Starfinder Products I want to see.


General Discussion


With all the great starfinder products it is tough to picture what else is needed. But this is the ideas I had cross my mind.

1. Veskarium Guide: With the pact world guide on the way this seems like a natural follow up.

2. Fleet Commander: A guide to playing fighter squadrons, ship positions, small ship types, how to cripple larger ships and do support maneuvers to help other PCs, etc.

3. Vehical designers guide: A quick guide on how to make land, sea, air, and space vehicals

4. Akiton campaign setting: Ok, this is more pathfinder than starfinder as it is set in the pre-gap past, but I wanted this since the distant worlds book.


Rules Summary Cards, like they made for Patfhinder

http://paizo.com/products/btpy94e8?Pathfinder-Cards-Rules-Reference-Flash-C ards-Double-Deck


Linkified

Rules Reference Cards


1 - A Players Guide with new themes, classes, class paths, archetypes, feats, et al.
2 - A proper bestiary with a bunch of generic fauna/flora to populate the wilds of new planets with.
3 - A magic book with spells, feats, and magic items to go with all the techno stuff I'm expecting in Armory.
4 - A setting book for the other big factions (the Veskarium, the ASE, the Colonies, et cetera). I want one of each, ideally, but I don't want to wait seven years to get them all.
5 - Map cards (the dungeon packs) for Space stations, et cetera.
6 - A We be Space Goblins! AP.


+1 squadron rules
+1 vehicle builder

Also I would love prices on buying alien animals as pets and costs for moding them. What happened to familiars in this setting?! My Technomancer would do great with their spell cache as a cyborg alien bat familiar!


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My wish list.

A book dedicated to vehicles with expanded vehicle combat and starship rules.

A book dedicated to computers / cyberspace & security

Lore books for the major pact races / factions

Players Guide

More Space Goblins!!


I like the cut of your jib, sir.

Silver Crusade

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1. A book for vehicles and starships: expanding the rules for both construction and combat related to both (with squadron based rules for starship combat). Also I would like some rules on what exactly happens if a larger ship gets stuck in the gravity well of celestial body or what happens on a planet (destruction wise) if a huge or larger ship wrecks through the atmosphere and smashes into the surface.

2. an "ultimate technology" book which focuses heavily on straight technological options in the game (I'm ok if it doesn't offer a new base class but it should have plenty of new class options and archetypes)

3. an "ultimate magic" book which focuses heavily on straight magical options in the game (Again, I'm ok if it doesn't offer a new base class but it should have plenty of new class options and archetypes. I think that the modular nature of the base classes already allow for easy injection of new class options instead of creating a completely new base class that is ultimately only slightly different then an existing class.)

5. Setting books further detailing the Veskarium, the ASE, and the Swarm.

6. more alien archive books, that offers a bit more "animal" life for various pact world locations as well as supplemental options to use for the creature/npc creation rules.

I would like archetypes or class options that allow me to create more of a space monk, space ranger, or space barbarian.

A solarian which instead of manifesting weapons and armor, uses the power of the stars to enhance their own physical abilities the way a monk advances...maybe empowering his unarmed strike to act as if it is not archaic....or an operative who specializes in unarmed combat to the same effect.

A soldier or operative class that gains unique advancement with a certain class of weapons and/or special class features against certain classes of enemies (or even a studied target system similar to slayer and investigator from pathfinder)....bounty hunter fighting style or something along those lines.

A soldier fighting style which gives you temporary boost to toughness and damage at the expense of finesse and AC with lasting draw backs that can only be managed/negated with a resolve point rest


Pact World Gods, a direct analog to the Inner Sea Gods supplement, only covering gods and religions of the Starfinder era.


Drone builders guide.


I'm not too bothered about Bestiaries or setting splat books (although don't get me wrong, I love the setting splat books) because for the first it's quite easy to adapt Pathfinder beasts on the fly, and for the second it's pretty "easy" (for varying values of "easy") to invent.

What I'm looking forward to is the Scoured Stars AP that lets you play in that setting. In the Year of Scoured Stars it's gotta be in the pipe. Doesn't it?


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Second the call for a vehicle/starship guide.

Also for a computers/tech book.

Then just keep the background books coming (which I assume would have the corresponding character and equipment options included).


Faiths of the Pact Worlds: A book with more detailed info on religions in Starfinder, with archetypes and spells specific to different gods/philosophies.

I like that any class can choose to be a "cleric", but a consequence of spreading that choice around has made the abilities themselves very generic. Good, but generic. It would be great if a priest of Iomedae could access some more combat support spells, or a priest of Zon Kuthon being able to manipulate shadow.

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