Starfinder: Difference between revisions

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(Just got a look at the rulebook today. Doesn't mention any of that stuff.)
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* Reworks a lot of core Pathfinder mechanics, the skeleton's still there but there're too many new organs and things to easily smush the two together.
* Reworks a lot of core Pathfinder mechanics, the skeleton's still there but there're too many new organs and things to easily smush the two together.
** Each character now has both [[hit points]], which are hard to replace, and "stamina points," which work like hit points but can be much more easily recovered and are always lost first.  Both tie into the Resolve mechanic, which gives you a small pool of points to spend for recovering stamina, stabilizing if you're dying, and getting up if you're stable.
** Each character now has both [[hit points]], which are hard to replace, and "stamina points," which work like hit points but can be much more easily recovered and are always lost first.  Both tie into the Resolve mechanic, which gives you a small pool of points to spend for recovering stamina, stabilizing if you're dying, and getting up if you're stable.
** No charisma-based casters at all, and no full casters: the technomancer and the mystic are both half-casters.
** In addition to your race and class, you pick a "theme" at character creation, which is basically a 5e archetype.  Themes are things like being an Ace Pilot or a Xenoenvoy that give your character some flavor, and a few other abilities that unlock as you level, plus a small stat boost.
** No charisma-based casters at all (though the solarian fits the niche thematically), and no full casters: the technomancer and the mystic are both half-casters.
** Most classes that rely on weapon-use get "Weapon Specialization" in their weapons during progression, and all of them can take it as a feat.  It adds their character level to damage rolls.   
** Most classes that rely on weapon-use get "Weapon Specialization" in their weapons during progression, and all of them can take it as a feat.  It adds their character level to damage rolls.   
** Everyone has [[derp|two kinds of AC]]: KAC, for kinetic weapons like swords and bullets, and EAC, for energy weapons like lasers and solarian blades.
** Everyone has [[derp|two kinds of AC]]: KAC, for kinetic weapons like swords and bullets, and EAC, for energy weapons like lasers and solarian blades.

Revision as of 21:58, 14 August 2017

This article or section covers a game that will be released soon. You can help 1d4chan by keeping it up to date.
Coming soon...

Starfinder is an upcoming RPG by Paizo Publishing set to be released in August 2017. It is going to be a future version of Pathfinder set IN SPACE. Not a lot is known thus far, but we do know this:

  • There's gonna be ratmen IN SPACE, meaning that Paizo has Skaven IN SPACE before GW has in a playable form.
  • There are going to be hardcover books and a Starfinder Adventure Path, much like Pathfinder has.
  • FTL travel was revealed by the new deity Triune and is achieved by traveling through a dimension called the Drift. "Drift beacons" randomly appear or are planted by clerics of Triune and reduce the risk of a Drift jump to the beacon's location; the Starstone in Absalom Station is a fuckhuge Drift beacon that also accelerates travel to the station.
  • Reworks a lot of core Pathfinder mechanics, the skeleton's still there but there're too many new organs and things to easily smush the two together.
    • Each character now has both hit points, which are hard to replace, and "stamina points," which work like hit points but can be much more easily recovered and are always lost first. Both tie into the Resolve mechanic, which gives you a small pool of points to spend for recovering stamina, stabilizing if you're dying, and getting up if you're stable.
    • In addition to your race and class, you pick a "theme" at character creation, which is basically a 5e archetype. Themes are things like being an Ace Pilot or a Xenoenvoy that give your character some flavor, and a few other abilities that unlock as you level, plus a small stat boost.
    • No charisma-based casters at all (though the solarian fits the niche thematically), and no full casters: the technomancer and the mystic are both half-casters.
    • Most classes that rely on weapon-use get "Weapon Specialization" in their weapons during progression, and all of them can take it as a feat. It adds their character level to damage rolls.
    • Everyone has two kinds of AC: KAC, for kinetic weapons like swords and bullets, and EAC, for energy weapons like lasers and solarian blades.
    • Most classes start off scaling a bit slow, then ramp up at about level 11. For instance, a Solarian's energy blade does 1d6 damage at first level, then 2d6 at fifth level, but starts going up much faster at level eleven, and caps out at 12d6.
  • Golarion is fucking gone. As in totally gone, nobody can remember what happened to it, it just fucking vanished.
    • The various races have spread out to the other planets in Golarion's system. New ones are there, too.
    • Everyone remembers building a giant space station in orbit around Golarion while it was still definitely around and so can use its construction as a frame of reference to about when the world vanished (within a few hundred years), but no one remembers anything about the planet itself disappearing.
  • The Iconic Characters are members of the Starfinder Society from that station, who have the mission of finding out what happened to Golarion.
  • Goblins survived and have little space helmets.
  • Core classes:
    • Technomancers: the magical version of computer programmers, hacking the laws of physics.
    • Operatives: use stealth and skill to get in and out of dangerous situations.
    • Soldiers: specialize in heavy weapons and armor.
    • Mystics: channel the universe's mysterious energies, often through faith in a god.
    • Solarians: shape the energy of stars and black holes into armor and weapons for themselves. (Jedi with the serial codes filed off.)
    • Envoys: use wit and charm to bolster their allies and demoralize or befuddle enemies.
    • Mechanics: build their own custom drones or rely on an implanted AI to aid them in combat.
  • Every class has a use on foot and in a spaceship, which has its own stats.
  • Core Races: Like 2/3rds of these are already available as PC races for Pathfinder, but heavily rejiggered to fit the new system. There are also rules and fluff for the core races of Pathfinder, with some tweaks (like no speed penalty for being Small) to fit the Starfinder rules.
    • Lashuntas: a race of telepaths. They choose which subrace they get to be at puberty, which mostly determines ability scores and fluff stuff like social standing.
    • Androids: artificial people. Are generally pissed off about being created as a servitor race, complete with occasional literal slavery, so they intentionally distance themselves from the human cultures they broke away from. Have similar social penalties to their Pathfinder counterparts, and retain many of their immunities.
    • Vesk: powerful reptilian aliens, with klingon honor-culture. Have natural weapons, armor proficiencies, that kinda deal. Nobody likes them because they only just stopped warring with everyone else.
    • Shirrens: insectile people who recently broke free from a predatory hive mind. Literally addicted to making choices for themselves. Also telepathic.
    • Kasathas: four-armed aliens from a desert world. Their four arms are unfortunately nerfed such that they can't quad-weapon wield, but they can always just go for two two-handers.
    • Ysoki: a plucky and hotheaded race, often called "ratfolk". Not actually Skaven in space, but don't let that stop you from rolling Space Thanquol. Enjoy a number of benefits from their Moxie trait, including easily running around underfoot and standing up as a swift action if knocked down.
    • Humans: everybody knows humans.

More news as it comes out. This game is not to be confused with Starjammer, which is Spelljammer for Pathfinder. It's also made by the people maintaining D20PFSRD, aka the place with all the rules for all of Pathfinder and its many 3rd party books.