Starfinder Character Operations Manual

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Starfinder Character Operations Manual
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Enhance Your Hero

The Starfinder galaxy is an expansive and diverse collection of eclectic planets, strange creatures, myriad cultures, and ancient traditions! Characters can draw from far more backgrounds, heritages, and training regimens than can possibly be contained in just one core book. The Starfinder Character Operations Manual expands the universe of what is possible for characters of any class or species, providing new choices at every stage of character creation and advancement. Whether you are a veteran or new to the game, there's something here for you! Inside this book, you'll find the following:

  • Three new character classes—the biohacker, the vanguard, and the witchwarper—that add the power to alter biology, control entropy, and tap into alternate realities.
  • Additional options for all the classes and species found in the Starfinder Core Rulebook.
  • Expanded selections of feats, spells, and equipment, including shields.
  • More roles and crew actions for starship combat, and a system for downtime activities outside of battle.

ISBN-13: 978-1-64078-179-5



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Great Additions to the Game

5/5

The 2019 Character Operations Manual was the first major expansion of character options for Starfinder (a bit like the Advanced Players Guide was for Pathfinder 1E). The Character Operations Manual introduces three new classes, several new themes, new options for the Core Rulebook classes, and loads of new feats, equipment, and spells. Importantly, it adds to the roles that characters can take in starship combat and provides a Downtime system (important for those 5d6 days passing through the Drift!). It's not essential for the casual Starfinder player, but for someone who is seriously into the game, it's definitely worth picking up.

Let's start with the cover--great "hero poses" of the the three new Iconics. If this were the cover to issue # 1 of a new comic book, I'd buy it! There's no way the interior art can be quite so cool, but it's still very good. The hardcover has an index at the back and a two-page overview at the front. The body is divided into six chapters, providing a natural structure for this review.

Chapter 1 is "Theme and Race" (30 pages). Seven new themes are on offer: Athlete, Grifter, Guard, Law Officer, Noble Scion, Sensate, and Street Rat. I won't go through them one-by-one, but I'll say generally that they're all done well. (I always find Starfinder's Level 18 Theme abilities clunkily implemented for such a small reward, but that's neither here nor there). Each of the Core races then gets two pages of new options, such as alternate ability adjustments (to which I ask, why bother having race-specific ability adjustments at all?), alternate racial traits, feats, and class options. Some of the new feats have race prerequisites, but not all, and some are pretty powerful (perhaps OP)--like getting arm extensions for androids (so you have reach) or "nanite integration" (allowing failed saves vs a variety of conditions to be re-rolled by spending an RP). There's a new Crusader connection for mystics, and some surprisingly good stuff for shirrens. In addition to the Core races, the "legacy" races (gnomes, halflings, etc.) each get a page worth of new material, and it's great to see them supported as well.

Chapter 2 is "Classes", and it's the big one (72 pages) as it introduces three new classes. Biohackers use fringe medical knowledge to bolster their allies and inhibit their foes, usually by shooting them with injection darts! I really like the class concept, and they fill the "adventuring scientist" niche well. I don't understand why Sleight of Hand and Bluff are class skills for them though. Their ability to identify creatures easily can be a big advantage. I've seen biohackers at play in several SFS scenarios and in one AP I run, and the players seem happy with them. (I have heard that some players feel they don't get enough "biohacks" at higher level). Vanguards are . . . well, I still don't really understand the setting premise for them. From a design perspective, they're meant to be MMORPG-style "tanks" I guess. There's some poorly-written flavour stuff about them channeling "entropy" or something, but it just doesn't really fit together. The class is built around getting hit and then using "entropy points" to do stuff, but it really just amounts to a bucket of vaguely tank-style special abilities. Definitely not a fan. Witchwarpers are my favourite! They peer into alternate worlds and futures and use magic to pluck elements from them to affect their own. They're primarily a spellcasting class, and admittedly their "Infinite Worlds" special abilities can be a little underpowered--but definitely flavourful and fun to role-play. Their "grenade shifting" and "thwart ability" abilities can be great. I had a witchwarper for Starfinder Society, but she got hit by a crit and died at Level 1 (R.I.P. Madrigal Zern!).

After the new classes, each of the Core classes gets four pages of new options. The Envoy gets some meaningful class features, improvisations, and expertise talents. I think they still need more high-level options, but it's a start. In addition to some new tricks, Mechanics get an alternate class feature called "experimental prototype" that allows them to have an experimental suit of armor or weapon instead of an exocortex. It's a nice addition, and I've GM'd for a player using the experimental armor prototype option. Mystics get something called "epiphanies" as an alternative to connection powers. A couple are pretty interesting, like "solar connection" and "wrecking fists". Two new connections are introduced: "melophile" (music lovers) and "warmonger" (self-explanatory). Operatives should get nothing (indeed, they should be nerfed!) but instead they get alternate class features like "Stunt and Strike" which allows them to do all sorts of cool stuff in addition to attacking in a round. Solarians get two new solar manifestations that provide them a ranged attack option ("solar flare") and a defensive option ("solar armor"). Word on the street (okay, the Paizo forums) is they're not especially powerful, but I don't have any firsthand experience. Soldiers get feat boosts to replace gear boosts, and some are pretty nice like actually making Cleave useful or increasing the number of targets that can be attacked with Spring Attack. There's also some new fighting styles. Finally, technomancers get new magic hacks and variant spell caches. I especially like the "energy alteration" Level 5 hack--being able to change the type of damage a spell does could really take advantage of a foe's known weaknesses.

It's a big chapter, because in addition to all the class stuff, it also contains ten new archetypes! Frankly, most of them don't really give much of mechanical value (or give it at far too high of a level for most adventuring). A few that I did like are the Esotericist (devotees of pure magic who reject magic-tech hybridization), the Fixer (in a criminal organisation sense), Medic (though healing serums are pretty cheap . .. ), and Starwright (though granting spell resistance or incorporeality to a PC for 24 hours seems potentially problematic!).

Chapter 3 is "Feats" (12 pages). There are a lot that improve what the PC can do in surprise rounds and many that are grenade focused (I like "Cook Grenade"--just don't roll a 1!). Pistol-wielders may enjoy "Double Tap". There are three feats in the "Eldritch Lore" line that essentially allow spellcasters to gain additional spells known.

Chapter 4 is "Equipment" (8 pages). Considering Armory is an entire book of equipment, one might not expect a lot here. However, shields are introduced (something a lot of players demanded) and there are a variety of injection weapons to support Biohackers. The "Rad-Out Serum" is surprisingly cheap for dealing with one of the major environmental threats in the game.

Chapter 5 is "Spells" (16 pages). Mystics and Technomancers get new spells, and the Witchwarper gets its own spell list (drawing plenty from that of the other two classes'). Solid additions overall. There are a couple I think could prove problematic, like deadly countermeasures and know coordinates. I thought phantom cycle could be fun.

Chapter 6 finishes off the book with "Other Rules" (12 pages). It's a boring name for a chapter that's actually pretty handy. It introduces two new roles for starship combat: Chief Mate and Magic Officer. Chief Mate is a sorta cheesy way to get Strength-based (high Athletics skill) PCs more involved in starship combat, while Magic Officer is, obviously, designed for Mystics. Neither is essential, but I guess it's good to have options--especially when six PCs are on a ship. There are also new "Open Crew Actions" and "Minor Crew Actions" that provide any character some additional choices. One of my favourite additions from the book is a selection of Downtime activities. The system is handled well here, as PCs are given a wide variety of choices that have a meaningful (but not over-powered) impact. They may just want to Lounge (getting some temp hp and a small morale bonus to saves), do Research (reducing the DC of some Recall Knowledge checks), Retrain (swap some skill ranks), etc. It's definitely a system I would integrate.

Like most Starfinder hardcovers, the Character Operations Manual is a bit pricey considering its slim page count. But cost and length aside, I think it contains several valuable additions to the game and is worth owning.


horrible,skip-unbalanced useless classes


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


5/5


An excellent book

4/5

This is probably my single favorite Starfinder book so far - a lot of great options here, from the new classes, to new and alternate options for the existing classes and species, to all the other bits and pieces.

I'd say that right after the CRB, the first Alien Archive and Armory, this is essentially a must-have. There's some issues that would benefit from being errata'd, and the book can feel a bit short for some people's tastes (especially if you're used to the lengthier Pathfinder volumes that cover this sort of ground), but as far as what is in the book, it's a highly valuable resource indeed.


Awesome Book! Ten Stars!!

5/5

I absolutely love almost everything about this book, thank you for the new classes!

Every class will inspire countless character ideas, and I especially love that the symbol for the Vanguard class is a fist comet flying through space.

The only part I personally didn't care for (and I absolutely accept is a matter of personal taste) is the alternate racial ability adjustments, but that's just me.

I love the artwork (especially the three new iconic characters).

I wish they had a few more spells but I understand they were crunched for time and Hillary Moon Murphy actually covers that ground in the psychic magic article in Hive of Minds so no worries.

I'd give the book ten stars if I could!... Oh, what the heck, I'll just put some extra star stickers on my copy!

Ten stars! All hail the Fist Comet!!


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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.
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

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!


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


1 person marked this as a favorite.
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.


1 person marked this as a favorite.

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

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?


1 person marked this as a favorite.
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 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 Maps, Starfinder Maps, 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.


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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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


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 Rulebook, 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

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.


  • 2 people marked this as a favorite.
    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

    Pathfinder Starfinder Roleplaying Game Subscriber
    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

    Pathfinder Starfinder Roleplaying Game Subscriber

    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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