Starfinder Adventure Path #33: Dominion’s End (Devastation Ark 3 of 3)

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Starfinder Adventure Path #33: Dominion’s End (Devastation Ark 3 of 3)

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Upon gaining access to the hostile starship known as Ark Prime, the heroes find themselves immersed in propaganda designed to show the might and superiority of the ancient empire that launched the vessel eons ago. Once they break free of the brainwashing, they can fight past robots, holographic constructs, and alien supersoldiers awoken from stasis to confront Ark Prime's evil AI. In the end, the heroes must decide what to do with hundreds of other sleeping citizens of a formerly dangerous civilization. Their important decision could affect the future of the galaxy!

“Dominion's End” is a Starfinder Roleplaying Game adventure for four 18th-level characters. This adventure concludes The Devastation Ark Adventure Path, a three-part, monthly campaign in which the players stop the threat of an ancient alien civilization in Starfinder's first high-level adventures! This volume also includes a catalog of technomagical relics from the ancient Sivv Dominion as well as a selection of ferocious alien threats.

Each monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each 64-page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!

ISBN-13: 978-1-64078-275-4

Dominion's End is sanctioned for use in Starfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheets are available as a free download (5.1 MB PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Starfinder Adventure Path Subscription.

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Doesn't quite stick the landing

4/5

The first part of this AP is poorly placed and sucks all of the momentum out of the finale like an oxygen-starved fire.

First, it's a railroad. All it takes is one savvy player saying "Through the airlock? No, that's what they're expecting" and blowing a hole in the hull instead and you're suddenly answering questions if you pull this trick on them.

The unblockable "Sorry you all fall unconscious, are taken prisoner, and put in VR" thing in the intro also will rub players the wrong way.

Finally it's asking a lot of the players to pretend to be brainwashed Sivv who don't know who they are after 2 AP's worth of participation - this is the kind of mystery you create at the beginning of an AP arc (like Threefold Conspiracy), not at the end. I barely felt motivated to even PRETEND like they were all Sivv other than changing their icons.

Finally - the passage of time. The AP says that the party is captured for several days ---- What was the assembled Pact Worlds fleet doing this whole time, getting coffee?!?!

This AP appears to have been written in a complete vacuum, not even acknowledging what had transpired in the past. There's no contact with anyone on the outside! Did the fleet battle just last several days? Good question. This adventure doesn't even bother trying to answer it!

The vexatious part of all of this is that we already have a blueprint for how to board a super-colossal dreadnought class ship -- all the way back in Dead Suns 6!

In my opinion the whole thing should either be done as a series of narrative beats, no dice rolls, just roleplaying vignettes -- or skipped entirely.

The rest of the AP plays out pretty conventionally and is a suitable ending. But man, that first part is just a gigantic speedbump that breaks the perfect flow that the 2nd AP had.


4.5 probably, flip flopped between 4 and 5

4/5

So if my campaign hadn't turned to bi weekly and I didn't have few breaks even with bi weekly rhytmn, probably would have finished running this faster and giving this 5 stars :'D But because of breaks I did have extra time to think besides the hype and that bit lowers my impression.

I don't think its really fault of adventure itself, more of starfinder page amount restricting amount of details we can learn. Like this AP volume does good job at giving chance to learn about the big bad despite lack of backstory article, with the VR simulations being based on his memories. Main issue is that there is lot of what kinda feels like handwaving due to lack of details given.

Like first book of the AP mentions AI big bad is corrupted due to big bad dying from radiation poisoning in middle of upload, but this book kinda glosses over that detail what the corruption exactly causes. I had to read between line corruption is probably why VR simulations have weird glitches and details Sivvs shouldn't include as part of propaganda and why ship is mostly unguarded.

Second thing is that VR simulation is bit handwaved with "PCs have strong wills so the simulation glitches out" in a way that makes it bit hard to tell what is intended by Sivvs and what isn't. Also with simulations being based on big bad's memories, it creates lot of fascinating questions that page amount doesn't give time to get deeper into: Like hospital scene implies that what happened in reality was more grim, but hospital simulation's goal for pcs is to ignore cruciating waiting time and find out truth about how the hospital works, so PCs never find out implication that either mate or spawn or possibly both perished. This also leads to weird thing about education one: So is this completely fictional event with AI taking direct control of narrative or is this also based on memory? And if so, was Vheiransch the parent or child in the memory? Final kinda wonky memory is the Kishalee Torments one, like... Its really unclear of what part of simulation is real and isn't real. Like Kishalee in simulation are like "hah we are going to execute you later" but the thing that gives lucidity points is hearing sivvs be like "kill them all and let one of them go to spread terror". Like its really hard to tell if Kishalee are supposed to be made appeared as worse than they were, if sivvs are overreacting to what kishalee did or if point is just "kishalees were pragmatic, sivvs are overly cruel". Or if this is just war memory or what. (the degenerator memory is easy to explain as being important memory to big bad and thus not supposed to be part of propaganda)

I hope its clear what I mean: I love the adventure, but more I have time to think about it, more I think "ya know, this could be less vague".

There is also bit of pro/con of Sivv Dominion being portrayed as increasingly over the top evil x'D Mostly because at the end there is the moral question of "What to do with them?" but AP makes seemingly accidentally pretty good case for "Sivv Dominion indoctrinates all of its civilians to be blatantly sadistic, even the scientists worked slaves to death to cover up paternal leaves and such, so yes all of them are evil". On one hand it creates good deal of black comedy and such, but we don't really have any proof to contrary of whether there were any sivvs disagreeing with dominion due to info we get from VR simulation being pretty appalling. Though thankfully ap does remember to include victim perspective of the matter since its more effective way to raise stakes than just "look at how evil they were"

Oh about VR simulation stuff: my players were effective with high level spells so they skipped tracking through ice with teleport and wall of forced enemies outside from getting in the bunker :'D Robot in hospital they avoided with control machines. Later on they flew over walls and combined ALL encounters in kishalee simulation into one(so I can confirm that 4 level 18 characters with terrain advantage can take care of 8 cr 13, 1 cr 15 and 1 cr 17 at same time relatively easily)

But yeah about the dungeon part itself: its pretty decent and fun, I really love start of it and how there are couple roleplaying encounters included throughout entire book, though my party did make much more roleplay since the convinced frujai peacefully to let them go and ko'd Xiello and used psychic surgery on him :'D So they removed indoctrination from majority of deck inhabitants.

I do have one issue with dungeon design though: I do think as written, its bit too generous with resting. I did decide to add bonus CR 22 encounter for level 19 party to level them up and give them one rest to start level 20 at full resources, but level 20 area of book is easy enough that yeah they didn't need to spend much resources before final boss :'D

Final dungeon area has also little bit of problem with it: Since its loop shaped and players can start out at either end of loop, they might go from opposite end and miss the friendly npc completely. Which depending on party and gm means they might kill calecor first(I just warned them with sense motive check that calecor will attack them if they don't immediately close the door, as its clearly more interested in sivvs), meaning they will miss on pathos scene and have extra ally to make final boss fight much much easier :'D On the otherhand, if they go in the other order, they will recruit ally they will keep around for 0 combats (unless they for some reason turn around and go long way) which feels bit too fast time for heartfelt goodbye scene.

Final boss fight this time around is CR 20 foe with lot of CR 17 mooks. I think Paizo was bit being careful with their first level 20 combat and end result is... Decently tough. There isn't any real TPK risk, but CR 20 enemy is strong enough to feel threatening and mooks deal consistent damage. That said, none of the enemies have any real counter to casters, so whole party having greater invisibility meant that with blind sense all of attacks had 50% chance to fail. Though granted, if the didn't have it, I do think someone would have went unconscious, but it also meant big bad had to alone fly through floor with intangible step to attack invisible techomancer who separated computer with wall of force from rest of the room :p

(I also find nature of big bad itself confusing: so it appears to be corporeal hologram and not some sort of fleshy robot body? It's bit unclear of what AI avatar exactly is)

Anyway, that leads me to comment on my own CR 22 encounter vs level 19 party. Why I did that was that party killed only the sivvs (they used control undead on one of genesis wraiths) so they party had ENTIRE deck on their side(they still managed with clever wall of forces and healing prevent any npc casualties) My NPC sivv mech was straight up from melee array table, though looking at it afterwards I notice I accidentally had saves from CR 19 part and attack bonuses from CR 23(though damage, ac, hp, dcs and such were correct for CR 22) and had given it abilities to explode upon death, SR, rerolling will saves and forgot final one.

Anyway yeah CR 22 mech was hardest enemy in entire book :'D I do think that while enemies in final book are capable of dealing damage, they didn't make party really spend resolve, my party was almost at full resolve at final encounter. That said, I do think paizo will likely for their next level 20 adventure(if that happens, whenever it happens) try out CR 21-23(maybe 24/25 there are mechs ;P) foes, though hopefully still some small fries included :D We have seen what equivalent level final boss is like so next time tougher one! That said higher CR foes do have bit of "well they are so tough that party might feel like they are doing nothing to it for couple rounds" thing.

Another thing about the book is that I'm not sure this book was as good as second book about feeling like it was designed around high level character abilities. Like even with greater invisibility, yeah enemies were able to deal decent damage to party in final boss, but they didn't have any counters to spells besides sr (btw, I assume planar barrier is supposed to work on teleportation effects and not just teleportation spells right? Didn't realize to question that in middle of session ;P) which is at same time good thing, technomancer felt useful, but at same time it does feel like final boss could have had bit more stronger abilities(though granted, move to teleport enemies to whenever you want IS really strong and they do have high damage. Immediately turning incorporeal with resolve to halve damage is decent too, though again bit confused of why AI avatar isn't incorporeal but holograms are)

(bonus: I did like the "almost every class has some special ability to learn in final dungeon thing even if it wasn't as useful for every character and envoy/operative ones were tied between failing trap save :P

Also bit sad they didn't think of "how about we use sivv's mindwipe technology to give them as clean state as bantrids had" :D)


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Paizo Employee Webstore Coordinator

Announced for October! Product image and description are not final and may be subject to change.


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

Wait, what? AI? :D

Oh please oh please oh please have disembodied AI rules that would be so incredible thank you very much.

In all seriousness, this looks incredible. Can’t wait to play it with my group.

Dark Archive

Aww man, its not Aboleths, its Sivv yeah :D Aka those who created Dead Suns' super weapon


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CorvusMask wrote:
Aww man, its not Aboleths, its Sivv yeah :D Aka those who created Dead Suns' super weapon

Or an evil ancient bantrid empire! Roly-poly li’l stormtroopers of spaz-destruction! Also friendly acquaintances of Darth Jar Jar next galaxy over.

Scarab Sages

Paizo Charter Superscriber; Pathfinder Companion, PF Special Edition Subscriber; Starfinder Superscriber
Katina Davis wrote:
Announced for October! Product image and description are not final and may be subject to change.

Preorder shows as expected in September, perhaps because Devastation Ark 1 and 2 both show as expected in August.


3 people marked this as a favorite.

Grinds craters together in anticipation.

Developer

3 people marked this as a favorite.

Hooray! I get to write the highest-level Starfinder adventure EVER!


1 person marked this as a favorite.

WAIT?!

WAS I RIGHT ABOUT IT BEING THE SIVV?!


Ron Lundeen wrote:
Hooray! I get to write the highest-level Starfinder adventure EVER!

Congratulations!

I hope, though, that many more of them will follow, written by you or others at Paizo. That's how Starfinder will keep me as a customer. :)

Dark Archive

2 people marked this as a favorite.

Yeah, i said that i wouldn't buy Starfinder adventure paths anymore if high level content wouldn't come out.

I will be buying issues 31 through 33 for sure!


Pathfinder Adventure Path, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Putting a marker down on "Bantrids *are* the Sivv" now.

Developer

2 people marked this as a favorite.
John Mangrum wrote:
Putting a marker down on "Bantrids *are* the Sivv" now.

Interesting theory!


If it's at all possible for the PCs to take control of the Devastation Ark, then it will be VERY bad news for the Swarm, Corpse Fleet, Cult of the Devourer, and many other of the Pact World's threats.

Dark Archive

1 person marked this as a favorite.
Axial wrote:
If it's at all possible for the PCs to take control of the Devastation Ark, then it will be VERY bad news for the Swarm, Corpse Fleet, Cult of the Devourer, and many other of the Pact World's threats.

Kinda sounds like ye need to in progress cripple the ship really badly though :p

Depends though, is Devastation Arc a Tier 20 ship, Tier "21+" ship(I hope not because I don't think Starship rules make much sense to be able to be higher level than PCs since one level higher is already impossibly hard) or just so super mega powerful ship it doesn't have stats

Dataphiles

Can we get some clarification on it's expected release date? In the details above we have both late September 2020 and 14 October 2020?


Can we have stats for kishalees (not kish) in this one?

*crosses fingers in all hands*


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm not used to there still being a placeholder cover this close to release. I guess it will be a surprise when it actually arrives, oddly fitting for the epic conclusion to the first high-level adventure.

Dataphiles

Why no PDF option for the 3rd book?


You can't preorder the PDF, it'll be available on street date.


Pathfinder Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Anyone else not getting a PDF with their subscription shipping like normal?


1 person marked this as a favorite.

Is *that* what a Sivv looks like?

Lord...

Dark Archive

VerBeeker wrote:

Is *that* what a Sivv looks like?

Lord...

I take it ye didn't notice them on the banner image/trailer? :D The shrimp people with guns?(its same as cover of this book)

Though I do like concept art shown in one of con streams little bit better, probably because perspective of directly in front of face makes face look bit too flat


4 people marked this as a favorite.

It reminds me a little bit of Neogi...

...

I don't hate it!

:D


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It's kind of....sexy....in a horrifying way.

Dark Archive

So this adventure probably doesn't contain sivv racial stats? ;D But yeah, what are the options presented for the dilemma as written? Genocide, let them go, keep them in stasis, wipe out their memory just as what happened with bantrids?


The Dilemma:
Sadly the memory wipe isn’t given as a solution.


2 people marked this as a favorite.

Also I LOLed (in the roll your eyes kinda way) at

Spoiler:
the book saying you can’t hold bureaucrats responsible for how their civilization was. Who the f*%$ wrote that?

Dark Archive

I mean, CAN you blame officer workers or tax office workers for government decisions? :p

I don't exactly have context for what you say


I guess it depends on what all Sivv Bureaucrats did/didn’t do and how it separated them from other Sivv in power, if that.

Bureaucrats was probably not the best word choice to use in the book.

Dark Archive

It's really ambiguous word at least as it just means they are part of bureaucracy, so term itself is extremely general if they don't give details of what they do.

Like counter to common belief, bureaucrats don't just do "bureaucracy things", they do actually have a job besides stamping papers :p So not sure what writer means with it


Pathfinder Adventure Path, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's pretty obvious to me that the authorial intent is simply that...

Spoiler:
...most of the sivvs in stasis are civilians, as opposed to a rampaging army (and obvious threat) waiting to be unleashed. The moral dilemma is deliberately ambiguous overall.


Except in the "If the Players Fail" section

Spoiler:
Rampaging army that conquers all is pretty much what happens.

Dark Archive

I mean it IS massive colony ship. So presumably it still has minority of super soldiers even if the ship being able to create army of drones isn't enough xD


Pathfinder Adventure Path, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Rysky the Dark Solarion wrote:
Except in the "If the Players Fail" section ** spoiler omitted **

None of the endings suggest that the surviving sivv are actually a bunch of nice, misunderstood fellas. But the difference between "If the Players Fail" and the post-campaign options are...

Spoiler:
...rather dependent on whether the sivv wake up in a Pact Worlds that's already lost the Starstone and had its military shredded vs. a Pact Worlds that's prepared and setting the schedule.


Are they given playable stats?


Pathfinder Adventure Path, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No. (They're fairly powerful on an individual level.)


So whats the justification given for that

Spoiler:

a single ship can apparently somehow withstand the entire pact fleet military, including several Tier 18 dreadnoughts and then has enough manpower to actually conquer anything instead of being swarmed by a million soldiers as soon it touches down on a major pact planet?


It's a really cool ship.

Dark Archive

Tier 20 or higher ship with its own drone fleet and its military is composed solely of super high level creatures?

That is my guess at least :p

(also "being swarmed by million soldiers" isn't a thing because of logistics purely. you don't just "throw thousand soldiers" to blindly shoot target RTS style in real life wars as far as I understand)


CorvusMask wrote:

Tier 20 or higher ship with its own drone fleet and its military is composed solely of super high level creatures?

That is my guess at least :p

(also "being swarmed by million soldiers" isn't a thing because of logistics purely. you don't just "throw thousand soldiers" to blindly shoot target RTS style in real life wars as far as I understand)

No, but you still have the occupants of a single ship fight against the entire army of a planet which also includes high level characters or high level combat droids.

At best the only thing the Ark can hope for is to hold an area. But attrition works against it.
Same in space. How can a single ship which is still vulnerable to PCs, hold out against many tier 18+ ships (maybe even tier 20 in case the driftmaven gets involved because of the starstone) + support fleet.

Imo a realistic "if the PCs fail" probably should be

Spoiler:

The Veskarium conquers the Pact World, swooping in after the Ark and the Pact fleet fight it out, saving the day but never leaving and instead occupying the weakened system.


Pathfinder Adventure, Adventure Path Subscriber

If that's what you'd prefer to have at your table, go for it. The SF writers chose differently.


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path Subscriber

For a less flippant answer,

Spoiler:
if you really have a problem with the story as presented, approach it from the other side. Right now, you're looking at what they have to work with to see what they can logically do with it. Instead, look at what they are projected to be able to accomplish, and work backwards to figure out what they would need to achieve it.

A single ship was able to meet and answer the entire pact worlds armada. That's canon. Whether or not they were successful is determined in this adventure and the previous. If the attack is successful, they go on to hold off any counter-attack for weeks (including whatever Vesk, who have both a moral and cultural imperative to attack the Ark Prime, sends), destroy Absalom Station, and conquer the pact worlds.

So. What, logically, must that single ship be capable of if all that is true? Is the power it used to shut down the Starstone a critical component? What effect might that have on a planetary surface, especially somewhere like Aktion, Aballon, or the Solar colonies?

But yeah, if all of that is too much to swallow, just change it for your table.

Dark Archive

Yeah, I definitely agree on it being better to trying to figure out "What WOULD single ship need to be able to do this" angle. Like otherwise you simply just don't like entire premise of the ap so you probably wouldn't run it in first place :p


1 person marked this as a favorite.
John Mangrum wrote:
No. (They're fairly powerful on an individual level.)

That's... a massive disappointment. Like, sours my desire to buy this, level disappointment.

I'm still going to because I bought the other two volumes and I can only avoid the sunk cost fallacy in so many aspects of my life, but playable sivv stats was far and away my single most wanted thing from this AP.

Dark Archive

FormerFiend wrote:
John Mangrum wrote:
No. (They're fairly powerful on an individual level.)

That's... a massive disappointment. Like, sours my desire to buy this, level disappointment.

I'm still going to because I bought the other two volumes and I can only avoid the sunk cost fallacy in so many aspects of my life, but playable sivv stats was far and away my single most wanted thing from this AP.

I'm kinda surprised only thing you wanted from ap was playable stats for ancient evil empire? I mean yeah it would have been cool, but umm yeah bit confused why you thought the product featuring them as enemies would have playable stats for them?

(I mean, if they don't have playable stats for Jinsuls by now, I'd be surprised if Sivvs got jump on them)

I'm mostly biased though since my desire to buy this ap was for "I want to see what level 13-20 starfinder looks like in game/in setting/storywise"


1 person marked this as a favorite.
CorvusMask wrote:
FormerFiend wrote:
John Mangrum wrote:
No. (They're fairly powerful on an individual level.)

That's... a massive disappointment. Like, sours my desire to buy this, level disappointment.

I'm still going to because I bought the other two volumes and I can only avoid the sunk cost fallacy in so many aspects of my life, but playable sivv stats was far and away my single most wanted thing from this AP.

I'm kinda surprised only thing you wanted from ap was playable stats for ancient evil empire? I mean yeah it would have been cool, but umm yeah bit confused why you thought the product featuring them as enemies would have playable stats for them?

(I mean, if they don't have playable stats for Jinsuls by now, I'd be surprised if Sivvs got jump on them)

I'm mostly biased though since my desire to buy this ap was for "I want to see what level 13-20 starfinder looks like in game/in setting/storywise"

I have an unhealthy addiction to new playable races in starfinder. Honestly can't even really explain it myself.

Also I'm salty af that jinsul haven't been given playable stats.

The story's all well & good & is mostly why I'm still going to get this book.

But new playable races are the thing I look forward too most in any given SF book.

Dark Archive

FormerFiend wrote:
CorvusMask wrote:
FormerFiend wrote:
John Mangrum wrote:
No. (They're fairly powerful on an individual level.)

That's... a massive disappointment. Like, sours my desire to buy this, level disappointment.

I'm still going to because I bought the other two volumes and I can only avoid the sunk cost fallacy in so many aspects of my life, but playable sivv stats was far and away my single most wanted thing from this AP.

I'm kinda surprised only thing you wanted from ap was playable stats for ancient evil empire? I mean yeah it would have been cool, but umm yeah bit confused why you thought the product featuring them as enemies would have playable stats for them?

(I mean, if they don't have playable stats for Jinsuls by now, I'd be surprised if Sivvs got jump on them)

I'm mostly biased though since my desire to buy this ap was for "I want to see what level 13-20 starfinder looks like in game/in setting/storywise"

I have an unhealthy addiction to new playable races in starfinder. Honestly can't even really explain it myself.

Also I'm salty af that jinsul haven't been given playable stats.

The story's all well & good & is mostly why I'm still going to get this book.

But new playable races are the thing I look forward too most in any given SF book.

Would be really cool to gets stats for Sivv though I kinda worry that wouldn't happen because 1) they are strongly tied to this ap 2) this ap apparently provides option for pcs to be evil upon evil and genocide them :p 3) starfinder isn't old enough for them to have made sequels to another aps, so setting material ignores aps as 1e did.

Like I do understand that its good thing that aps don't force gm to buy them just to stay up with events in setting, but sometimes when really cool stuff happens in them you want to see the aftermath xP


CorvusMask wrote:
FormerFiend wrote:
CorvusMask wrote:
FormerFiend wrote:
John Mangrum wrote:
No. (They're fairly powerful on an individual level.)

That's... a massive disappointment. Like, sours my desire to buy this, level disappointment.

I'm still going to because I bought the other two volumes and I can only avoid the sunk cost fallacy in so many aspects of my life, but playable sivv stats was far and away my single most wanted thing from this AP.

I'm kinda surprised only thing you wanted from ap was playable stats for ancient evil empire? I mean yeah it would have been cool, but umm yeah bit confused why you thought the product featuring them as enemies would have playable stats for them?

(I mean, if they don't have playable stats for Jinsuls by now, I'd be surprised if Sivvs got jump on them)

I'm mostly biased though since my desire to buy this ap was for "I want to see what level 13-20 starfinder looks like in game/in setting/storywise"

I have an unhealthy addiction to new playable races in starfinder. Honestly can't even really explain it myself.

Also I'm salty af that jinsul haven't been given playable stats.

The story's all well & good & is mostly why I'm still going to get this book.

But new playable races are the thing I look forward too most in any given SF book.

Would be really cool to gets stats for Sivv though I kinda worry that wouldn't happen because 1) they are strongly tied to this ap 2) this ap apparently provides option for pcs to be evil upon evil and genocide them :p 3) starfinder isn't old enough for them to have made sequels to another aps, so setting material ignores aps as 1e did.

Like I do understand that its good thing that aps don't force gm to buy them just to stay up with events in setting, but sometimes when really cool stuff happens in them you want to see the aftermath xP

I feel that could be covered with a side bar offering suggestions ranging from only allowing sivv as playable in future games if your players didn't genocide them, or given that the sivv had a vast, interstellar empire - with the first two volumes of the AP at least covering former sivv-controlled planets in their Codex of Worlds - there could be some other small outpost with sivv in stasis that a pc sivv might have emerged from.

But the impression I got from John's (admittedly brief) answer is that sivv being "fairly powerful on an individual level" implies to me that they just have some natural, innate abilities that would put even a sivv civilian above, say, a level one soldier of an existing playable race. If that's the case then I have opinions about it but that's premature without having read their entry yet.


Is there anyone willing to share the new creatures introduced in the Alien Archives?


Pathfinder Adventure, Adventure Path Subscriber

If no one else does, I'll type it up once I'm out of work tonight.

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