Starfinder: All the information from paizo blogs / interviews.


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Luthorne wrote:
Indeed, Mark Seifter noted here that he was quite impressed with how much feedback the playtest groups managed to produce for Starfinder.

Whereas a lot of feedback from the more public playtests they've held did not actually contain a lot of useful information. Some feedback did, but a lot of the rest did not. And it was a lot to sift through.

For what it's worth too, to comment on whether they're releasing too little information, and what information they should release... A good amount of what's being asked for "system wise" could actually be really complicated behind the scenes math, which might not actually even be important to GMs and players to begin with. One doesn't need to know about "Bounded Accuracy" to play 5e for example. One need only read the rules and play by them. To know all of the background math and compare it to another RPG is unnecessary and may actually just end up scaring people off by making the game look more complicated than it actually is.

What I'm hoping for is more lore stuff. As well as knowing more about the classes, races, themes, and the archetype. I'd love to know more about what they are and small tidbits about how they play. The playtests are fine, but I would want more on what makes them what they are.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Read the post on playtest. The reason for no public playtest this time was not enough time for one according to Paizo Staff. They did an internal one this time for time sake. They did not stop doing them though.

True you do not have to understand bounded accuracy but it does make the game 5th, play different than Pathfinder. Numbers in fifth ie Monsters is a bigger concern at high levels. 40 3rd to 4th level orks are bigger threat than a large white dragon to 15th level party in D&D 5th. This is not case in pathfinder. Many DMs have had hard time with encounter design related to how bounded accuracy impacts play. In D&D 5th the Solo Monster needs friends/minions.

Dave2


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I stand corrected and will be quite. There is a new blog today called

Starship Combat—I Am a Leaf on the Wind

Looks like it talks about pilot stunts/maneuvers and few ship types.

Dave2

Community & Digital Content Director

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Removed a handful of derailing posts. Let's keep this one focused on the original topic. Thanks!


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Chris Lambertz wrote:
Removed a handful of derailing posts. Let's keep this one focused on the original topic. Thanks!

Thank you. If anyone could point out anything major I'm missing in my more recent (recent being fairly subjective) update, I'm going to try to do an updated list today of tomorrow. Will probably update the info on the two newer races as well as fill out the starship combat description a bit, but any suggestions would be great.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Maybe just add the maneuvers/stunts to your starship combat description which is actually pretty comprehensive.

The pilot has the important job of moving the PCs' starship across the hex-grid map that starship combat uses, ensuring that gunners can shoot the ship's biggest weapons at the most dangerous enemies while hopefully making sure that those foes don't have the opportunity to shoot back. Getting the positioning and facing of the ship right is crucial, as is knowing what the ship is capable of doing and then pushing it beyond its limits.

To that end, pilots have access to a whole suite of stunts—daring maneuvers that only the skilled can hope to pull off. Of course, if the situation doesn't call for any of these fancy tactics, the pilot can always fly normally or step on the gas for an extra burst of speed. The basic pilot stunts are:

Back Off: The pilot throws the ship into reverse, moving backward a few hexes.

Barrel Roll: By spinning the ship on its axis, the pilot allows the ships's port guns and shields to function on the starboard side and vice versa for 1 round. Hope your artificial gravity is turned on!

Evade: This stunt encompasses the standard dodging maneuvers, making the ship harder to hit for 1 round. But it doesn't shake those pesky target lock-ons!

Flip and Burn: The pilot moves the vessel forward a bit and turns it 180 degrees, surprising enemies who might have been in its wake.

Flyby: A dangerous stunt, this takes your ship very close to an enemy vessel (through its hex), which lets a gunner fire any of his ship's weapons at any shield arc of the foe, regardless of where the two ships end their movement. Executing this stunt poorly allows the enemy vessel to get a free shot on you!

Slide: The pilot moves the ship at an angle without changing the way it is facing, like a racecar drifting. This stunt is very useful for ships that aren't very maneuverable.

Turn in Place: Firing up maneuvering thrusters, the pilot alters the direction the ship is facing without moving it from its hex, possibly allowing a specific weapon to make an all-important shot.

Dave2


Hopefully those are all available to any pilot without being 'gated' behind a limited number of available stunts at 1st level. And not at the end of a 'stunt chain' either.


They have stated that any character can fill any role but if the basic functions of those roles are locked behind specific classes or themes than they have kind of lied by omission, havent they? So i would assume that anyone can do those things but really tricky maneuvers beyond the basics they have laid out or performing multiple maneuvers chained together would be locked behind skill levels or theme abilities. I wonder if there is a set order to combat such as a movement phase and a shooting phase or if you can decided to shoot first and scoot after...


"Any character can fill any roll" simply means starship combat roles are completely divorced from characters classes (and stats?). Not that any character can flip between any role at any time without penalty.


Fardragon wrote:
"Any character can fill any roll" simply means starship combat roles are completely divorced from characters classes (and stats?). Not that any character can flip between any role at any time without penalty.

True but what penalty are we talking about here? "anyone can be a pilot but unless you took the Ace Pilot theme you are limited to basic maneuvering with a -5 penalty" or "Anyone can be a gunner but without the Major Gunner theme you only roll one attack at BAB with no modifiers" is a very hefty penalty and is still misleading when they say anyone can fill in any role when what they actually meant was "anyone can take a theme to be take on one of these shipboard roles" And you still run into problems with SFS where you end up with a whole table full of "Daring Captain" themed PCs but no one who actually knows what any buttons on the ship does. Any PC should be able to at least roll and attempt any ship function without having to build just for it, basically reward specialization but dont penalize the lack of it on top of that.


I imagine that starship combat role would advance with starship combat experiance (basically, a second class on it's own track). But all characters have level 1 competance in each role, for those situations when Scotty is off on a bender.

Silver Crusade

Fardragon wrote:
for those situations when Scotty is off on a bender.

I couldn't help but think of this.


Fardragon wrote:
I imagine that starship combat role would advance with starship combat experiance (basically, a second class on it's own track). But all characters have level 1 competance in each role, for those situations when Scotty is off on a bender.

Yeah, i agree with this vibe, everyone should be able to try the basics without heavy investment but specialization should add more to the basics and the ship type itself should play into some of this. We know that ships will be customized with a point pool based off average party level so that probably means you can put points into inertial buffers and flip drives or whatever to increase agility even if you haven't invested character options into it. I think having each role keyed off something else that pulls double duty would work, gunnery off BAB, maybe diplomacy/bluff/intimidate for various actions at Commanding, Computer use ties pretty directly into targeting/hacking/scanning, that kind of thing. So the ship advances on its own separate track, PC's natural advancement also allows them to specialize into roles that fit their character builds and then you can choose to really jump into specialization by taking a ship theme as opposed to a PC theme if you want to make that leap.


Fromper wrote:
Fardragon wrote:
for those situations when Scotty is off on a bender.
I couldn't help but think of this.

Spoken like a true PC.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I think they said something to the effect that themes may match the starship combat roles. I do not know if any bonuses will be tied together with themes.

Dave2

Liberty's Edge

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Guys, this thread is for confirmed information. Wild speculation is this way. Thank you!

Silver Crusade

Torbyne wrote:
Fromper wrote:
Fardragon wrote:
for those situations when Scotty is off on a bender.
I couldn't help but think of this.
Spoken like a true PC.

Ok, here's a better version.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

True this is not the speculation page per say but what is known.

Dave2


RIP Cayden, you were the best god.


Pathfinder Starfinder Society Subscriber
Kilikian wrote:
RIP Cayden, you were the best god.

Do you have a source for Cayden Cailean being a dead god in Starfinder?

No longer being in the top 20 is not the same as being dead.

Creative Director, Starfinder Team

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Jhaeman wrote:
My general stance is: relax, and don't stress about rules mechanics dimly gleaned from playtests. And even when the book comes out, don't panic if what you read at first doesn't sound ideal. Give it a try; that's the difference between theory-crafting and actual play experience.

I'm gonna go ahead and use a giant laser to write this onto the face of Akiton's moon.

Creative Director, Starfinder Team

4 people marked this as a favorite.
David knott 242 wrote:
Kilikian wrote:
RIP Cayden, you were the best god.

Do you have a source for Cayden Cailean being a dead god in Starfinder?

No longer being in the top 20 is not the same as being dead.

Cayden isn't dead. Though he might still be passed out from his last bender...

(Actually, I imagine he gets that a lot. Shelyn's probably sick of finding him asleep on her lawn or vomiting into her rosebushes.)

Jon Brazer Enterprises

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James Sutter wrote:
Cayden isn't dead.

Oh good. I was afraid that instead of an eternal hurricane, his death would lead to a deific level of vomit to clean up. Actually, that is not a bad theory as to what happened to Golarian. He threw up on the planet and the gods took it to clean it up. The Gap is his blackout.


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So he has now become the oh god of hangovers.


Fardragon wrote:
So he has now become the oh god of hangovers.

Yes, yes he has.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Steven "Troll" O'Neal wrote:
Fardragon wrote:
So he has now become the oh god of hangovers.
Yes, yes he has.

Now, see, I had always thought he was already since his ascension.


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Included Classes:
-Soldier
-Operative
-Envoy
-Mechanic
-Mystic
-Technomancer
-Solerian

I am surprised there isn't an Apothecary/medic/fixer(double meaning?) class. I understand that with magic in play, there maybe many ways to heal, but I would think a more scientific class would appeal to many. My thoughts would be to make him/her/it based on the Alchemist class. They could be experts in pharmaceuticals and the ability to aid in both health (heal) and death (poison). Life science experts. I don't see this as limited. I see many possible character choices from this concept. Also, a ships medic would be a great role.


Pathfinder Rulebook Subscriber

I think the doctoral role will be a theme instead of a class. So if you wanted to be a mystic who can heal, you can. Combat Medic for a soldier or an operative. Something along those lines. Mechanic who also fixes people could be a thing. If you wanted a doctor specifically, an Envoy with a medical theme would probably do the closest thing to a 'doctor' you could make.


2ndGenerationCleric wrote:
I think the doctoral role will be a theme instead of a class. So if you wanted to be a mystic who can heal, you can. Combat Medic for a soldier or an operative. Something along those lines. Mechanic who also fixes people could be a thing. If you wanted a doctor specifically, an Envoy with a medical theme would probably do the closest thing to a 'doctor' you could make.

Seconded. And I also picture non-magical healing being much more prevalent in SF as well. It's one of my hopes and dreams.


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Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

According to the podcast interview on The Drift, weapon damage will scale with level.

Also confirmed that the Mechanic class is their 'pet class' and you can alter/customize it.


I agree, I can see a medic specialisation for the Mechanic class.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Fardragon wrote:
I agree, I can see a medic specialisation for the Mechanic class.

Don't worry, I hacked way all of your bullet wounds

Sovereign Court

Pathfinder Starfinder Society Subscriber
Partizanski wrote:
Fardragon wrote:
I agree, I can see a medic specialisation for the Mechanic class.
Don't worry, I hacked way all of your bullet wounds

Hey, it could work on an Android. "I'm overclocking your nanite regeneration sub-routines!"


Actually, the drone buddy having medical supplies in it could be pretty dope


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I could see the drone stabbing you with a cocktail of antibiotics and nanomachines for healing.


Alright. It's time I finally do an update with all the new information. I should have it done by tonight, if it even takes that long, but hopefully it won't take that long. If there's anything crucial I'm missing let me know. I remember most of what I'm missing from here but if someone has something that may jog my memory, I can't say I'd mind.


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I have tried to interpret what has been said to the best of my abilities. I can not guarantee any of this other than it was mentioned in various paizo sources, interviews, and playtests.

Rulebooks and Other Products:
-Launches August, with monthly releases
-Starfinder Roleplaying Game: Starfinder Core Rulebook
-Starfinder Roleplaying Game: Alien Archive (Starfinder’s Bestiary)
-Starfinder First Contact
-Starfinder Adventure Path: Incident at Absalom Station (Dead Suns 1 of 6)
-Starfinder Adventure Path: Temple of the Twelve (Dead Suns 2 of 6)
-Starfinder Adventure Path: Splintered Worlds (Dead Suns 3 of 6)
-Starfinder Roleplaying Game: Starfinder GM Screen
-Starfinder Roleplaying Game: Starfinder Player Character Folio
-Starfinder Cards: Starfinder Condition Cards
-Starfinder Roleplaying Game: Starfinder Combat Pad
-Starfinder Flip-Mat: Basic Terrain
-Starfinder Flip-Mat: Basic Starfield
-Starfinder Flip-Mat: Cantina
-Starfinder Flip-Mat: Starship
-Starfinder Pawns: Base Assortment
-Starfinder Pawns: Starfinder Core Pawn Collection
-Starfinder Pawns: Alien Archive Pawn Box
-Starfinder Ninja Division Miniatures, including ship miniatures

Starfinder Info:
Core Races:
-Human: You can probably guess what humans are like. If you can’t, welcome to earth. We apologize in advance.
-Lashunta: Telepathic, sexually dimorphic, humanoids. They are species of charismatic female leaders and strong almost dwarf like males. Their home planet is Castrovel. Have been compared to the vulcans.
-Ysoki: Ratfolk IN SPAAACE. Clever engineers and scavengers. Their home planet is Akiton.
-Kasatha: Four-armed, grey skinned, humanoids with spade-shaped alien faces. Their society teaches that their species’ mouths should be covered when around outsiders. Their home planet is called Kasath, a world outside the Golarion system.
-Android: Robotic humanoids produced by corporations. They have only recently regained their freedom, and some disregard human concepts such as gender as a remnant of their subjugation.
-Vesk: 7-foot-tall humanoid lizards with bone spikes on their heads. They are militant, with strict codes of honor, and their culture is based upon success in battle. Their focus on conquest led them to conquer the other planets of their system (outside of the Golarion system), founding the Veskarium Empire. Drift travel enabled them to make contact with the Golarion system, starting a war between the two systems, which encouraged the worlds of the Golarion system to form the Pact Worlds. The fight between the two systems ended when they found a common enemy in the Swarm. Female vesk are more colorful than the males.
-Shirren: The shirren are a race that were formerly members of the Swarm, a “locust-like race that traveled from world to world, consuming al it encountered”. A mysterious mutation caused the sub colony that would become the shirred to break of from the Swarm’s hive mind, giving the shirren a sense of self. They treat individualism like a drug and reject the mindless consumption favored by the Swarm. Eventually, they come to settle in the Pact Worlds system. “Shirrens are arthropods with chitinous exoskeletons, large compound eyes, and sensitive antennae that aid in their telepathy” They walk upright and have three-clawed hands. In addition to their two main arms, they also have two sets of smaller limbs extending from their thoraxes. These “mating arms” are weak and used primarily for ceremonial and reproductive purposes, with other usages being seen as shameful. Shirren have three sexes: male, female, and host. The male and female provide the sperm and eggs respectively, and the hosts incubate the fertilized eggs, also adding their own genetic material to the mix. The first two years of the shirren life cycle is spent in a wormlike larval form, and such larvae are often carried around in protective containers (It appears one such filled container is carried by the shirren iconic). Shirren can become “option junkies”, becoming addicted on making far to many trivial decisions. While freedom of choice is one aspect of shirren identity, they also remain highly communal.
-The core rulebook seems like it will also contain rules to convert the core races of pathfinder too the star finder setting. However, these races will likely take a back seat in star finder lore, with elves described as having returned to Castrovel and dwarves living their lives in star citadels mining asteroids.

Core Classes:
-Soldier: "Fighter++", the best at weapons, pick a weapons specialty, melee or ranged combat.
-Operative: subterfuge, spy, sniper, skill focused, infiltration, space rogue, the most skills.
-Envoy: Diplomatic class, Han Solo/Princess Leia, the space bard.
-Mechanic: Fix things, ai or robot companion, jack into other computers. The robot is more like a combat animal companion than a familiar.
-Mystic: similar to oracle, closest thing to a cleric in Starfinder, channel mystical energies of the universe, does not have to worship the gods, energies not limited to divine, psychic/force like.
-Technomancer: Space Wizard, combines tech and magics, study magic as if it was code, figure out the laws of the universe and how to break them, hacker-wizard.
-Solerian: Uses the magic of the balance of the universe, melee-caster hybrid, balance energy and entropy, using energy abilities weakens entropy and strengthens energy abilities and vice versa, energy is light and heat based powers and entropy is gravity based powers.

Iconic Heroes:
-Raia: A female lashunta technomancer.
-Iseph: An android operative who has rejected human conceptions of gender.
-Obozaya: A vesk soldier. Because desk females are more colorful than males, I would guess that Obozaya is female, but I’m extremely colorblind so I could easily be mistaken.
-Keskodai: A shirren mystic. Having three biological sexes and no currently known way to identify shirren sex or gender, I suppose you’ll have to ask them yourself.
-Altronus: A kasatha solarian. I’m not any sort of xeno-neurologist or xeno-biologist. Based on the very limited references of kasatha names that I could find, I would guess that Altronus is male, however that is only speculation at best due to the scarcity of kasatha names for reference.
-Navasi: A female human envoy who grew up in the wealthy districts of Absalom Station, known as the Nyori Palisades. She grew to resent her parents disillusionment with their station in life, and ran away to become a pirate in the Diaspora. The life of pirating was far different then the life of honor that she sought. Navasi was saved from her fate by the sacrifice of a woman she had become close to, and after her selfless death, Navasi took up the name of her savior, who is hinted as possibly being the god Weydan.
-Quig: A ysoki, or ratfolk, mechanic. Again, sex and gender are unknown. They’re a mouse. They have a flamethrower, and they might know how to use it. I would guess, and this is complete speculation, that based on their name Quig is male. This relies on the assumption that golarion ratfolk names take a similar format to the names of ysoki ratfolk, in which short and harsh sounding names sometimes containing Qs and Gs are used. This is purely speculation.

Known Skills:
-Mysticism, Engineering, Stealth, Intimidate, Life Science, and Perception.
-Condensed skills: Not as many.
-Modified to reflect science fantasy.

Health and Stamina:
-Stamina depletes before hit points it seems.
-“Spend a resolve” to get back stamina.

Starfinder Gods:
-Starfinder’s Core 20 deities include Abadar, Iomedae, Sarenrae, Desna, Urgathoa, Pharasma, Zon Kuthon, Weydan (god of discovery and equality), Triune (an ascendant artificial intelligence) and 13 deities new to the core 20.
-One of these new gods, whose name appears to be “Triune” (unsure of the spelling), is a collective of artificial intelligences that became so advanced that it ascended to godhood. After its ascension, it gifted mortals with hyperspace travel.
-The faithful of Abadar God of Commerce created a company called "Abadar Corp."
-There are possibly cathedral ships of the Church of Iomedae.

Hyperspace Travel(aka “the Drift”):
-Can only be accessed with technology, not magic.
-Has differing environmental effects depending on distance traveled. A small jump has little effect of the outside world. A large jump can cause pieces of the multiverse to be sucked into the hyperspace dimension, causing the dimension to grow and sometimes spitting beings and pieces of other planes out.
-“Near” and “Vast” locations. Near: Places with drift beacons nearby. Vast: Places without drift beacons nearby. I believe I recall something about the drift beacons being looked after by the followers on Triune.

Golarion Is Gone:
-Golarion has vanished and the gods refuse to answer where it has gone. Golarion’s moon has disappeared with it.
-“Absalom Station" a space station has taken the place of Golarion both figuratively and literally. Absalom Station was built before the disappearance of Golarion.
-Golarion has NOT been destroyed.

“The Gap”:
-A multiverse wide memory gap stretching back un unknown length of time on anything concerning Golarion and it's history.
-The time period that the gap encompasses is different for different locations. On one planet the gap may be 1000 years, while on another it may be 1005 years.
-Memories and physical/digital record concerning Golarion were lost.
-Even the gods won’t tell what occurred.

Technology and Equipment:
-Will include spaceships, power armor, laser and plasma weapons.
-Cybernetics and magical enhancements will be present.
-The Core rulebook will not include ruled for mechs.
-Power Armor will be in there, and vehicle rules but no gun dam (yet).
-Technological melee options.
-Grenades.
-In lore mentions of hoverbikes and holo devices.

Starship Combat:
-Every player has an important part in combat.
-Has been described as battletech/spelljammer.
-“Star Trek Inspired with sprinkles of Firefly”.
-Upgradable ships to act like a separate character sheet shared by the party. The purchasing of starship upgrades is not tied to the star finder currency in any way. So starships can not be bought or sold for credits.
-Choice of class has no effect on ship role, each ship role has a single skill that influences it.
-New actions are unlocked with additional skill ranks in the relevant skill.
-Ship combat is done “tactically” on a hex grid, and direction the ship is facing matters, very different from normal pathfinder combat.
-Divided into three “phases”: engineering phase, piloting phase, and gunnery phase.
-Each phase happens simultaneously and is resolved among all ships before beginning another phase.
-All damage happens simultaneously.
-Piloting: Initiative check: going last was better; a higher roll meant going last so you could react to what everyone else was doing.
-Ships have a maneuverability rating number: the number of have you had to move before you could turn the ship one tick on the hex axis.
-The ship has different arcs, or sides, with different stats but only one hp pool.
-When the ship hits a damage threshold or is the target of a critical hit, you have to roll to see if a critical system was damaged.
-Combat requires a lot of communication, you start understanding only what class ship you are fighting.
-Can take an action and a minor action each turn.
-Some ships have computers that can help by attempting skills, not as proficient as players, some ships can be piloted by a single individual.
-Ship combat is two dimensional but moving through opponents is possible, factoring in 3D.
-When your ships hp reaches 0 your ship is disabled, when it reaches 100% your ship explodes so get to the escape pods.
-Starship designs appear to very, with pact world alliance, shirren, and vesk ship designs shown.
-SPECULATION: Based on star finder miniatures, it appears that the bone sages of Eox also have their own ship design, as the ship miniatures shown look very similar to descriptions of Eoxian ships.

Ship Roles:
-Only one player each can be the captain and the pilot, but you can have multiples of other roles.
-Captain: Acts during any of the phases, encourages his crew members, could give an order using an intimidate check one time per crew member per encounter instead of a diplomacy check that gives a very big bonus, can give a crew member an extra action.
-Pilot: Flies the ship, manages “stunts".
-Science Officer: Manages knowledge checks to scan enemy ships (shields/weapons/tech).
-Gunner: Manages the weapons, targets the enemies, attack tricks.
-Engineer: Targets critical systems to aid the ship and direct the ship's power.

Pilot Stunts:
-Back Off: A basic pilot stunt. The pilot throws the ship into reverse, moving backward a few hexes.
-Barrel Roll: A basic pilot stunt. By spinning the ship on its axis, the pilot allows the ships's port guns and shields to function on the starboard side and vice versa for 1 round. Hope your artificial gravity is turned on!
-Evade: A basic pilot stunt. This stunt encompasses the standard dodging maneuvers, making the ship harder to hit for 1 round. But it doesn't shake those pesky target lock-ons!
-Flip and Burn: A basic pilot stunt. The pilot moves the vessel forward a bit and turns it 180 degrees, surprising enemies who might have been in its wake.
-Flyby: A basic pilot stunt. A dangerous stunt, this takes your ship very close to an enemy vessel (through its hex), which lets a gunner fire any of his ship's weapons at any shield arc of the foe, regardless of where the two ships end their movement. Executing this stunt poorly allows the enemy vessel to get a free shot on you!
-Slide: A basic pilot stunt. The pilot moves the ship at an angle without changing the way it is facing, like a racecar drifting. This stunt is very useful for ships that aren't very maneuverable.
-Turn in Place: A basic pilot stunt. Firing up maneuvering thrusters, the pilot alters the direction the ship is facing without moving it from its hex, possibly allowing a specific weapon to make an all-important shot.
-“Especially talented pilots” will also have the ability to attempt an “audacious gambit”, which flies the ship in unintended ways.

Miscellaneous Stats:
-Armor Class appears to be split into Energy Armor Class and Kinetic Armor Class.
-There will still likely be reflex, fortitude, and will saves.
-Alignment still exists.
-Damage scaling is rebalanced, with weapon damage scaling as well as spell damage.

Magic:
-Magic types (arcane/divine/occult) are blended together.
-All casters are spontaneous.
-All casters are 6th level casters.
-Wish and miracle are hinted to be available as options via certain means.
-Energy Ray, Supercharge Weapon, and Magic Missile spells have been shown.
-Spells may be available at different levels (i.e. since jetpacks if an available technology, should fly still require one to be fifth level).

Crafting and Currency:
-Credits are the major form of currency.
-“Cred Sticks”: Portable units of exchange.
-1 UPB (an item usable in crafting) is world 1 credit.
-universal polymer base?
-No crafting feats, all about skills and skill ability.
-Ranks must be equal to level of object, and UBPs equal to the cost of the item plus time.

Organizations and Enemies:
-The Pact World: Seems to be the governing body of the system in which Absalom Station is located. Their government is based on Absalom Station.
-The Swarm: Big race of interstellar insect bad guys.
-Space Pirates: Including the Free Captains of the Diaspora
-Aucturn: is still there, uncomfortably close and the old gods minions reactive there.
-Hellknights.
-The Starfinder Society.
-The Sixth Finger: A starfaring thieves’ guild.
-Large (Sometimes larger than a spaceship sized) Space Creatures.
-There will be goblins.
-Starhive: A shirren starship manufacturer. One of their products is a small ship called the Drone Mk III.
-Vindicas: A vesk munitions company. One of their products is a dreadnought ship called the Tyrant, a large and fearsome ship equipped with huge weapons and hangers for storing squadrons of smaller fighters.

Starfinder “Archetypes” and “Themes”:
-An archetype can normally be applied to ANY class for the most part (Maybe spell caster only archetypes for example). There will be 1 archetype in the core rulebook.
-“Themes” are for particular classes. They are backgrounds that affect class abilities. Themes don’t replace class features, they’re add-ons. The only described theme I am aware of is a Xenowarden theme for the mystic, a druid like caster that "injects nature" into its environment.

I have tried to update these notes as best as I could. As always, if I’ve made mistakes or left out any relevant information, please feel free to comment and I’ll do my best to add it into the next update.


I think in the future, it would be a better idea to simply make a Google Document that has a link in the first post. That way you can simply edit it and it'll be in the first post.

A bit too late admittedly, but next time! :D

Silver Crusade

Thanks for the update!


Odraude wrote:

I think in the future, it would be a better idea to simply make a Google Document that has a link in the first post. That way you can simply edit it and it'll be in the first post.

A bit too late admittedly, but next time! :D

I'll have to do that for next time. (And figure out how to publicly share a google doc in general.)


Thanks for the work. :)

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