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.




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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Grand Lodge Contributor

I love a lot of this. The options definitely make Starfinder feel less limited. Even with some crunchy-stuff from Pact Worlds, Armory, etc. there were lots of gaps (hah) in the ways you could build a character to do stuff you wanted. I especially like how Mystics can alter their stuff a lot more, since they seemed especially railroaded after picking their Connection.

My very first impression, however, was how the PDF is awkwardly formatted with the Pact Worlds System image not being split like in other books, making the entire PDF wonky. Any chance that can get remedied? The file-per-chapter is also clunky to navigate around since it's actually more a file-per-few-pages.


Pinstripedbarbarian wrote:

I love a lot of this. The options definitely make Starfinder feel less limited. Even with some crunchy-stuff from Pact Worlds, Armory, etc. there were lots of gaps (hah) in the ways you could build a character to do stuff you wanted. I especially like how Mystics can alter their stuff a lot more, since they seemed especially railroaded after picking their Connection.

My very first impression, however, was how the PDF is awkwardly formatted with the Pact Worlds System image not being split like in other books, making the entire PDF wonky. Any chance that can get remedied? The file-per-chapter is also clunky to navigate around since it's actually more a file-per-few-pages.

(I rotated both the double-spread images, and that was able to address my issue. Dunno if you can do likewise.)

Grand Lodge Contributor

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QuidEst wrote:
I rotated both the double-spread images, and that was able to address my issue. Dunno if you can do likewise.)

I tried doing this on my lunch break without any success. I don't really have any editing software. When I have more time tonight I might try again. Either way it looks like an oversight to include the double-page at the beginning and end that messed up the formatting.


1 person marked this as a favorite.

Any word on when this will get sanctioned for SFS?

Grand Lodge

2 people marked this as a favorite.
BastionofthePants wrote:
Any word on when this will get sanctioned for SFS?

Nope. They are short staffed at the moment. https://paizo.com/community/blog/v5748dyo6sgzr?Pulling-Back-the-Curtain-on- Organized-Play.

This is most likely why it hasn't been updated in 11 months.

Dark Archive

Okay, reviewed this book. Really really wanted to give book 3 stars, but witchwarper and downtime stuff along with other stuff is too great for that :P It did have lot of good crunch yeah, but it was mostly crunch with little flavor(like vast majority of class options presented as fitting for the race don't really feel that unique to the race)

But yeah, seriously, are there others worried that this book sets up lot of precedence that could result in major power creep later on?

Also I really felt like book felt really crammed and had really weird inconsistent formatting and design philosophy. Like some racial feats are exclusive to one race while most of them are available to all races with similar features. Lot of alternate class features make sense, but some of them are like "wait, why isn't this an archetype?"(or at least they feel like they change the class too much) like replacing ALL envoy class features besides improvisations with shapeshifting. There was one archetype that replaces one class feature, but gets new powers at levels other archetypes get features for stuff they replace.


Pinstripedbarbarian wrote:
there were lots of gaps (hah) in the ways you could build a character to do stuff you wanted.

Ironic, I made that same joke with a friend at the game store the other day.


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CorvusMask wrote:
But yeah, seriously, are there others worried that this book sets up lot of precedence that could result in major power creep later on?

A little bit, but I dunno, I feel like some of the classes (like Envoy or Solarion) can use the power creep.


Now that the product has been released, is anyone else having difficulty downloading the PDF? I purchased it on Friday November 15th and haven't been able to download it since. it just loops between personalising and ready to download without actually downloading.

It's a shame as the Biohacker class was basically the one class I was interested in. also maybe the feat that makes you fluffy.

Edit: I got it downloading now. I may have just been clicking the wrong link.


Pathfinder Starfinder Society Subscriber

It is a huge PDF. If your internet connection is slow or otherwise flawed, downloading it can be a problem. I remember having problems with the original core rulebook PDF (not helped by Paizo's servers being overwhelmed during Gen Con).


Opsylum wrote:
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 omitted **

I don't know...

Spoiler:
...it looked like he had lips to me.

Also: I'd have expected his nose to be flatter, based on the appearance of masked kasatha. It was slightly flat, but well within human range.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I've noticed that the PDF was updated on October 31, a day after I downloaded it. Were there any interesting changes?


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I'm just waiting for Grimmerspace to be out next year so I can add it all to this new stuff lol

Contributor

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CorvusMask wrote:
Also I really felt like book felt really crammed and had really weird inconsistent formatting and design philosophy. Like some racial feats are exclusive to one race while most of them are available to all races with similar features. Lot of alternate class features make sense, but some of them are like "wait, why isn't this an archetype?"(or at least they feel like they change the class too much) like replacing ALL envoy class features besides improvisations with shapeshifting. There was one archetype that replaces one class feature, but gets new powers at levels other archetypes get features for stuff they replace.

So one of the things Owen spoke about on Know Direction that we tried to hit on when we contributed to COM was this idea that Character Operations Manual is supposed to be a guide regarding what you can do with Starfinder as a game system. There are a LOT of different types of options that interact with the player experience in a variety of ways specifically for that reason. Archetypes are a GREAT example of this. Prior to COM most archetypes sort of did the same thing(s) as what you saw in the Core Rulebook if only because AP Backmatter and equipment books isn't always the best place to revolutionize a game system. That's why there's an archetype that only makes one trade in COM, another that can make multiple trades but you choose what to trade, and another that gets one ability and can trade more abilities to use that ability multiple times.

I actually wrote one of the class options you mention specifically, the shapeshifting one. That option's supposed to allow you to hit "Mystique from X-Men" beats, since personally I think Mystique is more envoy than operative (especially in the movies). But now that She-Ra and the Princesses of Power is out, I think that envoy with the shapeshifting option is the absolute PERFECT combination of abilities to build Double Trouble, which is super fitting for She-Ra's stars, sorcerer, and swords setting.

*makes a note to do a Double Trouble Iconic Design for Know Direction next week*

Dark Archive

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Alexander Augunas wrote:
CorvusMask wrote:
Also I really felt like book felt really crammed and had really weird inconsistent formatting and design philosophy. Like some racial feats are exclusive to one race while most of them are available to all races with similar features. Lot of alternate class features make sense, but some of them are like "wait, why isn't this an archetype?"(or at least they feel like they change the class too much) like replacing ALL envoy class features besides improvisations with shapeshifting. There was one archetype that replaces one class feature, but gets new powers at levels other archetypes get features for stuff they replace.

So one of the things Owen spoke about on Know Direction that we tried to hit on when we contributed to COM was this idea that Character Operations Manual is supposed to be a guide regarding what you can do with Starfinder as a game system. There are a LOT of different types of options that interact with the player experience in a variety of ways specifically for that reason. Archetypes are a GREAT example of this. Prior to COM most archetypes sort of did the same thing(s) as what you saw in the Core Rulebook if only because AP Backmatter and equipment books isn't always the best place to revolutionize a game system. That's why there's an archetype that only makes one trade in COM, another that can make multiple trades but you choose what to trade, and another that gets one ability and can trade more abilities to use that ability multiple times.

I actually wrote one of the class options you mention specifically, the shapeshifting one. That option's supposed to allow you to hit "Mystique from X-Men" beats, since personally I think Mystique is more envoy than operative (especially in the movies). But now that She-Ra and the Princesses of Power is out, I think that envoy with the shapeshifting option is the absolute PERFECT combination of abilities to build Double Trouble, which is super fitting for She-Ra's stars, sorcerer, and swords setting.

*makes a note to do...

Its just, if you remove all features of a class except one with another feature, is it same class anymore? What if eventually there will be archetypes for all different levels with single trait so you could have character with 5 different archetypes at same time?

To clarify: I don't actually have problem with Polymorphic Disguise actually, though I do wonder why it wasn't archetype so you could make human soldier shapeshifter for example. Not sure what about it is envoy exclusive. It does have its own niche though since while you could just play race with shapeshifting abilities with full envoy abilities, this one works like polymorphs spells do so its essentially druid shapeshifting aka has more combat utility since its not just disguising yourself.(and there are no creature type or size restrictions)

My worries are more of game design consistency related than about specific options themselves. The options themselves seem fun, but I'm worried about stuff like "Okay, what IS soldier? Is soldier just chassis of 7 hp 7 stamina 4+ skills, all the proficiency and all abilities can be replaced and it'd still be soldier? Is soldier just any class that has access to fighting styles? If you could essentially make a new class by replacing all soldier features, then why that isn't just a straight up new class?" Kinda like how 1e had confusion of alternate classes and archetypes.

Its kinda like how 5e went with design of "No race has negative stat penalties nor higher stat bonuses than +2" and then later on Volo's Monster Guide(with monstrous races) and Eberron(with possible +3 charisma changeling option) book threw that out <_<

This isn't actually even about criticism, I'm just genuinely interested in game design and I have hard time comprehending line between "there are no design rules" and "we are expanding the design rules of what is possible"

If 2e Advanced Player's Guide introduces alternate class features that replace base class' features, I would be like "Wait, wasn't point of class feats that THEY are the customizable class features while class features are always standard to make class feel like it has specific identity which you customize with feats? I though whole point of renaming them to class feats was to emphasize that feats are features you yourself choose"


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I've just noticed that there are no class grafts for using any of the new classes with NPCs.


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That will most likely be in the next Alien Archive.

Contributor

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CorvusMask wrote:
Its just, if you remove all features of a class except one with another feature, is it same class anymore? What if eventually there will be archetypes for all different levels with single trait so you could have character with 5 different archetypes at same time?

That's an excellent question that I don't think one person should really be able to answer on their own. Fortunately, I don't think that the envoy falls into this issue considering that only expertise-related options are traded for polymorphic disguise. All of the improvisations are still there, and you can even still take expertise talents (you just have to spend Resolve to use some of them).

Quote:
To clarify: I don't actually have problem with Polymorphic Disguise actually, though I do wonder why it wasn't archetype so you could make human soldier shapeshifter for example. Not sure what about it is envoy exclusive. It does have its own niche though since while you could just play race with shapeshifting abilities with full envoy abilities, this one works like polymorphs spells do so its essentially druid shapeshifting aka has more combat utility since its not just disguising yourself.(and there are no creature type or size restrictions)

It wasn't an archetype because the Starfinder Design Team already knew which archetypes they wanted going in to COM. I also wrote the Starwright (and an obscene number of additional things in this book). In contrast, the team put a lot of trust in those of us assigned to the classes to come up with our own ideas. Basically, it wasn't a case of, "We either make this an archetype or we make it an envoy class feature and Alex writes it," it was "Well I, Alex, have a word allocation for the envoy to pitch cool ideas with and I am going to pitch a polymorphing envoy."

Quote:
This isn't actually even about criticism, I'm just genuinely interested in game design and I have hard time comprehending line between "there are no design rules" and "we are expanding the design rules of what is possible"

That is also an excellent question, and it's one that I think will differ from person to person, not even designer to designer. For me, the envoy's identity is more tied into what the character does at the table then what abilities they do to use it. For instance, I don't think that the ability to roll an extra die when you make skill checks is very "envoy-y." I think the thing that makes the envoy the envoy is the nonmagical ability to bolster foes / hinder enemies and navigate social situations. The polymorphic disguise envoy still manages to do this because being able to transform into a limited number of additional forms is pretty darn helpful for social situations if your goal is infiltration or deception. But for getting that super helpful +4 circumstance bonus to Disguise checks for polymorphing plus the added combat potential of polymorphing, there has to be a trade off. I decided on expertise.

From a design perspective, expertise is pretty interesting because the average die result on a d6 is 3, so in effect expertise is actually giving the same bonus as the operative's two free Skill Focus feats on average (the increase to the die allows expertise's average to keep pace with the operative as well). From my personal design perspective (aka not necessarily Paizo's), Expertise and each Skill Expertise selection is only really worth a Skill Focus Feat, making polymorph disguise a pretty good trade in my personal opinion.

Contributor

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Rysky the Dark Solarion wrote:
That will most likely be in the next Alien Archive.

Probably. I've had to write class grafts for Third-Party classes and those things are CHUNK-Y! I imagine there was just no room for them in COM.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Could we please get an updated PDF of this book where the endsheets are not double-page spreads but rather a single page, like in all the other Starfinder hardcover PDFs? The double wide spread really messes up displaying this book as "fit to page" in various PDF readers.

Wayfinders

Yeah, I'd really appreciate that as well.

I understand that it might have made sense for the purposes of making it so you can see the Pact Worlds in their entirety instead of one half at the start of the book and one half at the end, but I'm not sure this is a particularly good way to go about it.

(I mean I'd also argue why the Pact Worlds image is even included with all the core books to begin with, but that's a separate issue entirely.)

Grand Lodge

Zaister wrote:
Could we please get an updated PDF of this book where the endsheets are not double-page spreads but rather a single page, like in all the other Starfinder hardcover PDFs? The double wide spread really messes up displaying this book as "fit to page" in various PDF readers.

The Goodreader app is able to handle the doublepage spread, but it's only available for iPads.

Dark Archive

Sooo wait a check, is battleflower archetype's stunning fist actually supposed to be 10 + level + key for dc?

One of my players pointed out that would be DC 39 at level 20 which would be able to reliably stun all creatures in game math wise and much higher than any equal level creature's dcs ._.;

Contributor

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CorvusMask wrote:

Sooo wait a check, is battleflower archetype's stunning fist actually supposed to be 10 + level + key for dc?

One of my players pointed out that would be DC 39 at level 20 which would be able to reliably stun all creatures in game math wise and much higher than any equal level creature's dcs ._.;

That, to me, sounds like an error.

If your player gives you a hard time about it, I'd point out that most of the class features that the battleflower archetype trades (like operative exploits) list the DC as 10 + 1/2 class level + key ability modifier, so it makes more sense that somehow a "/2" was omitted than the designers decided to suddenly give one archetype an ability with DCs up to 10 higher than that of other classes / archetypes.

It's important to remember that while sometimes oddities are intentional (like how PF1 investigators can't use wands), most of the time when something seems wrong because interpreting it as-written is overpowered, it's an error. Typographic glitches happen in TTRPGs the same as bugs happen in MMORPGs. ;)

Dark Archive

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My player actually thought it was obvious typo as well, but figured out to ask just in case since I haven't seen anyone mention it before on forum :'D


I think I found a typo, the Witchwarper Key Ability Score is Cha, and says that "...the number of bonus spells you can cast per day, so Charisma is your key ability score." However, on page 62 under Table 2-4 it lists WIS SCORE as being the determining score for calculating Bonus Spells.

I think that the table was just copied and pasted over from the Mystic bon spells table and that the WIS SCORE wasn't changed.

Unless I am reading this all wrong. lol

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

did this ever get sanctioned for organized play? i have a game this afternoon and wanted to make a mechanic with some of the options.


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Does anyone know when there might be a pocket edition of this book?


Pathfinder Starfinder Society Subscriber
Aqua Zesty Man wrote:
Does anyone know when there might be a pocket edition of this book?

My guess is that you're looking 1-2 years down the road, at a minimum.

Paizo Employee Starfinder Lead Designer

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Errata update today, covering the 1st printing of the Starfinder Character Operations Manual.
(All errata listed for that printing is incorporated in the second printing of the Character Operations Manual.)

The PDF has been updated to include the errata. Anyone who already owns the PDF should be able to download the new version immediately. If you get the old version, please try refreshing your downloads or clicking the "problems downloading this file?" link before trying again.


Pathfinder Starfinder Society Subscriber

In the revised know coordinates spell, what does "general location" mean? Within a specific city? Block? Building? Room?


Joe Pasini wrote:

Errata update today, covering the 1st printing of the Starfinder Character Operations Manual.

(All errata listed for that printing is incorporated in the second printing of the Character Operations Manual.)

The PDF has been updated to include the errata. Anyone who already owns the PDF should be able to download the new version immediately. If you get the old version, please try refreshing your downloads or clicking the "problems downloading this file?" link before trying again.

Any word yet on if the second printing has become available?


Any update yet on if the errata update has seen print yet? I would like to buy the book (it’s the only one I’m missing) but I don’t want to have to constantly reference the errata while using it…


Don't know why it took me so long but I finally checked out and fell in love with pocket editions and hope to have one for this book! As far as character options go, its gotta be the most important book aside from the core rulebook. So yeah, adding my voice to the tiny chorus of posts here hoping for a pocket edition!

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