Reveal:
All I found was page 106, and that could be a mask. What did you see?


I’d love to hear a fun option from each of the new classes, if someone has time!


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

Opsylum, can you tell me which page you are referring to?

** spoiler omitted **

Spoiler:
pg 144, the big illustration opening up Chapter 6: Other Rules. Left side Kasatha cheers-ing with mug.

3 people marked this as a favorite.
Master Han Del of the Web wrote:
Rysky the Dark Solarion wrote:
ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.
Can you elaborate? I've got a player who is DEFINITELY going to want this. Also does it apply to any other playable species? Can I play the fluffiest vlaka?

It gives you bonuses against the environment and contact diseases and poisons.

It does call out with GM discretion that other furred races can take the feat :3


6 people marked this as a favorite.
Rysky the Dark Solarion wrote:
Master Han Del of the Web wrote:
Rysky the Dark Solarion wrote:
ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.
Can you elaborate? I've got a player who is DEFINITELY going to want this. Also does it apply to any other playable species? Can I play the fluffiest vlaka?

It gives you bonuses against the environment and contact diseases and poisons.

It does call out with GM discretion that other furred races can take the feat :3

I am now on a quest to play the fluffiest doggo


Master Han Del of the Web wrote:
Rysky the Dark Solarion wrote:
Master Han Del of the Web wrote:
Rysky the Dark Solarion wrote:
ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.
Can you elaborate? I've got a player who is DEFINITELY going to want this. Also does it apply to any other playable species? Can I play the fluffiest vlaka?

It gives you bonuses against the environment and contact diseases and poisons.

It does call out with GM discretion that other furred races can take the feat :3

I am now on a quest to play the fluffiest doggo

Do eet.


How do the Witchwarpers look? How many of their abilities require expending spell slots? Besides spells, what are their main ways of customizing themselves?


Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.

Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe


Rysky the Dark Solarion wrote:

Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.

Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe

Thanks. Do they get any bonuses to certain skills like Technomancer did to Computers and Mysticism?


theelcorspectre wrote:
Rysky the Dark Solarion wrote:

Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.

Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe

Thanks. Do they get any bonuses to certain skills like Technomancer did to Computers and Mysticism?

They get an insight to a skill (later skills) of their choice that increases over time that they can swap out every level up


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Rysky the Dark Solarion wrote:
theelcorspectre wrote:
Rysky the Dark Solarion wrote:

Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.

Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe

Thanks. Do they get any bonuses to certain skills like Technomancer did to Computers and Mysticism?
They get an insight to a skill (later skills) of their choice that increases over time that they can swap out every level up

Thank you for sharing.

I'm really looking forward to playing one.


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Np, hope you have fun with them ^w^


So how does Solar Flare work? Is it another option like a Solar Weapon or Armor?


Yes, it (and Solar Shield) are new Manifestation options for Solarions.

Solar Flare is a ranged attack that functions as a Small Arms in most ways, also you can use Solarion abilities with it that would otherwise require melee attacks.

Yes the damage scales, and yes you can use crystals on it.


Axial wrote:
So how does Solar Flare work? Is it another option like a Solar Weapon or Armor?

It works similar to the solar weapon. It does cold or fire damage depending on your choice, does d4 instead of d6 damage, and targets eac. It does work with solarion weapon crystals, and solarion abilites that would normally function only with a melee weapon work with it

Sovereign Court

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
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.

Sadly, several of the new Revelations have a stipulation that makes them really bad choices. And the Zenith Revelations were really written horribly.

The summons abilities say that you can choose which 4 creatures you can summon each time you gain a level--but then immediately tells you that all the creatures must be of 1 specific type. So...you actually have no choice, which makes no sense.

The area effect ones are completely unusable. They both state that they create three 10' radius bursts--but each burst must be centered 15' from the center of another one of the bursts but they cannot overlap. That's not possible to do without overlapping. They would have to be centered 20' from the center of another burst in order to not overlap.


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James Krolak wrote:
Sadly, several of the new Revelations have a stipulation that makes them really bad choices. And the Zenith Revelations were really written horribly.
?
Quote:
The summons abilities say that you can choose which 4 creatures you can summon each time you gain a level--but then immediately tells you that all the creatures must be of 1 specific type. So...you actually have no choice, which makes no sense.
You have plenty of choice, they just have to have Shadow type... that's how Summoning works in Starfinder, they all have a type.
Quote:
The area effect ones are completely unusable. They both state that they create three 10' radius bursts--but each burst must be centered 15' from the center of another one of the bursts but they cannot overlap. That's not possible to do without overlapping. They would have to be centered 20' from the center of another burst in order to not overlap.

How so? By my reading they're right next to each to other without overlapping, which the ability (Constellation Blast) describes as a chain so that makes since they're right next to each other.

xxoxxoxx
xxoxxoxx

Dark Archive

Regarding the Biohacker, were any changes made to the scientific method? In the playtest, the int build was significantly more powerful than the wis build.


I don’t know how they were in the Playtest, but now Instinctive gives you more skills, and bonuses to those skills, plus you can use your Wisdom modifier on certain sciencey skills.


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Rysky the Dark Solarion wrote:
James Krolak wrote:
The summons abilities say that you can choose which 4 creatures you can summon each time you gain a level--but then immediately tells you that all the creatures must be of 1 specific type. So...you actually have no choice, which makes no sense.
You have plenty of choice, they just have to have Shadow type... that's how Summoning works in Starfinder, they all have a type.

Don't have the book, but are you sure they don't talk about the AA1 summoning grafts? There is one and only one shadow summoning graft. If it's somehow referencing a shadow trait outside of grafts, I don't understand how that works. What's an example of an AA creature that would qualify?

Edit: Note that there is a fire subtype that creatures can have (none of which are on the AA summon list, I'm pretty sure, expect the fire elemental), but there is no shadow subtype. There is a "fiery" simple template graft that adds the fire subtype, and an "umbral" simple template graft that grants shadow-themed powers (but no subtype or other rules tag), but there are no rules allowing you to add these to the summon creatures list. So it sounds like without GM houseruling in some useable options you're locked into either the fire elemental or shadow creature summon grafts and the four choices thing is an illusion. Maybe it'll get errata some day.


Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?

Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.


That’s exactly what they’re talking about.

Type was my verbiage, not what the book uses. It says like the summoning spell, but they have to be shadow creatures. Which is how the summoning grafts work.


theelcorspectre wrote:

Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?

Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.

No they specifically call out full level to damage.

Only one, being able to pick extra Manifestations instead of a Zenith Revelations.


Rysky the Dark Solarion wrote:
theelcorspectre wrote:

Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?

Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.

No they specifically call out full level to damage.

Only one, being able to pick extra Manifestations instead of a Zenith Revelations.

Thank you. This may be a weird question, but are there any new feats related to skills?


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Rysky the Dark Solarion wrote:

That’s exactly what they’re talking about.

Type was my verbiage, not what the book uses. It says like the summoning spell, but they have to be shadow creatures. Which is how the summoning grafts work.

The only "shadow creatures" are the summoning graft. So you can't have four choices, which was his objection. You get one mandated option, or two if you can take the "three of a lower level" option.

If you disagree, show your work for four choices you can actually pick for a spell level that meet the shadow/fire limitation.


How does everyone have a PDF already. I bought the book on Monday, and it shipped today. However I still don't have PDF access.

Am I missing something?


jim reynolds 283 wrote:

How does everyone have a PDF already. I bought the book on Monday, and it shipped today. However I still don't have PDF access.

Am I missing something?

You have to be a subscriber and have it ship under your subscription plan to get get the free pdf released. If you just bought it online without a subscription you get the physical book but no pdf.


Xenocrat wrote:
Rysky the Dark Solarion wrote:

That’s exactly what they’re talking about.

Type was my verbiage, not what the book uses. It says like the summoning spell, but they have to be shadow creatures. Which is how the summoning grafts work.

The only "shadow creatures" are the summoning graft. So you can't have four choices, which was his objection. You get one mandated option, or two if you can take the "three of a lower level" option.

If you disagree, show your work for four choices you can actually pick for a spell level that meet the shadow/fire limitation.

Ah I see the issue here. Under Shadow Creature it lists type as Magical Beast (Extraplanar), so you could have them resemble any magical beasts but they were still Shadow Creatures was my thinking. That’s where the four choices come in.


theelcorspectre wrote:
Rysky the Dark Solarion wrote:
theelcorspectre wrote:

Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?

Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.

No they specifically call out full level to damage.

Only one, being able to pick extra Manifestations instead of a Zenith Revelations.

Thank you. This may be a weird question, but are there any new feats related to skills?

Quite a few.


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
QuidEst wrote:
I’d love to hear a fun option from each of the new classes, if someone has time!

Here's a fun option for each new class:

Biohacker: The biohackers gain a number of "boosters" they can use to buff allies in various ways, and "inhibitors" they can use to debuff enemies in various ways. Every biohacker gets certain basics here (adding to AC, skill checks or movement; lowering AC, DR, resistance, attack rolls), and a unique boost and inhibitor corresponding to their unique fields of study (they start with one, and end up with three).

These unique ones are nicely paired, often combining situational boosters with very nice inhibitors, or very nice boosters with situation inhibitors. On the booster side, you can do things like buff saves of various kinds, give allies immunities to certain conditions (confused and staggered, or bleeding, or another save (with a bonus) against a mind-affecting effect they're under, etc), give allies enhanced senses, and so on. On the inhibitor side, you can do things like debuff saves of various kinds, impart various conditions (encumbered and save against entangled, or sickened), etc.

Vanguard: The vanguards get a number of discipline powers to choose from (like solarion revelations), some of which are pretty neat, especially if you're looking to fill in a "tank" role. These include things that help you protect your allies, like imparting penalties on enemies who don't attack you, sharing shield AC bonuses with nearby allies, and partially blocking damage to them to take some of it yourself, or granting cover to allies, etc. And it includes lots of things which just make you more resilient independently of your allies, with abilities that help against bleeding, or posion and disease, or energy attacks, or falls, abilities which allow you to form a nice shield of pure entropy, abilities to fight defensively with fewer penalties, abilities like evasion and improved evasion to avoid damage, and so on.

Perhaps the coolest of these abilities are the 18th level ones "absolute zero" and "living effigy". The former basically makes your temperature absolute zero, making you immobile and immune to cold, and also makes you do a scaling (and potentially enormous) amount of cold damage and a slow effect on anyone who hits you, touches you, or starts within 20' of you. The latter makes you like the living torch, making you hasted, immune to fire, and imparting a scaling (and large, though not as large) amount of fire damage on anyone who hits you, touches you, or starts within 20' of you.

Witchwarper: The witchwarpers most entertaing power is, I think, their Infinite Worlds ability which allows you to sacrifice spell slots to impose various instantaneous or environmental effects. And if you choose, you can instead choose two lower level options and impose them simultaneously. Some very, very cool combos here, with abilities to create environments that hinder movement, create barriers, create concealment, create damaging environments, create poisonous environments, and so on, as well as several instantaneous effects like dazzling lights, knocking enemies prone, knocking enemies off-target, damaging enemies, and entangling enemies.

This also combos nicely with a couple optional witchwarper spells and abilities which play off of the Infinite Worlds ability, allowing you to exclude allies from effects or extend durations of the Infinite Worlds effects. There's a lot of variety here, and every witchwarper gets them all fo free, so this gives any witchwarper a fair amount of versatility and usefulness regardless of how poorly they've been built or how bad their spell choices were.

A really fun choice for creative types.


This may sound weird, but regarding the new options for Starship Combat, do the new options and rules fall in line with the FAQ errata for Starship DCs and do they offer a new Starship Sheet with spaces for the two new roles?


Rysky the Dark Solarion wrote:
Ah I see the issue here. Under Shadow Creature it lists type as Magical Beast (Extraplanar), so you could have them resemble any magical beasts but they were still Shadow Creatures was my thinking. That’s where the four choices come in.

So the "4 choices' is just aesthetics and they all have identical stats?


Milo v3 wrote:
Rysky the Dark Solarion wrote:
Ah I see the issue here. Under Shadow Creature it lists type as Magical Beast (Extraplanar), so you could have them resemble any magical beasts but they were still Shadow Creatures was my thinking. That’s where the four choices come in.
So the "4 choices' is just aesthetics and they all have identical stats?

Looks it.


Then they may as well have said you have infinite choices or just 1....


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It comes in any color you want, so long as it's black.


Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber
Archpaladin Zousha wrote:

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

** spoiler omitted **

Considering the description I don't think that's a typo. It's a "style over strength" choice for those that want to go full on fighting "monk" build.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Out of interest can anyone with the book find the Level 6 reality warper spell 'Subjective Reality' it is in the short decriptions and sounds interesting but I cannot find the full description of the spell ?


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Pathfinder Adventure Path Subscriber
JohnHawkins wrote:
Out of interest can anyone with the book find the Level 6 reality warper spell 'Subjective Reality' it is in the short decriptions and sounds interesting but I cannot find the full description of the spell ?

It's a core spell, so I imagine they didn't reprint it.

Subjective Reality


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Feels very foolish


How do the new starship roles look? Do they use DCs closer to the core rulebook or the errata in the FAQ?


Pathfinder Starfinder Roleplaying Game Subscriber
theelcorspectre wrote:
How do the new starship roles look? Do they use DCs closer to the core rulebook or the errata in the FAQ?

They're abouts what they're like in the errata

Sovereign Court

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
theelcorspectre wrote:
How do the new starship roles look? Do they use DCs closer to the core rulebook or the errata in the FAQ?

They all use the revised DCs of 1.5 times the ship tier. They're options are kind of a mixed bag--some good and some bad. The 2 new roles are Chief Mate and Magic Officer and they both do their actions during the Engineering Phase.

Chief Mate uses Acrobatics or Athletics for all of its checks and can:

  • Improve maneuverability of the ship for 1 turn only during current round
  • Let the Engineer get 2 different results from the Divert Action
  • Let the Science Officer get 1 more piece of info from scanning as if they got a result 5 higher
  • Spend 1 RP to allow 1 Gunner to Fire At Will or Broadsides without the penalty to hit
  • Spend 1 RP to increase the ship's speed by 2 for this round

    Magic Officer uses Mysticism for all of its checks and can:

  • Increase the range of 1 weapon by 5 hexes for 1 shot
  • Give the Pilot +2 to their Initiative check for this round
  • Do the Science Officer Scan action with Mysticism instead of Computers
  • Spend 1 RP to give the ship +1 AC until end of next round and require enemy Scan and Lock On actions to roll twice and take the lower result
  • Spend 1 RP to reduce the ships number of hexes between turns by 1 (to a minimum of 0)

    There are also some "Open Crew" actions that can be taken by any crew member no matter what role they're in. And a few Minor Crew Actions added in.

    In particular, I like the Quick Rescan action where you do a Computers check to find out the enemy's current Hull Points and distribution of Shield Points. That should really help you to be more tactical with positioning--and it seems more realistic for a futuristic ship combat system. So, you don't need to keep someone in the Science Officer role if you just want to know how you're doing against the enemy and where you should aim.


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    Pathfinder Starfinder Roleplaying Game Subscriber

    I like that if you spend all day playing video games, you'll receive a +1 bonus on your first saving throw the next day.

    Paizo Employee Starfinder Senior Developer

    11 people marked this as a favorite.
    Dimity wrote:
    I like that if you spend all day playing video games, you'll receive a +1 bonus on your first saving throw the next day.

    One of the charming elements of the original Baldur’s Gate 2 game was that while it would post advice on the loading screens like “fire or acid can kill a troll,” it occasionally popped up with “Even though your characters don’t need to eat, remember that you do. We don’t want to lose any dedicated players.”

    So along that same vein: Just as your character can be healthier and happier through self-care, so can you! Take a break and de-stress for a while!


    Alright, I've got a reminder set for the morning and a gift certificate authorized from a recent convention. I'll be buying my PDF first thing in the morning and loading it onto my tablet to skim while at work.


    1 person marked this as a favorite.

    Hi, hello, Paizo, I'd like to lodge a complaint.

    As someone desperate to look at numbers on the east coast, I'm limited by this terrible notion known as 'timezones'.

    Please, can someone in the tech team come up with some sort of time machine to overcome this problem so that I may buy the book right now?

    Thank you. Please let me know asap.

    (/sarcasm, if it wasn't clear, lol.)

    Dark Archive

    1 person marked this as a favorite.
    Opsylum wrote:
    Hmm wrote:

    Opsylum, can you tell me which page you are referring to?

    ** spoiler omitted **

    ** spoiler omitted **

    Hmm, that picture does make them look bit "conehead" like, but at least you can't see the face from front :'D

    Dark Archive

    BTW, the best thing about that picture: The astrazoan on background :D (well okay, the SRO bartender and waiter was also great)

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