Your Starfinder Wishlist


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Master Han Del of the Web wrote:
A biologist class could be really cool too. There is a lot of sci-fi territory to cover with wetware enhancements, purpose grown organisms, and similar. We already have two classes whose theme is pretty strictly engineering, where is the love for biology?

100% agree. You could even have different specializations (call them thesis maybe?) for microbiology, xenozoology, and pharmacology (buff and debuff specialist, pet focus, and healing).

Short of that, I can see a healing focused archetype. Might have to dick around with the first aid rules, but every class having an "in" to healing spells might be cool.

Mind, I also want an operative specialization that keys of medicine, but I think that's pretty much inevitable.


Cyrad wrote:
I haven't found many options for playing a shapeshifter or a polymorph specialist. That's weird to me because there's now a god of evolution, and now we have a plethora of scifi tropes available to us (mutations, gene splicing, bio augmentations, weird alien stuff, etc).

I have written the 'Technomorph', which can get some shapeshifty talents and various ways to merge with machinery. It might be near what you're looking for.


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Ventnor wrote:
Giant robot rules and kaiju rules.

I'm working on it!


I've already converted the d20 Mecha rules for mecha over to SF. It was pretty solid, but needed some tweaks to fit the vehicle rules.

If you need some inspiration, try there. It might help you if you bump into a snag.

My wish list?
I wish people would stop being so concerned with how all the aliens mate with each other and just play the game. Way to many questions about how insect people are getting their freak on that it seriously makes me wonder how mentally stable gamers are these days...


Gamers have been wondering about xenoboinkology since long before Starfinder. ;)


And it was just unsettling then as it is now. :)

I'm going back to my drow mega-corp planet so I can turn in my black market commission earnings reports and attend our end of the quarter demon worship office orgy...

Y'all are just to weird for me.


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The Mad Comrade wrote:
Gamers have been wondering about xenoboinkology since long before Starfinder. ;)

There is a book that explains it all, you know.

It's like no one has even heard of Zapp Brannigan's Guide for Making Love at a Woman.


Maybe a sub-category for this:
- More cryo melee weapons; No swords... no more than 2 spears... not even cryo doshkos... yeah... that would be good to complete.

- Acid weapons; I would see these as hybrid weapons (slashing/bludgeoning/piercing & acid damage), considering the substance, and the corrosive fusion convert all damage to acid.

- Ever-lasting batteries/cartridges; Yup, I'm going that route. How about a magic battery that refills by itself after 24 hours?

- Convertable vehicles; Your spaceship can switch from space travel to ground travel without you swapping vehicles.

- In-between weapon leveling; Is it possible to upgrade a lvl.1 weapon to a lvl.2 weapon as a temporary way to get more powerful weapons between weapon lvlel gaps?

Dark Archive

Campaign setting books released monthly. Basically after the Pact worlds book keep the fluff coming and in the rapid release format and keep the crunch to hardbacks to keep better control on release speed of options. When it comes to outside the Pact Worlds I could even see releasing multiple campaign setting books in a row on things like the Azlanti Star Empire. Entire star systems have a lot of room for fleshing things out.


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

I favor their current model of a nice conservative release schedule, as I'm not made of money, and can barely afford it as is.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

I'd love for a book on cybernetics and what can be done with them. A book about less...traditional vehicles might be nice too (cough cough giant robots cough cough).


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I second (fifth?) improved/polished starship rules. I specifically want more attention paid to sensors. Passive sensors pick up ships at two range increments and active can pick up details at five increme, but what if you run around in active mode all the time? Can you pick up ships without detail at 10 increments? Do you give away your position to every passive mode sensor within 10, 20, 50 increments of their own sensor range? (System wide?)

I also want to see a level 20 grenade called a thermal detonator.


I would like for there to be a Soldier fighting style based around Blast and Line weapons.

Sovereign Court

This isn't a something Paizo is likely to deliver, but I'd like a list you can sort that details all the changes between Pathfinder and Starfinder. After playing our first few adventures, we noticed that we were looking up rules we were 100% sure about in Pathfinder but may or may not have changed in Starfinder, thus bogging combat down tremendously.

Maybe I'll start it as an online sheet ...


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The Human Diversion wrote:

This isn't a something Paizo is likely to deliver, but I'd like a list you can sort that details all the changes between Pathfinder and Starfinder. After playing our first few adventures, we noticed that we were looking up rules we were 100% sure about in Pathfinder but may or may not have changed in Starfinder, thus bogging combat down tremendously.

Maybe I'll start it as an online sheet ...

I will see if I can find it, but there is a cheat sheet for this in one of the blogs.

EDIT: Cheat Sheet


What I want is clarifications, revisions, and expansion on the base rules.
The system is still new and has more than its fair share of bumps that are already causing bruises.
I am sure every gaming group in here who is running Starfinder right now,
Has made more than its average number of homebrew rules already.


  • There needs to be either Rules for vehicle design just as there is Starship design, or Alot more vehicle options.

  • A hard look at the Fusion System

  • A Reorganization and better clarification on Radiation
    Currently (For those Having Trouble Finding all the relevant Data);
    Radiation Entry p. 403-404
    Constitution Poison Track (Radiation Poisoning); p. 415-416
    Physical Disease Track (Radiation Sickness); p. 414-415
    Armor's Environmental Protection against Radiation; p. 198

    And Someone explain to me how the heck in real life we can NBC (Nuclear[ie radiation] Biological, Chemical) Seal an IFV or Tank so it can travel through an area or intense radiation, But an advanced Mago-Technical Society CANT do that for their STARSHIPS. I mean 2xSize Catagory BP to lead line your ship against low radiation, 4 vs medium, 16 vs heavy Bam done.

  • Explanations for the Drawbacks and Bonuses of using Passive or Active Sensors.
    (ie actually putting into the Rules that using active Sensors lights you up like a time square Christmas tree on everyone else's sensors in range)

  • A rewrite of the Ripper starship weapon effect and re-stat of the Chain Cannon;
    (Chain Cannon; Range:Short Damage:3d4 BP15 PCU15 Special: Ripper [A ripper weapon doubles its Damage Dice against an opponent with no shields blocking the attack])

  • Heck a whole book dedicated to rule clarification and expanded Ship building
    --Adding more frame options
    --More Expansion slot Options
    --Rules and Ship systems for Stealthier ships (which in turn needs clearer rules for using Scanners)


1. I mentioned this before but I want new solution types. Neutron star, and non solar-balanced ones who focus on just gravity or fusion.

2. More bot types for mechanics. Like a repair droid, or a general purpose assist/buff drone.

3. The Ilee. Aposte was my third favorite world after Akiton and Aballon. The drow are my least favorite race, in part because they are elves whose alignment can be judged by skin color. In part because all the players with overpowered builds trying to be Drizzt back in the 90's. The drow could have been added to a duller world like Triaxus or Castrovel and improve things (can you picture with the gap forgotten, drow and elves on Castrovel forgetting their differences?). The Ilee were awesome, to replace them with popular ratings boosters annoys me.

4. Pre Gap Akiton as a fantasy setting!


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

I would love to see a Starfinder version of Traveller's Fire, Fusion and Steel sourcebook.

It covered many additional, different and optional technologies and science (sci-fi, realistic and pretend science) and provided rules to allow you to create your own equipment based upon these. (I think Alternity had similar book too).

Other than that, once the Alien Archieve is released I'm quite happy if they add regular small elements to each of the systems rather than go for big sourcebooks. Perhaps with some occasional books that collate these so people don't have to buy everything released if they don't want to.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

They already announced one big sourcebook after Alien Archive that takes a close look at the pact worlds. I'd place a dollar on another one before fall 2018 dealing with the deities and philosophies of Starfinder, and then seeing what the market demands from there.

Sovereign Court

Nohwear wrote:
The Human Diversion wrote:

This isn't a something Paizo is likely to deliver, but I'd like a list you can sort that details all the changes between Pathfinder and Starfinder. After playing our first few adventures, we noticed that we were looking up rules we were 100% sure about in Pathfinder but may or may not have changed in Starfinder, thus bogging combat down tremendously.

Maybe I'll start it as an online sheet ...

I will see if I can find it, but there is a cheat sheet for this in one of the blogs.

EDIT: Cheat Sheet

Thank you! I appreciate you finding that and posting the link!


Definitely want a non-technology science based class, so that way we have a Mordin to the Mechanic's Tali.


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DMMWolf wrote:


And Someone explain to me how the heck in real life we can NBC (Nuclear[ie radiation] Biological, Chemical) Seal an IFV or Tank so it can travel through an area or intense radiation, But an advanced Mago-Technical Society CANT do that for their STARSHIPS. I mean 2xSize Catagory BP to lead line your ship against low radiation, 4 vs medium, 16 vs heavy Bam done.[bigger]

Because we can't do that? NBC protection on military vehicles is largely against fallout, preventing small radioactive particles from getting on the crew's skin (beta) or in their lungs (alpha). If you've got a really big or persistent gamma ray/neutron source nearby you're still going to suffer radiation sickness, even if the armor mass will attenuate it somewhat. To the extent armor does help against the blast radiation itself, its main benefit is to let you fight a little longer before you die anyway of radiation sickness.

In any case, lead would be a bad choice. Total mass is what really matters for shielding, with relatively small extra protection for high density or high atomic number materials of the same mass. Lead is just commonly used because it's cheap and the density pays off with the small marginal direct benefit and the larger indirect benefit of not needing extra thick material built into your shield. Spaceship armor is surely dense and thick enough to not need any extra special liners, but if you put a big enough neutron/gamma source outside it, some is going to leak through.


@Xenocrat Fair enough, and I only used Lead because it was something people would understand not that it Had to be lead.

However, if a standard suit of body armor is enough to block low radiation Then I would say low radiation in SF terms is on par with an area of manageable Fallout. Explain why we cannot shield our Starships against it. I have already had someone talk of buying Level one Skinsuit armor in mass to shove into the walls of a ship as anti Radiation Insulation..... And for the life of me I can't see why they don't have a point.


DMMWolf wrote:

@Xenocrat Fair enough, and I only used Lead because it was something people would understand not that it Had to be lead.

However, if a standard suit of body armor is enough to block low radiation Then I would say low radiation in SF terms is on par with an area of manageable Fallout. Explain why we cannot shield our Starships against it. I have already had someone talk of buying Level one Skinsuit armor in mass to shove into the walls of a ship as anti Radiation Insulation..... And for the life of me I can't see why they don't have a point.

You can shield your ship from radiation. That's why the effects on the crew are only light from a tactical nuke going off a few dozen feet away.


  • naturally-occurring non-organic playable race
  • in-depth rules for 1-person PC ships (of both the fighter and mech varieties)
  • more support for niche combat styles like power armour, twf, etc.

Sovereign Court

Xenocrat wrote:
DMMWolf wrote:

@Xenocrat Fair enough, and I only used Lead because it was something people would understand not that it Had to be lead.

However, if a standard suit of body armor is enough to block low radiation Then I would say low radiation in SF terms is on par with an area of manageable Fallout. Explain why we cannot shield our Starships against it. I have already had someone talk of buying Level one Skinsuit armor in mass to shove into the walls of a ship as anti Radiation Insulation..... And for the life of me I can't see why they don't have a point.

You can shield your ship from radiation. That's why the effects on the crew are only light from a tactical nuke going off a few dozen feet away.

Reminds me of a certain miniseries ...

ADAMA
Radiation levels within norms -- the hull plating kept out most of the hard stuff.


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I want to see equipment upgradability as well
I like the idea of improving on my current equipment

That and more weapon and armor upgrades


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A news and rumors sheet put out every few months as a free down load. This would only have to be a few paragraphs for each one and could be a page or two. With maybe some advertisements at the end.
This would help me come up with some plot ideas. In a world where I can do almost anything, I have trouble focusing one thing at a time.

More art work.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Skill unlocks. With a classes going in hard on skills, finding new things to do with skills would be cool.
Also letting skill focus be the prerequisite feat instead of a whole new one would be a good way of justifying skill focus to classes like the operative and envoy who get overlapping bonuses.


Bob65000 wrote:

A news and rumors sheet put out every few months as a free down load. This would only have to be a few paragraphs for each one and could be a page or two. With maybe some advertisements at the end.

This would help me come up with some plot ideas. In a world where I can do almost anything, I have trouble focusing one thing at a time.

More art work.

This would be amazing. Reminds me of living Greyhawk. It would also serve to advance the story of the universe a bit. If they were to tie it in to convention gaming and modules They could keep the universe ever evolving. It would give them points where they can write Fluff about different conflicts that occur. Conflicts could be decided by how many play groups at a convention helped one side or another. Official NPCs could be developed and their fate left up for debate as they are not referenced AFTER the conflict, that is up for individual game masters to decide. Can't you see all the different Fluff now?

Using the existing material;

Heroes of the Vesk-Pact War
A guide to Notable figures, Groups and Ships

Galactic Buisness Almanac:
Corporations, Conglomerates and Buisness Combines
of the Pact Worlds and Beyond

After a few years of Publishing a little GNN Blog

Galactic Buisness Almanac Volume 2:
More Corporations, Conglomerates and Buisness Combines
of the Pact Worlds and Beyond

The Vesk-Pact Alliance
A guide to Notable figures, Groups and Ships


Pathfinder Starfinder Roleplaying Game Subscriber

Tengu that can fly decently in atmosphere with gravity 1.5G or less without magical/feat assistance.

Either due to genemods that have been incorporated into their people and/or the original race and Pathfinder ones were actually mutants that 'got better'.


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Wei Ji the Learner wrote:


Tengu that can fly decently in atmosphere with gravity 1.5G or less without magical/feat assistance.

Either due to genemods that have been incorporated into their people and/or the original race and Pathfinder ones were actually mutants that 'got better'.

All it takes is one latent gene to come back online and birds start growing teeth.

I imagine the same would hold true for Tengu and flying. :-)


Xenocrat wrote:
You can shield your ship from radiation. That's why the effects on the crew are only light from a tactical nuke going off a few dozen feet away.

With the vague distances involved I doubt very much any Nukes are a few dozen feet away at point of detonation. And it is less a Nuke going off that I am referencing, though my comments do bear on that. As written, a WORLD with an ambient low radiation rating, radiates the ship for Low radiation. I get the same rads standing outside nude as I do on the ship, the effects don't get mitigated by better armor. A ship with an Armor 0 gets just as much radiation wash as a ship with Armor 15.

The Human Diversion wrote:

Reminds me of a certain miniseries ...

ADAMA
Radiation levels within norms -- the hull plating kept out most of the hard stuff.

Great Show, (miniseries 2003, Show 2004-2009), but in a way backs up my point. Add a Blurb that every point of Armor adds a +1 bonus to the saves of the crew against incoming Radiation Poisoning (NOT Sickness).

Armor < 13 Would be Dense enough to Completely resist Low Radiation

Currently Armor Maxes out at 15

Make it so the Hull plating CAN keep most of the hard stuff out.

Or a more heavy Duty way to handle it, every 5 points of Armor Reduces incoming Radiation by One step. Nothing stops Severe Radiation from getting through to some extent, and almost nothing stops Heavy Radiation From Getting through.

On the flip side of this, Please someone pop the Erata in and put Rad Ratings for the
Antimatter mega-missile launcher
Nuclear mega-missile launcher

And depending on how you come up with how it operates
Solar Torpedo Launcher


I want to see boarding torpedos like in star wars so I can board enemy ships


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

Doesn't worn armor already block out most radiation?


Armor with environmental protections enabled blocks low radiation. Level 7+ Armor with environmental protections enabled blocks medium radiation. No armor is capable of blocking high or severe radiation, though environmental protections will provide a bonus to saves against anything they don't block outright.

Radiation is an area where the rules are unfortunately very unclear. As written, Cosmic Rays are medium to severed radiation that bombard unshielded planets. If you take that as written, planets without a magnetosphere are constantly irradiated, but empty space is fine. Then there's the question of what counts as adequate protection, since that's completely undefined, which leaves open the question of whether radiation outside Irradiating weapons can penetrate starships at all. And then there's the question of how frequently you save against continued radiation exposure if you succeeded on your initial save.

There are a number of unanswered questions here.


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
FirstChAoS wrote:
3. The Ilee. Aposte was my third favorite world after Akiton and Aballon. The drow are my least favorite race, in part because they are elves whose alignment can be judged by skin color. In part because all the players with overpowered builds trying to be Drizzt back in the 90's. The drow could have been added to a duller world like Triaxus or Castrovel and improve things (can you picture with the gap forgotten, drow and elves on Castrovel forgetting their differences?). The Ilee were awesome, to replace them with popular ratings boosters annoys me.

Sutter posted on this recently.

He said that people should keep an eye open for THE PACT WORLDS supplement.

My thoughts?

The Ilee have become THE UNSEEN and are plotting to take over the galaxy via their uncanny mastery of genetic manipulation.


Hithesius wrote:
... And then there's the question of how frequently you save against continued radiation exposure if you succeeded on your initial save....

That is answered actually. You keep making the check every round Until you leave the area of exposure.

@Ravening Dork You are correct. But that is part of my point. I've already had some one talk about buying a bunch of armor suits in quantity specifically for the purpose of insulating his Ship. Not everyone who comes onto your ship is wearing armor, and thus protected from radiation because of it. So to protect them, the ship needs to be built in such a way to GIVE them extra protection.. oh wait you cant.

As Hithesius Said

Quote:
There are a number of unanswered questions here


DMMWolf wrote:
That is answered actually. You keep making the check every round Until you leave the area of exposure.

Please, point me to where this is written. I see radiation with a poison frequency of 1 round, but a poison's frequency defines how often you make a save against it after you have been poisoned. It is completely unrelated to how frequently you are exposed to the poison, which is the actual question. There are no clear rules for this, and the answer has a significant impact on the already potentially exceptional lethality of radiation.

In the spirit of this thread's purpose, I suppose this falls under a general heading of clearer, more complete rules. That would certainly be a nice improvement.


Starfinder Core Rulebook wrote:

P. 403 - 404

"Radiation is an emanation poison, meaning that a victim only needs to enter an area suffused with radiation to be affected by
it. ... A creature that leaves an area suffused with radiation is
essentially cured of the poison effect."

So if you are inside the area of Radiation You are already poisoned by it, no save to resist. Though depending on its strength some armors can negate.


That reads as automatic exposure rather than automatic poisoning with no save to me, but I'll grant that yours is a reasonable reading as well. I am very wary of assuming that is necessarily the correct interpretation of unclear rules, though, given the ambiguity I am seeing as well as the way it interacts with the constitution poison track. It leads to a situation where you are either immune to radiation, or guaranteed dead in five to seven minutes at the longest.

Either way, that will hopefully be made more explicit in the future.


Exactly Why I put my wish for clearer Radiation Rules.


As I run it; you have entered the emanation, everyone make a save.
Those who fail move one step on the Physical Poison tree, those who do stay where you are (Healthy... for now).
Rinse, Repeat until the player is no longer exposed to the radiation. Either by leaving the area or activating the environmental seals for an armor of sufficient level.

At Fortitude Modifier +0


  • Low Radiation; 40% Chance to Resist every round
  • Medium Radiation; 20%
  • High Radiation; 5% (+10 to total for rolling Nat 20)
  • Severe Radiation; 5% (+10 to total for rolling Nat 20)

Each +1 to Fortitude improves the chance by 5%

resisting High radiation without a Nat 20 starts at +3 (10% chance to resist)
resisting Severe radiation without a Nat 20 starts at +11 (10% chance to resist)


Pathfinder Starfinder Roleplaying Game Subscriber

The problem being, that makes even low radiation an immediate mortal peril. That doesn't fit the definition of "low radiation" by any common measure.

Grand Lodge

A race other than androids that are constructs. I'd like something robotic like the creates of Aballon.

I'd like some star systems that kind of have their own them like we have with the different countries on Golarion. (This star system is in a very long war with this system. These are dead worlds whole populations died or disappeared and yet not explored.)

I want places that have not ever been explored. I'm kind of tired of the trope of here lies some nameless dead adventurer that came before you. Or your the on millionth adventurer to explore an area in hopes of finding that one last piece of treasure. I guess i'm OK with the idea of not being there first, as long as your group is the first to make it back alive.

Someone mentioned psionics, I would be interested in that.

Since the Drow have moved into the light so to speak as weapon dealers, it would be kinda interesting if the also branched out into biotech/biopunk options. Some using it for evil, some of the younger Drow using it to stick it to the powers that be.

More archetypes!

classes that are a little closer to pathfinder but still work with Starfinder. Some of the worlds that characters will come from won't have classes that have evolved the way that our standard Starfinder classes have.


Metaphysician wrote:
The problem being, that makes even low radiation an immediate mortal peril. That doesn't fit the definition of "low radiation" by any common measure.

Is it the least dangerous of the types of radiation? Because that sounds like a common definition of low to me.

Sovereign Court

Xenocrat wrote:
Metaphysician wrote:
The problem being, that makes even low radiation an immediate mortal peril. That doesn't fit the definition of "low radiation" by any common measure.
Is it the least dangerous of the types of radiation? Because that sounds like a common definition of low to me.

I think it's more along the lines of this;

in common thought (including the medical imaging techs and nuclear scientist types I know) "low radiation" is often synonymous with "acceptable doses," I.E. the amount you get from background exposure or an X-ray or a long high-altitude plane flight.

Maybe what we're looking for is a Starfinder definition of what "low radiation" is.

Dark Archive

I would really like to see some new Stellar Revelations. A graviton rev to allow you to throw your solar weapon like 30ft + 10 per 5 levels. Maybe fleet in those dead 5th & 15th levels, help the melee combatant get into melee range quicker.


Herald wrote:

A race other than androids that are constructs. I'd like something robotic like the creates of Aballon.

I'd like some star systems that kind of have their own them like we have with the different countries on Golarion. (This star system is in a very long war with this system. These are dead worlds whole populations died or disappeared and yet not explored.)

I want places that have not ever been explored. I'm kind of tired of the trope of here lies some nameless dead adventurer that came before you. Or your the on millionth adventurer to explore an area in hopes of finding that one last piece of treasure. I guess i'm OK with the idea of not being there first, as long as your group is the first to make it back alive.

Someone mentioned psionics, I would be interested in that.

Since the Drow have moved into the light so to speak as weapon dealers, it would be kinda interesting if the also branched out into biotech/biopunk options. Some using it for evil, some of the younger Drow using it to stick it to the powers that be.

More archetypes!

classes that are a little closer to pathfinder but still work with Starfinder. Some of the worlds that characters will come from won't have classes that have evolved the way that our standard Starfinder classes have.

They're including those races in either the Alien Archive or Pact Worlds book, maybe both. They're definitely including a bunch of archetypes for the Pact Worlds, mainly for members of organizations like the Hellknights.


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A Conversion Guide to use Pathfinder rules instead.
Also Space Kobolds and Trox.

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