Character Operations Manual speculation


Character Operations Manual Playtest General Discussion


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Let the rampant speculation being! Since this is my list, they're tagged with what I think is likely or less likely but greatly desired.

1. With 3 classes in the playtest, my guess is that this will parallel PF1's Advanced Players Guide with respect to new classes, new class features for core classes, archetypes, and themes for all. New spells, gear, and magic items. (LIKELY)

2. Since its Character Operations aside from potentially seeing new starship roles and role actions, I don't expect to see much on the starship side. That likely is being saved for the Starship Operations Manual...? (please, oh please) (LIKELY)

3. Playtest concludes in Jan. Revisions, Print, ship. Don't compete with PF2 launch at GenCon. Holiday season 2019 release (Nov/Dec)? (LIKELY-ish)

4. Since Alien Archive covers monsters and new species, I don't really expect new species in this book. Doing so would seem to undercut part of what the Alien Archives are about. (LESS LIKELY)

5. I'd love to see expanded downtime rules for character-scale activities. Since Starfinder doesn't really follow PF1s segmentation of player:GM content, I don't see an Ultimate Campaign-style book in the Starfinder line but could see character downtime in this book, starship downtime tasks in a starship book, etc. (LESS LIKELY)

6. Along the lines of Ultimate Campaign-style content, background generators, cohort and hireling rules, etc. would be great. (LESS LIKELY)

And since it bears repeating....THEMES, THEMES, and more THEMES & Archetypes.

What do you expect/hope to see in the Character Operations Manual?


Tagged for movement into the relevant subforum.


Does seem like it correlates to Advanced Players Handbook.

What Im hoping to see.

1) The New Classes Obviously
2) More Themes , Maybe some Race Specific Themes
3) Archetypes
4) A Few more Class options for each class like new Fighting Styles ect.


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Xenocrat wrote:
Tagged for movement into the relevant subforum.

It’s not commenting on the playtest so why would it move there? This for speculation on topics for the whole book, not playtest class discussion.


Hoping for but already not expecting:

Starfinder Unchained; specifically, a way to avoid the equipment treadmill. Where you can buy a weapon at level 1 and still use and gain use out of that specific weapon at level 20, even with upgrading or modifying it. I.e., Han Solo has his tricked out blaster and he derives benefits from having tricked it out, but even when he has to use an off-the-shelf Stormtrooper blaster, he isn't hopelessly crippled.


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I'm pretty sure that there's going to be a shield-focused soldier fighting style in the book somewhere.


Tectorman wrote:

Hoping for but already not expecting:

Starfinder Unchained; specifically, a way to avoid the equipment treadmill. Where you can buy a weapon at level 1 and still use and gain use out of that specific weapon at level 20, even with upgrading or modifying it. I.e., Han Solo has his tricked out blaster and he derives benefits from having tricked it out, but even when he has to use an off-the-shelf Stormtrooper blaster, he isn't hopelessly crippled.

Page 8 of the Armory has rules for upgrading weapons.


Alfray Stryke wrote:
Tectorman wrote:

Hoping for but already not expecting:

Starfinder Unchained; specifically, a way to avoid the equipment treadmill. Where you can buy a weapon at level 1 and still use and gain use out of that specific weapon at level 20, even with upgrading or modifying it. I.e., Han Solo has his tricked out blaster and he derives benefits from having tricked it out, but even when he has to use an off-the-shelf Stormtrooper blaster, he isn't hopelessly crippled.

Page 8 of the Armory has rules for upgrading weapons.

That's not at all the same. The armory weapon upgrade rules are indistinguishable from buying a new weapon (that already exists on the weapon tables) and selling your old one. The armory power armor upgrade rules let you spend (outrageous amounts of) money to add stats directly to your starting item. It would be like upgrading an injection rifle (only available in level 1) to any level you choose for a given amount of upgrades to damage, capacity, and range.


Alfray Stryke wrote:
Tectorman wrote:

Hoping for but already not expecting:

Starfinder Unchained; specifically, a way to avoid the equipment treadmill. Where you can buy a weapon at level 1 and still use and gain use out of that specific weapon at level 20, even without upgrading or modifying it. I.e., Han Solo has his tricked out blaster and he derives benefits from having tricked it out, but even when he has to use an off-the-shelf Stormtrooper blaster, he isn't hopelessly crippled.

Page 8 of the Armory has rules for upgrading weapons.

Bolding mine, and fixing where I misspoke.

Not at all what I was talking about, though I do see where that confusion came in (I didn't proofread my own post enough). I'm not talking about keeping the same weapon, but tricking it out to keep it level-appropriate as the game goes on. I'm talking about said "tricking out" being optional rather than required, hopefully via an optional rule introduced here that cuts incoming wealth by some percentage and just auto-modifies the players' stats to be level-appropriate. So, for example, the players would be able to just use the armor they got at level 1 and not have to worry about their AC becoming irrelevant as the game goes on. Or buy a low level pistol, be forevermore done with it, and still use it for expected damage. And then being able to use their remaining wealth to expanding their selection of weapons to use, even if just to have a variety of damage types to inflict (which, prior to the mandatory upgrading part of the game, is what I thought the game was going for).


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

It kind of seems like you should be able to houserule that by treating every weapon/armor as the highest version of the "product line" up to their character level, if you inserted an extra version or 2 into things like the starknife or battle glove that have an oversized level gap.

I don't see a real need for a new official system to run the game that way. What am I missing?


HammerJack wrote:

It kind of seems like you should be able to houserule that by treating every weapon/armor as the highest version of the "product line" up to their character level, if you inserted an extra version or 2 into things like the starknife or battle glove that have an oversized level gap.

I don't see a real need for a new official system to run the game that way. What am I missing?

Why was there a need for the Armory to include a section on upgrading powered armor? Okay, insert that here, too.


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Pathfinder Adventure Path Subscriber

I wouldn't mind a reprint of most of the character options from the APs, since it's a pain to reference them if you use multiple options from them.


Tectorman wrote:
HammerJack wrote:

It kind of seems like you should be able to houserule that by treating every weapon/armor as the highest version of the "product line" up to their character level, if you inserted an extra version or 2 into things like the starknife or battle glove that have an oversized level gap.

I don't see a real need for a new official system to run the game that way. What am I missing?

Why was there a need for the Armory to include a section on upgrading powered armor? Okay, insert that here, too.

Power Armour isn't really arranged as different sets over a range of levels. Most Power Armour types only have one option to get a given ability set.


The Sideromancer wrote:
Tectorman wrote:
HammerJack wrote:

It kind of seems like you should be able to houserule that by treating every weapon/armor as the highest version of the "product line" up to their character level, if you inserted an extra version or 2 into things like the starknife or battle glove that have an oversized level gap.

I don't see a real need for a new official system to run the game that way. What am I missing?

Why was there a need for the Armory to include a section on upgrading powered armor? Okay, insert that here, too.
Power Armour isn't really arranged as different sets over a range of levels. Most Power Armour types only have one option to get a given ability set.

That's just the same problem to differing extents. A given powered armor becomes available at a certain level, is as useful as it's meant to be at that level, and then steadily becomes so much wasted WBL as you go on, failing upgrading it.

Regular armors have improved (that is, level-appropriate) versions that become available far more sporadically, but the core issue is the same. As with powered armor, if I have, say, a suit of Scatterlight armor, I want that to be useful when I buy it and remain as useful the next level and the level after that, all the way up to level 20. Not "useful now, and then sliding down into obscurity until the "improved" version becomes available when I'm finally back to only the usefulness I enjoyed when I first got it, and then sliding down again", repeating ad nauseum. That's not something I feel should ever be a roller coaster.


High level Envoy Improvisations, as they are currently limited to level 8.
Envoy Improvisations to increase casters efficiency. It's currently lacking.
Right now, with 10 levels of Envoy, you roughly have all the Improvisations you like, and there's not much point in continuing putting levels in the class.


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Not sure what will actually be in the book, but I'd like to see...
1. Class-specific feats. Maybe ones that let Solarians do something other than fire damage.
2. Options to change Solarian key ability without multiclassing.
3. Some kind of ranged Stellar Revelations. Either a Graviton one for throwing your weapon and/or a Photon one for launching a bolt of energy.
4. Basic Melee operative weapon that isn't a baton or a knife. I just wanna do Kung Fu on people with my Operative, why aren't the Battlegloves operative weapons?
5. Something to help change the area type of Stellar Revelations, especially Zenith's. When I'm fully attuned and want to use Supernova, I wanna kill the bad guys, not my friends. Give me a cone.

Silver Crusade

Zero the Nothing wrote:

Not sure what will actually be in the book, but I'd like to see...

1. Class-specific feats. Maybe ones that let Solarians do something other than fire damage.

I agree with this completely.

Zero the Nothing wrote:
2. Options to change Solarian key ability without multiclassing.

I think this should have been done from the beginning. The Solarian is the most MAD class option currently and there is nothing that really fixes it. A simple change to what the Solarian's key ability is would fix a lot of the issues they have

Zero the Nothing wrote:
3. Some kind of ranged Stellar Revelations. Either a Graviton one for throwing your weapon and/or a Photon one for launching a bolt of energy.

this was never something I had considered but it could be cool to give any weapon you are holding the throwing and eventually returning special ability.

Zero the Nothing wrote:
4. Basic Melee operative weapon that isn't a baton or a knife. I just wanna do Kung Fu on people with my Operative, why aren't the Battlegloves operative weapons?

or just making a specialization that makes unarmed attacks "operative weapons" and unarmed attacks so that they don't count as archaic.....cause that would be awesome

Zero the Nothing wrote:
5. Something to help change the area type of Stellar Revelations, especially Zenith's. When I'm fully attuned and want to use Supernova, I wanna kill the bad guys, not my friends. Give me a cone.

GAMMA RAY BURST.....line or cone attack instead of burst area of effect....regardless of what they call it, I think this is a great idea.

Currently with the Vanguard coming...I am seeing less and less reason to play a Solarian which is sad since it was the class I was most excited about until I got my hands on the actual rules.....they really under perform in all areas.


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mswbear wrote:


Currently with the Vanguard coming...I am seeing less and less reason to play a Solarian which is sad since it was the class I was most excited about until I got my hands on the actual rules.....they really under perform in all areas.

Have you actually played a Solarian? Because they perform just fine as they are. Yes, they are MAD, but they also do a completely ridiculous amount of damage now that they have Soulfire fusions. The 6th level Solarian in our AP group does 8th level Soldier melee damage.

It does take a little doing to get them up to snuff in ship combat, but that is not too different than other classes, like the Mystic or Witchwarper.

I think that changing a Solarian's key ability to Strength (or even Dexterity) would be grossly overpowered.

Vanguards are awesome, but they don't do Solarian damage.


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

Other than the first few levels being rough (which is real), I also haven't seen solarians actually underperforming, playing one up to 7th, and playing in 2 different groups with them, up to 11th and 12th level, respectively.


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My solarian player is a kickass pinball machine of death at level 9. He runs out of resolve first, but that's to be expected with haste augments and being a frontliner.


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Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Same. Our level 6 party's got both an armor and a weapon Solarian, and they wreck the battlefield so much that our GM has had to up the difficulty of combat encounters recently. They really live up to that Jedi reputation it seems the devs were going for. Also, stellar revelations have surprisingly great utility outside of combat.


I would really like to see them fix the solarian class. I think the intent was to create a versatile melee class that relied on multiple stats and nifty monk-like abilities during combat. Instead an effective solarian build mirrors a blitz soldier build and fills basically the same role in combat.


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Thess wrote:
I would really like to see them fix the solarian class. I think the intent was to create a versatile melee class that relied on multiple stats and nifty monk-like abilities during combat. Instead an effective solarian build mirrors a blitz soldier build and fills basically the same role in combat.

I'd like to see more revelations that work at range and support either a shooty or caster build yes, but I don't think it requires 'fixing'.

If fulfills a similar role to the blitz soldier, yes, but it works very differently. Charge into combat to form a front line is what every melee character tends to do after all.


Zero the Nothing wrote:

Not sure what will actually be in the book, but I'd like to see...

1. Class-specific feats. Maybe ones that let Solarians do something other than fire damage.
2. Options to change Solarian key ability without multiclassing.
3. Some kind of ranged Stellar Revelations. Either a Graviton one for throwing your weapon and/or a Photon one for launching a bolt of energy.
4. Basic Melee operative weapon that isn't a baton or a knife. I just wanna do Kung Fu on people with my Operative, why aren't the Battlegloves operative weapons?
5. Something to help change the area type of Stellar Revelations, especially Zenith's. When I'm fully attuned and want to use Supernova, I wanna kill the bad guys, not my friends. Give me a cone.

The produkt Star Classes Solarian more than few of those issues


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My 7th level solarian hits like a truck, tanks like a boss and still has enough skills to be useful in starship combat and out of combat. I cant imagine getting a buff without completely overshadowing someone


I'm NOT asking for a Solarian buff. Its cool that Solarian does a lot of damage, I'm not worried about damage. I want more options, I actually don't care if I do the most damage. I do like the Soulfire fusion, but my concern for my Solarian isn't damage. Its survivability. I just want to feel like my Sol has enough Resolve to be able to get back their Stamina once combat is over, or as I've encountered in SFS, not die once I've been dropped. I want to make sure I have good Strength to hit with attacks and good Con for my health, but neither of those do anything for me if I need my Stamina back after a fight. I could've have went with a lower Charisma, but then after one fight, what am I supposed to do? Its a tug of war between ability scores, just like the Monk.

Why can't Solarians get options to do Cold damage(gravity sucking the heat out). The few times I've built up all of my attunement and could have used Supernova, we were in too cramped of a space for me to not have also done massive damage to two of my own allies no matter where I moved to. Just make it a cone.

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