Starfinder Pact Worlds

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Starfinder Pact Worlds
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The Pact Worlds are the beating heart of the Starfinder campaign setting, a solar system full of citizens both familiar and bizarre. From the cosmopolitan corridors of Absalom Station to the carnivorous jungles of Castrovel or the floating cloud-cities of the gas giant Bretheda, this hardcover rulebook is your guide to Starfinder's core worlds and civilizations, and the perfect place to launch any adventure.

Inside, you'll find:

  • In-depth gazetteers of the system's 14 major worlds, from high-tech Verces and the draconic empires of Triaxus to the necromantic wastleands of Eox or magical bubble cities floating on the surface of the sun. Each gazetteer features a detailed world map, residents and cultures, settlements and adventure locations, a unique theme to customize characters from that world, and more.
  • New playable alien species, from undead Eoxians to Castrovellian plant-people.
  • New starships, from the living vessels of the Xenowardens to sinister Hellknight dreadnoughts.
  • A codex of themed NPC stat blocks to help Game Masters create vivid encounters.
  • New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion.
  • Tons of new weapons, armors, spells, feats, magic items, technological gadgets, and more to help outfit your adventurers.

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5/5


Good splat. Need to continuity fact-check the Hellknights

4/5

This splat definitely reflects Joe Pasini's philosophy of "Something for everyone". I especially appreciated the NPC blocks for various soldiers and other factional members, very useful. Wish Near Space had the same!

The only hang-up I have is that there is implied tension in the Pact Worlds, say , between the Hellknights and Iomedaens/Knights of Golarion but it's never really explained how this conflict might play out given that The Stewards enforce a NO FIGHTING rule.

EDIT 6/25/2022:

Okay, that's not the only critique I have. There are a couple other issues with the Hellknights.

First is rather pedantic - the Hellknight armor list should read:

Armiger (Level 2)
Paralictor (Level 5)
Maralictor (Level 9)
Lictor (Level 14)

Because that's the traditional Hellknight hierarchy as shown in Path of the Hellknight. Instead it reads

Armiger (Level 2)
Paralictor (Level 9)
Maralictor (Level 14)
Lictor (Level 5)

Sad!

The other thing is this -- the star Knight (Hell Knight) feat grants you heavy armor proficiency at level 2. But every single Hellknight NPC in this book uses D-Suit III's. Light armor! Whyyyyy? I can understand the Signifers, but why would the Hellknight Commander or the Armigers not use the Hellknight Plate?!


Great for both GMs & Players

5/5

If someone were interested in Starfinder, the first three books I'd recommend they buy would be the Core Rulebook, the Alien Archive, and Pact Worlds. The first one gives the rules, the second one gives the adversaries and allies, and the third one gives the setting. Pact Worlds is a 216-page hardcover book primarily intended to provide a detailed overview of each of the planets in the setting's main star system. In addition, the book introduces several new starships, NPC stat blocks, and some player options like new archetypes, playable races, and weapons. The artwork and layout are really pretty, though the book is a bit pricey given its length. Still, I consider it a nearly essential buy for GMs looking to add depth and richness to their Starfinder games.

The book starts with a four-page introduction, "Welcome to the Pact Worlds", that provides a nice, readable summary of the general government, economy, and culture of the system. Some key historical events are put into perspective, which is something I appreciated. For example, the alliance with the Vesk is a relatively recent phenomenon after decades of war, and there are still some tensions there. The description of the Stewards was interesting, and one gets the sense that they're essentially Jedi Knights, roaming the galaxy and settling local disputes. Economy-wise, it seems capitalism runs unbridled, which probably makes for a good setting for adventurers even if it's a bit depressing to imagine.

Chapter 1, "The Worlds", weighs in at 140 pages and is by far the longest chapter. Each of the planets in the Pact Worlds receives ten pages of coverage broken down into the subheadings of Geography, Residents, Society, Conflicts and Threats, and Notable Locations. A one-page map of each planet is provided, but there's something about them that just doesn't look right to me. Each world-entry then concludes with a new character theme suitable for PCs from that planet. Here are the worlds covered:

* The Sun: Far from simply a source of light, heat, and gravity, the Pact World's sun is the home to the "Burning Archipelago", a collection of "force bubble" cities and tunnels of mysterious origin. The various cities are controlled by different groups, and there are several mysteries (such as why the lashunta feel psychic emanations of paranoia, or whether institutions like the "Sun Atlas" or "Deep Cultures Institute" are correct that there may be civilisations within the sun itself). Overall, it's a clever way to make the sun itself an interesting place to have adventures. Now that I'm preparing the Dawn of Flame adventure path, I appreciate it even more. As for the theme: the Solar Disciple has benefits so minor as to be completely forgotten by most players.

* Aballon: A world of megacities inhabited primarily by anacites--sentient robots. Aballon is a major manufacturing center in the Pact Worlds. Although I still don't have a very good picture of what individual anacites are like when encountered as NPCs, there are some surprisingly interesting plot hooks written into this section: the mysteries of the First Ones, the political ramifications of the Machine Court, or the riddle of PreceptumXIII, a megacity constantly built and destroyed. I could actually see a campaign here. The new theme, Roboticist, is one I've actually used for a character and it's reasonably good as far as themes go.

* Castrovel: A planet with an interesting mix of continents occupied by lashunta, formians, and elves, as well as an array of wild, dinosaur-sized beasts. There are some potential political/intrigue plot threads a GM could work with, given that a war between some of the species just ended. Stories involving any sort of wilderness theme could easily be set here, and setting elements like the Green Faith, the Xenowardens, and more are incorporated. I have some fond memories of adventuring on Castrovel with my barathu envoy, and I wouldn't mind heading back. The new theme, Wild Warden, has very useful and fitting abilities. It's a good model for what themes can offer when done well.

* Absalom Station: This is the most crucial location for most GMs and players, as it's a sort of default setting/home base for a lot of adventures (both adventure paths & Starfinder Society games). Unlike some of the other maps, I do like the top-down view we get of the station here. Absalom Station has some important links to setting lore (the Gap, the Starstone, the Drift), but there's also some good discussion here of local politics and problems: everything from income inequality to gerrymandering to a "Strong Absalom" movement with unfortunate real-world analogues. I particularly liked the Eyeswide Agency (providing psychic investigative services) and the Simar Communion (identical clones who work as spies and assassins!). The new theme is Corporate Agent, which is a good concept and executed in an okay way.

* Akiton: This is the Mars or Tattooine analogue, a difficult rocky desert wasteland in decline. It's perfect for some Firefly-style space cowboy adventuring. An interesting mix of 5 species (hylki, ysoki, contemplatives, ikeshti, and shobhads) inhabit the planet. There's a ton of great little adventure hooks littered throughout the section, such as extensive wrecks left sometime during the Gap, a flying tourist attraction called Five Tines Fortress, and (in a shout-out to an early SFS scenario), old thasteron mines. The new theme is Gladiator, which is okay.

* Verces: The most technologically advanced of the Pact Worlds, Verces is a place where human augmentation is extensive. It's also the politically most advanced world, and served as the model for both the Stewards and the Pact Worlds system of government. I didn't quite get a picture on what adventuring on the planet would be like, however. The new theme, Cyberborn, is rarely going to be meaningful in practice.

* Idari: This world-ship was the means by which kasatha came to the Pact Worlds. There's a surprising number of lakes and variety of ecosystems within the vessel. A number of factions are in play in the Idari, which raises several natural story possibilities. I like the feel of the place and there's a lot of material to work with, though there are few obvious adventure hooks. The new theme is Tempered Pilgrim, which is what kasatha are called when they go on a yearlong walkabout to learn about new cultures. It has pretty good features.

* The Diaspora: A huge, lawless asteroid belt full of tons of great adventure hooks. My favourites are the Abattoir and the Hum, both classic science-fiction/horror set ups. If you're interested in pirates, dwarves, or sarcesians, the Diaspora is the place to be. I liked the write-up for Songbird Station and the shout-out to Strawberry Machine Cake. It's nice to see crossover with SFS scenarios. The new Space Pirate theme has some pretty useful abilities.

* Eox: This is a cool concept: a planet ruled entirely by intelligent undead after an apocalypse killed most of the living. There's good places for exploring (like the Lacustria Sea), plenty of opportunity for random encounters (from feral undead), room for political machinations (with the Bone Sages), and the classic reality-t.v. horror of the Halls of the Living (plus Zo!). I've used the Death-Touched theme in a game, and it was fine.

* Triaxus: Triaxus is one of those concepts that sounds interesting at first: a planet that has an erratic orbit, meaning winters last centuries and then summers last centuries). But in practice, PCs are only ever going to encounter the long winter season unless they travel through time or something. The natives are ryphorians, and dragons are a common feature (with dragon-kin sort of in-between). There's frankly not much here that I found exciting or that stuck out at me. The Dragonblood theme looks solid, however.

* Liavara: Formally a protectorate (not an independent member of the Pact Worlds), this gas giant proved more interesting than I expected. Some of its settled moons like Arkanen and Nchak have potential, and the adventure hooks here are solid. The Dream Prophet theme isn't bad, especially the 12th level ability.

* Bretheda: Another gas giant, but this one is home to my favourite floating jellyfish aliens, the barathu. Its moons hold kalo, haan, and some other important species. The "kalo fashionista" pic on page 123 cracks me up. I like the story seed with a creeping, fatal fungal infestation among barathu called the Laoe Araae that threatens to spread to other species. I could see an adventure involving finding a cure for it. I also like the moon Yashu-Indiri, in which monks have built shrines to abandoned, dead, or otherwise forgotten deities--including those that received widespread worship prior to the Gap, like Torag and Cayden Cailean. The new Biotechnician theme is solid.

* Apostae: Drow! This artificial planetoid has a (mostly) inaccessible interior, and there's plenty of story to be had in PCs trying to figure out how to open one of the doors (and then exploring whatever fantastical things it leads to). Special shout-out to Nightarch, site of an epic SFS scenario I ran that lasted until 3 a.m. and led to an 80% TPK. Good times! The new Xenoarchaeologist theme has probably the best special ability of any theme I've seen: Trap Spotter (just like in Pathfinder, a free chance to spot traps just by walking near them).

* Aucturn: This planet is not for tourists. It's a mutating, pulsing, toxic planet that can change to fill whatever needs the GM has for it. The site of battles between the Dominion of the Black and cultists of the Great Old Ones, this is a planet with a clear Lovecraftian theme. Mad recluses, warlords, monstrous things, and more are here. The image of Carsai the King is very cool. I'm not a fan of the new theme, Cultist, as it comes across as very generic.

Chapter 2 is "Starships" and comes in at 16 pages. We get a better explanation of the Drift, though I still find it's a feature under-utilized in the system (and I still wonder whether communication in or out of the Drift is possible). Some new starship options are introduced, such as biomechanical ships (simple but cool), drift shadow projectors (akin to interdictor ships in Star Wars), and more. Overall, I like the new options--some are necessary "bread and butter" ones left out of the Core Rulebook, while others show some good creativity. Stats (and good artwork) are given for new ships for Aballonians, Hellknights, Iomedaeans, Vercites, and Xenowardens.

Chapter 3 is "Supporting Cast" and also weighs in at 16 pages. This is effectively like a mini-NPC Codex. It contains stat blocks (and alteration suggestions) for a variety of NPCs that a GM might need at a moment's notice: Cultists, Free Captains, Hellknights, Mercenaries, Security Forces, and Street Gangs. I find material like this incredibly useful, and I like how it also saves space for writers of SFS scenarios and APs.

Chapter 4 is "Player Options" (35 pages). There's a lot here: new archetypes, feats, weapons, armor, items, spells, and races.

Six new archetypes are introduced here, though (unfortunately, to my mind) no actual affiliation with the related organisation is necessary in order to take them. The six are Arcanimirium Sage (really good, and perhaps most interesting for non-spellcasters), Divine Champion (kind of bland, though Divine Judgement is very useful), Skyfire Centurion (some good abilities, though it seems to demean the bonding process), Star Knight (interesting and I like the variations), Starfinder Data Jockey (bland and makes it easy to use an already overpowered skill, Computers, in place of other skills), and Steward Officer (Demand Surrender is too late and too weak).

Eight new feats are introduced. Some are fairly underwhelming (like the stage magic line), but some of the Divine Blessings (which vary depending on which deity worshipped) are pretty awesome (one lets you overcome immunity to a particular type of energy!).

Regarding the new equipment, there were a few things that stood out to me. Some of them have become almost commonplace in games, like magboots and library chips (way overpowered for their trivial cost). Others just look fun, like magical energy drinks and motospheres. This is the section that allowed my descent thruster-equipped character to *very slowly* fall into a pool of acid and die horribly.

As a preface to the new spells, a little blurb explains who and how they were created (in-game). I loved this, and wish we got more. It really adds to the flavour. Anyway, this section introduces the "junk" line of spells and a few others. One of them, control atmosphere, would definitely have its uses.

Finally, six new playable races are introduced: astrazoans, bantrids (cool origin and flavour), borais, khizars (kind of bland), SROs, and strix. I've actually played two of these.

And that's the book! It's not perfect, but on the whole I think it's an excellent overview of the setting and provides a lot for both GMs and players to take advantage of. I'd definitely recommend it.


Good Setting Overview.

4/5

I picked this book up in an LGS I play in regularly, and what a great introduction to the Pact Worlds setting. I had played the 'Into The Unknown' introduction adventure, but the lack of exposition made the adventure hard for me to immerse into.

This book makes the setting come alive, and the art compliments the good writing rather than having to make up for any lack in it.

I took away a star for the continuing lack of deckplans for playable ships. In a Sci Fi setting the party's ship fast becomes a character, and the lack of a deckplan is a severe handicap.


Space Worlds

5/5

A very good, solid, well illustrated, rich... book on the Starfinder setting.
Great as a DM, as a player to flesh out your character's background.
Super nice!


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Sovereign Court

Malefactor wrote:
Owen K. C. Stephens wrote:
Xenocrat wrote:
Owen K. C. Stephens wrote:
Rysky the Dark Solarion wrote:

Hmmm, *taps chin*

Are we going to get a Hellknight archetype in this?

Neither "yes" nor "no" is a fully accurate answer to that question.

Are we going to get more than one Hellknight archetype in this? Will they be differentiated by combat role or order?
Neither yes nor no is a fully accurate answer to your first question. "By order" is the answer to your second question.
Jim Butcher was right, being cryptic is like cocaine for writers! Someone get some straight-talking to Mr.Stephens before it's too late!

Seems straightforward to me.

You'll get a flexible archetype which reflects different Hellknight orders.

Sovereign Court

Gorbacz wrote:
Milo v3 wrote:
Who wants to bet the playable Eoxians wont use the actual undead mechanics?
Everybody who has ever played 5E or any other RPG where NPCs and PCs are made from different kinds of Lego bricks, which is quite a lot of people.

This is the concern about Starfinder which worries me the most.


2 people marked this as a favorite.

Will sports be covered at all? With or without attached game mechanics.


1 person marked this as a favorite.
GeraintElberion wrote:
This is the concern about Starfinder which worries me the most.

It'll certainly be odd when an Undead PC gets the flu.


Owen K. C. Stephens wrote:
Xenocrat wrote:
Owen K. C. Stephens wrote:
Rysky the Dark Solarion wrote:

Hmmm, *taps chin*

Are we going to get a Hellknight archetype in this?

Neither "yes" nor "no" is a fully accurate answer to that question.

Are we going to get more than one Hellknight archetype in this? Will they be differentiated by combat role or order?
Neither yes nor no is a fully accurate answer to your first question. "By order" is the answer to your second question.

Oh hell you spoiled it Owen! He's implying that when they discuss the Hellknights, each of the different Hellknight Orders will get the rough equivilent of a specialized archetype or theme. So Order of the Chain catches criminals so picture a "Judge Dredd" Soldier Bounty Hunter theme. Order of the Gate (if it's still around) probably keeps the various Planar beings from invading known space, expect a demon hunter/genie killer theme. The Order of the Nail hunt down wild, bad xenos, expect a colonial space marine type of theme. The Order of the Scourge probably are the Hellknight equivalent of a KGB, etcera and so forth.


Hey so these archetypes: the Star Knight, Skyfire Centurion, and Divine Champion, they all have a very "Knights of Golarion" ring to them.

It's almost as if these are archetypes designed to specifically flavor that order! The Star Knight is the rank and file military man, the Centurion is focused to a leadership role, and the Divine champion is what happens when you give a fanatic Iomedae worshiping Solarion or a Soldier the Priest or Icon Theme: they wear gold armor and start calling themselves Divine Champion of the Inheritor.

Praise the Inheritor! Burn the Xenos and the Hellknight! All hail the God Empress of Humanity!

Dark Archive

Owen K. C. Stephens wrote:
Xenocrat wrote:
Owen K. C. Stephens wrote:
Rysky the Dark Solarion wrote:

Hmmm, *taps chin*

Are we going to get a Hellknight archetype in this?

Neither "yes" nor "no" is a fully accurate answer to that question.

Are we going to get more than one Hellknight archetype in this? Will they be differentiated by combat role or order?
Neither yes nor no is a fully accurate answer to your first question. "By order" is the answer to your second question.

I'd put money down that it's one or more options of the Star Knight.

Scarab Sages Starfinder Design Lead

2 people marked this as a favorite.
evilnerf wrote:
Owen K. C. Stephens wrote:
Xenocrat wrote:
Owen K. C. Stephens wrote:
Rysky the Dark Solarion wrote:

Hmmm, *taps chin*

Are we going to get a Hellknight archetype in this?

Neither "yes" nor "no" is a fully accurate answer to that question.

Are we going to get more than one Hellknight archetype in this? Will they be differentiated by combat role or order?
Neither yes nor no is a fully accurate answer to your first question. "By order" is the answer to your second question.
I'd put money down that it's one or more options of the Star Knight.

That'd be a safe bet. Star knight also covers Knights of Golarion, with a set of options for any star knight, and your Hellknight or KoG order giving you specific options members of other orders can't take.


If Hell Knight stuff is tied to Star Knight, doesn't that mean if you join the hell knights after 1st level (because it's unlikely for you to be a mighty warrior who can take down devils at level 1) you need to multiclass so you can take the archetype?


Milo v3 wrote:
If Hell Knight stuff is tied to Star Knight, doesn't that mean if you join the hell knights after 1st level (because it's unlikely for you to be a mighty warrior who can take down devils at level 1) you need to multiclass so you can take the archetype?

>_>

<_<

...

Scarab Sages Starfinder Design Lead

Milo v3 wrote:
If Hell Knight stuff is tied to Star Knight, doesn't that mean if you join the hell knights after 1st level (because it's unlikely for you to be a mighty warrior who can take down devils at level 1) you need to multiclass so you can take the archetype?

You don't have to be a star knight to be a Hellknight.

You don't have to be a Hellknight to be a star knight.

There are "denizens of hell" with very low CRs, so there's no pressing reason why a 1st level character can't be a Hellknight. Just as in pathfinder being a wizard takes extensive study... which you can have accomplished by 1st level.


Owen K. C. Stephens wrote:
Milo v3 wrote:
If Hell Knight stuff is tied to Star Knight, doesn't that mean if you join the hell knights after 1st level (because it's unlikely for you to be a mighty warrior who can take down devils at level 1) you need to multiclass so you can take the archetype?

You don't have to be a star knight to be a Hellknight.

You don't have to be a Hellknight to be a star knight.

There are "denizens of hell" with very low CRs, so there's no pressing reason why a 1st level character can't be a Hellknight. Just as in pathfinder being a wizard takes extensive study... which you can have accomplished by 1st level.

But what if you want Hellknight Mechanics to back up your Hellknight Flavor?

And for those who find out about them/join later? In Pathfinder this was covered by having Prestige Classes.


Ventnor wrote:
People can already play Eoxians. Just write "Eox" on the Home Planet section of your character sheet.

Alternatively, just wait until your character is killed by your own misfire while trying to commit genocide on the enemy :D


Owen K. C. Stephens wrote:
You don't have to be a star knight to be a Hellknight.

But you do have to be a star knight to use the neat Hellknight mechanics. I mean, yeah, you can make character who is a priest with any class, but if you want to gain actual magical power from the worship your deity you're going to need to be a mystic or an arcane assailant or something.

Quote:
There are "denizens of hell" with very low CRs, so there's no pressing reason why a 1st level character can't be a Hellknight.

That makes being a Hellknight far less impressive if you just killed an imp or something.

Dark Archive

Hey, its the future, sure in Pathfinder you need to be level 5 at least to actually become Hellknight, but I'm not even sure if these Hellknights are direct continuation of the old ones or revival of old concept :D

Dark Archive

Rysky the Dark Solarion wrote:

But what if you want Hellknight Mechanics to back up your Hellknight Flavor?

And for those who find out about them/join later? In Pathfinder this was covered by having Prestige Classes.

I don't get how this is any different from Pathfinder. If you really want your character to be your typical Hellknight, then be a Star Knight with the Hellknight option. If you are something else and decide to become a Hellknight, multiclass.

...or you could just play whatever you want, describe your armor as spikey and black, and tell everyone you're a hellknight operative (or whatever.)


evilnerf wrote:
Rysky the Dark Solarion wrote:

But what if you want Hellknight Mechanics to back up your Hellknight Flavor?

And for those who find out about them/join later? In Pathfinder this was covered by having Prestige Classes.

I don't get how this is any different from Pathfinder. If you really want your character to be your typical Hellknight, then be a Star Knight with the Hellknight option. If you are something else and decide to become a Hellknight, multiclass.

...or you could just play whatever you want, describe your armor as spikey and black, and tell everyone you're a hellknight operative (or whatever.)

In Pathfinder you built towards a Prestige Class, which is a bit different than multiclassing, since the abilities granted by the PC took some bite out of the progression hit, whereas multiclassing usually didn't except for certain dips.

In Starfinder if you later want to join the Hellknights yes you're perfectly fine flavoring your character as a Hellknight without Hellknight mechanics, just as you could in Pathfinder. But for those who want Hellknight flavor AND mechanics, they're being told nope, you're too late. You still want Hellknight mechanics? Stop what you are doing and take another class and advance it to get those mechanics. Moreso in Starfinder multiclassing hurts more.

Dark Archive

Rysky the Dark Solarion wrote:

In Pathfinder you built towards a Prestige Class, which is a bit different than multiclassing, since the abilities granted by the PC took some bite out of the progression hit, whereas multiclassing usually didn't except for certain dips.

In Starfinder if you later want to join the Hellknights yes you're perfectly fine flavoring your character as a Hellknight without Hellknight mechanics, just as you could in Pathfinder. But for those who want Hellknight flavor AND mechanics, they're being told nope, you're too late. You still want Hellknight mechanics? Stop what you are doing and take another class and advance it to get those mechanics. Moreso in Starfinder multiclassing hurts more.

Multi-classing is no more a hit to progression than Prestige classes were.

This STILL makes no sense to me. The Star Knight mechanics are the Hellknight mechanics. If you like the Hellknight mechanics, then you are already probably a Star Knight, and if you're not, then Multi-classing is still an option.


Prestige Classes helped, or at least gave the appearance of helping, the path you're character was on, rather than being a radical departure, so it depended on the classes you were mixing.

With Starfinder's few classes that's not as viable.

" If you like the Hellknight mechanics, then you are already probably a Star Knight"

That's the thing, your character might not be. You might not have had any interest in them or any knightly order before the GM put them in a campaign you were in. And then you thought they were awesome and wanted your character to join them, and have mechanics back up the flavor of being a part of them.

In Pathfinder with Prestige Classes you could build towards that if you found yourself liking Hellknights after the fact, in Starfinder if it's after the fact you'll find yourself with effectively 3 classes.

Your starting class.

The class you had to pick afterwards in order to trade out abilities in order to get Hellknight abilities.

Your selection of Hellknight abilities.

Basically a Soldier that starts out as a Hellknight can have Hellknight mechanics, but a Soldiers that finds out about Hellknights is completely barred from those mechanics unless they multiclass into another class.

Liberty's Edge

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
evilnerf wrote:
Rysky the Dark Solarion wrote:

In Pathfinder you built towards a Prestige Class, which is a bit different than multiclassing, since the abilities granted by the PC took some bite out of the progression hit, whereas multiclassing usually didn't except for certain dips.

In Starfinder if you later want to join the Hellknights yes you're perfectly fine flavoring your character as a Hellknight without Hellknight mechanics, just as you could in Pathfinder. But for those who want Hellknight flavor AND mechanics, they're being told nope, you're too late. You still want Hellknight mechanics? Stop what you are doing and take another class and advance it to get those mechanics. Moreso in Starfinder multiclassing hurts more.

Multi-classing is no more a hit to progression than Prestige classes were.

This STILL makes no sense to me. The Star Knight mechanics are the Hellknight mechanics. If you like the Hellknight mechanics, then you are already probably a Star Knight, and if you're not, then Multi-classing is still an option.

A pathfinder prestige class is generally better balanced against class levels at the level you'd join it, usually 5th, than a 1st level class would be. Adding say 1st Fighter to a character at 5th level would make much less difference than adding a 1st level of Chevalier.

As Prestige classes aren't currently a thing in Starfinder, it becomes an issue when you multiclass at later levels.

Edit: Oi, Rysky, you're supposed to be a Solarion, not a bloody ninja!


Anyone know if there will be a pdf version?


Paul Watson wrote:
evilnerf wrote:
Rysky the Dark Solarion wrote:

In Pathfinder you built towards a Prestige Class, which is a bit different than multiclassing, since the abilities granted by the PC took some bite out of the progression hit, whereas multiclassing usually didn't except for certain dips.

In Starfinder if you later want to join the Hellknights yes you're perfectly fine flavoring your character as a Hellknight without Hellknight mechanics, just as you could in Pathfinder. But for those who want Hellknight flavor AND mechanics, they're being told nope, you're too late. You still want Hellknight mechanics? Stop what you are doing and take another class and advance it to get those mechanics. Moreso in Starfinder multiclassing hurts more.

Multi-classing is no more a hit to progression than Prestige classes were.

This STILL makes no sense to me. The Star Knight mechanics are the Hellknight mechanics. If you like the Hellknight mechanics, then you are already probably a Star Knight, and if you're not, then Multi-classing is still an option.

A pathfinder prestige class is generally better balanced against class levels at the level you'd join it, usually 5th, than a 1st level class would be. Adding say 1st Fighter to a character at 5th level would make much less difference than adding a 1st level of Chevalier.

As Prestige classes aren't currently a thing in Starfinder, it becomes an issue when you multiclass at later levels.

Edit: Oi, Rysky, you're supposed to be a Solarion, not a bloody ninja!

We do have Stealth as a class skill :3


J_wolfpawn wrote:
Anyone know if there will be a pdf version?

There's PDFs of all of Paizo's stuff, so yep ^w^

There's not a listing atm because you can't preorder a PDF.


If you want the PDF and the book, you have to subscribe though.


The free PDF with the book, that is.


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Yes. Thank you!


Rysky the Dark Solarion wrote:
evilnerf wrote:
Rysky the Dark Solarion wrote:

But what if you want Hellknight Mechanics to back up your Hellknight Flavor?

And for those who find out about them/join later? In Pathfinder this was covered by having Prestige Classes.

I don't get how this is any different from Pathfinder. If you really want your character to be your typical Hellknight, then be a Star Knight with the Hellknight option. If you are something else and decide to become a Hellknight, multiclass.

...or you could just play whatever you want, describe your armor as spikey and black, and tell everyone you're a hellknight operative (or whatever.)

In Pathfinder you built towards a Prestige Class, which is a bit different than multiclassing, since the abilities granted by the PC took some bite out of the progression hit, whereas multiclassing usually didn't except for certain dips.

In Starfinder if you later want to join the Hellknights yes you're perfectly fine flavoring your character as a Hellknight without Hellknight mechanics, just as you could in Pathfinder. But for those who want Hellknight flavor AND mechanics, they're being told nope, you're too late. You still want Hellknight mechanics? Stop what you are doing and take another class and advance it to get those mechanics. Moreso in Starfinder multiclassing hurts more.

I'd probably ask a GM to let a mnemonic edito, Starfinder's answer to retraining, swap you to the archetype. Maybe the Hellknights have custom versions just for this purpose.

And maybe the archetype only kicks in after you have a few levels, so you have time to decide you're interested.


Are all of the Core Books going to have new races?


Xenocrat wrote:

I'd probably ask a GM to let a mnemonic edito, Starfinder's answer to retraining, swap you to the archetype. Maybe the Hellknights have custom versions just for this purpose.

And maybe the archetype only kicks in after you have a few levels, so you have time to decide you're interested.

That'd be neat.

And I would like to see Archetypes that follow a different progression in when they swap abilities, the ones in Core hurt some classes too much to take (Solarion) while others aren't bothered that much at all (Soldier).


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Will this book contain any more details on the Pact Worlds' factions? Heirarchy, lore, important members, etc? Or will they mainly be represented in the form of archetypes? I'm hopeful we'll get some material on the Golden League at some point. The Xun sound like they'd be really fun antagonists.

Scarab Sages Starfinder Design Lead

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Milo v3 wrote:
Owen K. C. Stephens wrote:
You don't have to be a star knight to be a Hellknight.

But you do have to be a star knight to use the neat Hellknight mechanics. I mean, yeah, you can make character who is a priest with any class, but if you want to gain actual magical power from the worship your deity you're going to need to be a mystic or an arcane assailant or something.

Quote:
There are "denizens of hell" with very low CRs, so there's no pressing reason why a 1st level character can't be a Hellknight.
That makes being a Hellknight far less impressive if you just killed an imp or something.

If ever there was a "rules are rules, as defined by the letter of the law" group, it's the Hellknights.

Dark Archive

To become a Hellknight you have to slay a devil in single combat with HD greater than your own.
An Imp has 3 HD & CR 2, so it qualifies.
Even a lemure with 2 HD & CR 1 would.

Contributor

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Owen K. C. Stephens wrote:
Milo v3 wrote:
Owen K. C. Stephens wrote:
You don't have to be a star knight to be a Hellknight.

But you do have to be a star knight to use the neat Hellknight mechanics. I mean, yeah, you can make character who is a priest with any class, but if you want to gain actual magical power from the worship your deity you're going to need to be a mystic or an arcane assailant or something.

Quote:
There are "denizens of hell" with very low CRs, so there's no pressing reason why a 1st level character can't be a Hellknight.
That makes being a Hellknight far less impressive if you just killed an imp or something.
If ever there was a "rules are rules, as defined by the letter of the law" group, it's the Hellknights.

I mean, even the Hellknights need their squires, right? Maybe to get promoted you have to kill increasingly challenging devils.

"Oh man, Morty's such a terrible Hellknight! He barely killed that imp, took him like *belch* like twelve tries! But Summer? Damn, she's going places! Did you see her rip that ice devil's hand off and start beating him with it? Signifier for sure!"

Sovereign Court

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Pathfinder Starfinder Adventure Path Subscriber
Alexander Augunas wrote:
Owen K. C. Stephens wrote:
Milo v3 wrote:
Owen K. C. Stephens wrote:
You don't have to be a star knight to be a Hellknight.

But you do have to be a star knight to use the neat Hellknight mechanics. I mean, yeah, you can make character who is a priest with any class, but if you want to gain actual magical power from the worship your deity you're going to need to be a mystic or an arcane assailant or something.

Quote:
There are "denizens of hell" with very low CRs, so there's no pressing reason why a 1st level character can't be a Hellknight.
That makes being a Hellknight far less impressive if you just killed an imp or something.
If ever there was a "rules are rules, as defined by the letter of the law" group, it's the Hellknights.

I mean, even the Hellknights need their squires, right? Maybe to get promoted you have to kill increasingly challenging devils.

"Oh man, Morty's such a terrible Hellknight! He barely killed that imp, took him like *belch* like twelve tries! But Summer? Damn, she's going places! Did you see her rip that ice devil's hand off and start beating him with it? Signifier for sure!"

So I haven't seen much Rick & Morty, but I'm pretty sure that Rick is the opposite of a Hellknight.


Iammars wrote:
Alexander Augunas wrote:
Owen K. C. Stephens wrote:
Milo v3 wrote:
Owen K. C. Stephens wrote:
You don't have to be a star knight to be a Hellknight.

But you do have to be a star knight to use the neat Hellknight mechanics. I mean, yeah, you can make character who is a priest with any class, but if you want to gain actual magical power from the worship your deity you're going to need to be a mystic or an arcane assailant or something.

Quote:
There are "denizens of hell" with very low CRs, so there's no pressing reason why a 1st level character can't be a Hellknight.
That makes being a Hellknight far less impressive if you just killed an imp or something.
If ever there was a "rules are rules, as defined by the letter of the law" group, it's the Hellknights.

I mean, even the Hellknights need their squires, right? Maybe to get promoted you have to kill increasingly challenging devils.

"Oh man, Morty's such a terrible Hellknight! He barely killed that imp, took him like *belch* like twelve tries! But Summer? Damn, she's going places! Did you see her rip that ice devil's hand off and start beating him with it? Signifier for sure!"

So I haven't seen much Rick & Morty, but I'm pretty sure that Rick is the opposite of a Hellknight.

That Rick is from the dimension where everyone is Hellknights. It's adjacent to the dimension that Hammer Morty is from.


Just give me the option to play a Barathu, ideally with an archetype that lets me build Biotech, and I'll be happy beyond words.


I know the memnotic adjuster device was already mentioned, but I feel like it would just be easier on everyone to just say "Hey, my guy is joining this order." GM: "Well, they have a strict training regimen, so some of the stuff your guy could do is going to fall by the wayside as he fails to maintain it, but here's your new shiny archetype skills." As long as the roleplay is they, game mechanics shouldn't chain you down. That said, I don't really have a horse in this race at the moment as I'm perfectly fine with the classes currently available and feel no need to modify them.


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Pathfinder Starfinder Society Subscriber
Andrew Thomas 798 wrote:
Just give me the option to play a Barathu, ideally with an archetype that lets me build Biotech, and I'll be happy beyond words.

The Barathu is one of the playable races in Alien Archive, so that part is already covered. The PC version has a racial feature called "Early Stage Adaptation" that may actually go beyond what you are hoping for.

Contributor

Iammars wrote:
Alexander Augunas wrote:
Owen K. C. Stephens wrote:
Milo v3 wrote:
Owen K. C. Stephens wrote:
You don't have to be a star knight to be a Hellknight.

But you do have to be a star knight to use the neat Hellknight mechanics. I mean, yeah, you can make character who is a priest with any class, but if you want to gain actual magical power from the worship your deity you're going to need to be a mystic or an arcane assailant or something.

Quote:
There are "denizens of hell" with very low CRs, so there's no pressing reason why a 1st level character can't be a Hellknight.
That makes being a Hellknight far less impressive if you just killed an imp or something.
If ever there was a "rules are rules, as defined by the letter of the law" group, it's the Hellknights.

I mean, even the Hellknights need their squires, right? Maybe to get promoted you have to kill increasingly challenging devils.

"Oh man, Morty's such a terrible Hellknight! He barely killed that imp, took him like *belch* like twelve tries! But Summer? Damn, she's going places! Did you see her rip that ice devil's hand off and start beating him with it? Signifier for sure!"

So I haven't seen much Rick & Morty, but I'm pretty sure that Rick is the opposite of a Hellknight.

1) whaaaaaaaaaaaaa! :O

2) Rick is the absolute embodiment of chaos, yes. He is so chaotic that he is sometimes lawful when it suits his interests. I could see him infiltrating the ranks of the Hellknights to get close to some bauble he wants to steal.


Will we get to see playable anacites (or any sort of playable construct) in this book?


Starfinder makes me wish I wasn't a broke graduate student... Looks like I wont be eating for a few weeks to save up the money in March.


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The next Hardcover is 5 months away, the APs, which have also have setting information and the like are out every other month.

Pathfinder only puts out 3 - 4 Hardcovers a year, with this one, Alien Archive 2, and whatever else they decide to release next year that’s not very different than Pathfinders’ schedule.

Calling for someone to be fired because you don’t like the publication schedule is an extreme response, especially when the schedule and writers are taxed enough as is.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

The release schedule is extremely frustrating in terms of wanting more information, but my wallet is as grateful as my data hunger is frustrated about it.
Putting out a whole batch of core hardbacks at once might well have led to people skipping the whole subscription thing because they couldn't keep up with the monetary buy-in needed all at once. I had to think carefully about my subscriptions as I was at my limit just with what came out as it was.


My wallet can only handle so much.


yeah I think the schedule will pick up a bit in the future. They planned this release long before it became gang busters successful. Books take a long time to plan, align talent, budget for said talent and then place on a publication schedule. When this was done they had no way of knowing now well it would sell. Now that it is out and there is clearly a large demand they will ramp up future production. It's just the way of it.

Dark Archive

Does this book already have a higher print run than "Alien Archive" or is it roughly the same?

I´m asking because i have to tell a lot of people, that they´ll have to wait until at least december 2017 to comfortably play Starfinder, with the Core Rulebook 2nd printing coming out in november and the Alien Archive 2nd printing in december.

Could somebody who knows clarify from which point on print runs are gonna be higher than the ones from the initial products?

Thank you.

Silver Crusade

Pathfinder Adventure Path Subscriber

They can play it comfortably already, PDFs exist.


I keep looking at the description and I don't the see the "and much more!" I am upset...(not really but it is missing...)

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