Moving on from hardcovers into softcovers, we come to Pathfinder Campaign Setting: Distant Realms. Inside this book you’ll find details on six completely different planar cities, complete with maps, history, locations and the cities movers and shakers. Which six cities does it contain? I’m not sure about all of them, but I do know you can expect to find the city of Dis in Hell, the isle of Yulgamot on the Astral Plane, Basrakal (I have no idea where that will be…) and, my personal favourite, Shadow Absalom! Colour me intrigued!
We’ve also got two other awesome adventure path volumes coming out. War for the Crown, which has been spectacularly popular, is getting it’s second last instalment! That’s right! War for the Crown: Part 5 of 6: The Reaper’s Right Hand! And on the Starfinder front? The finale of it’s first adventure path! Dead Suns: Part 6 of 6: Empire of Bones! I cannot wait to get my hands on that bad boy!
On the Flip-Mat front we have two to peruse this month. Pathfinder Flip-Mat: Bigger Village is a super-sized play mat which features a desert oasis village on one side, and a walled village on the other side. Both sides seem quite nice looking, and rather usable. The second flip-mat is a super popular mat reprinted. Which one? Flip Mat: Classics: Pub Crawl! One side features a street lined with taverns, while the other is an expanded Flip-Mat: Warehouse for a more cheap and grungy kind of bar. This one’s bound to see a ton of use in PFS play, so I’d get your hands on it while you can.
Near the end of this month we’ll have two new Pathfinder Society Scenarios, and two new Starfinder Society Scenarios to dive into. PFS: #9-22: Grotto of the Deluged God is a tier 1-5 scenario that tasks your PCs with investigating a shipwreck and contributes to the ongoing storyline of the Concordance faction. Meanwhile, PFS: #9-23: The Ghol-Gan Heresy is a tier 7-11 scenario that lets you take on the Aspis Consortium alongside your grippli allies! In addition to continuing previous events in the Kaava Lands, this scenario also contributes to the ongoing storyline of the Exchange.
SFS: #1-16: Dreaming of the Future is an exciting scenario! A series of four one-hour long quests that task your players with investigating the prophetic visions of a Liavaran Dreamer. These quests take you far across the Pact Worlds, into the Diaspora, Aballon, Verces and, of course, Liavara. This scenario is for tiers 1-4, features starship combat, and is REPEATABLE. Awesome! SFS: 1-17: Reclaiming the Time-Lost Tear is a tier 5-8 scenario. Yup, you heard that right! Tier 5-8! Even more exciting? It continues the story of the Scoured Stars! Pardon me while I squeal in delight!
June’s releases are looking amazing! Got a favourite? Let us know!
Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Scenario #1-14: Star Sugar Heartlove!!! is a Tier 3-6 adventure written by Eleanor Ferron. It takes place at Songbird Station, a beautiful Temple of Shelyn located in the Diaspora that is part concert hall, part space station and all awesome! It has the Faction (Dataphiles) and Faction (Exo-Guardians) scenario tags scenario tags and does not feature starship combat. Following a lead discovered in Scenario #1-07: The Solar Sortie, Historia-7 has uncovered a secret corporation that has altered and erased Starfinder data and files. Historia-7 has uncovered the identity of only member of this unnamed group: a man with intense security! Luckily, this same man is scheduled to attend the sure-to-be-amazing mega-concert put on by Strawberry Machine Cake! Even luckier? Your friend Zigvigix (leader of the Exo-Guardians) happens to have tickets and has invited you! So, while you’re attending the concert of the decade, you need only find Historia-7’s suspect and determine if he’s a person of interest or a red herring. Oh, and don’t tell Ziggy! Those of you who have played #1-01: The Commencement or #1-04: Cries from the Drift will get a bit of extra enjoyment from this mission, while those of you who have the ‘Star Sugar Heartlove!!!’ boon should definitely slot it! And then? Get your hands ready to do some clapping! You’ve got a concert to get to! And this concert? AWESOME! This scenario starts with a ton of fun flavourful, short, social encounters (many of which have benefits other than the obvious). You get to chat up some friendly skittermanders, meet some superfans, and generally have a blast while going about your reconnaissance mission. The first combat is fun, and the entire last section of this scenario? AMAZING! Epic! Over the top! Awesome! Any number of other positive words! It’s just a fun, exciting scenario. I loved it! Definitely giving five out of five stars!
Scenario #1-15: Save the Renkrodas is a Tier 3-6 adventure written by Andrew Hoskins which takes place on the wild continent of Ukulam on the planet of Castrovel. It has the Faction (Acquisitives) scenario tag as well as a brand new tag: Vehicle! Yes! Although this scenario doesn’t feature starship combat, it does feature a wonderful vehicle chase! It’s got a really fun premise and sees your PCs attend a gala to raise money for the conservation of the nearly extinct renkrodas. Their mission? Make the powerful people in attendance your pals, and ensure that you leave a good impression of the Starfinder Society. That’s it! At least on paper. Obviously, there’s much more that happens in this scenario, and to be honest it’s one heck of an exciting, whirlwind! Such a blast! A word of warning, though, it’s quite combat heavy. As for NPCs, Radaszam, leader of the Acquititives accompanies you to the gala. In addition there’s two new characters who might see further cameos in the future: Muldoi, a kasatha naturalist and security officer, and Poshment Jamjet, a bleaching techno-musician. I give this scenario four out of five stars, though I strongly debated giving it the full five out of five.
Both of today’s scenarios were just amazing! I hope you have the chance to play them. I know I want to!
Jessica
Captain Carmine from SFS #1-14: Star Sugar Heartlove!!! Art courtesy of Paizo Inc.
Muldoi, a kasathan naturalist from SFS #1-15: Save the Renkrodas. Art courtesy of Paizo Inc.
OutPost marked my first PFS convention. It was also my husband and children’s first foray into play-by-post gaming, and their second adventure in the Pathfinder Society, so it was pretty exciting for us! My husband signed up for one game, while my children each signed up for two. And me? Well, I signed up for a lot. Three for Starfinder and three for Pathfinder. Plus the Solstice Scar Special.
All of the scenarios were a blast, and we had the wonderful luck to play alongside some awesome GMs and players. All told, not counting specials, OutPost hosted fourteen games of Core Pathfinder Society Scenarios, fifty-seven games of Classic/Standard Pathfinder Society scenarios, eleven games of the Pathfinder Adventure Card Game, and twenty-four games of Starfinder. That makes for nearly a hundred games!
So, what did we play?
I’ll tell you!
Black Waters
Glyph of the Open Road, symbol of the Pathfinder Society and the Grand Lodge faction.
My husband, children and I all signed up for an old classic: Scenario #06: Black Waters. From season zero, this adventure is intended for tier 1-2 and 4-5, and was written by Tim and Eileen Connors back before Pathfinder had it’s own rules set. It was being run by one of my favourite GMs I’ve had the pleasure of playing alongside on Paizo’s Messageboards, GM Shieldbug, who gave us a great game. Seriously. It was such a wonderful experience, my kids and husband are now thoroughly spoiled. I warned them after we finished this scenario to lower their expectations for whatever scenario they signed up to next, because not all GMs are as awesome as Shieldbug. They didn’t believe me at the time, but for the record, they do now. If you happen to be lucky enough to join a game he’s running, I highly recommend leaping at the opportunity. You won’t regret it.
Black Waters takes place in the Beldrin’s Bluff district of Absalom. Once a neighbourhood full of the wealthy elite, this area was devastated by an earthquake a decade or so ago, which killed many, and sent an entire chunk of the cliffs the neighbourhood was built upon, tumbling into the sea. Included in this devastation was a school for the city’s elite called the Tri-Towers Yard, which collapsed into an ancient underground necropolis. As the buildings are destroyed, black foul water rose up from below, drowning all those who weren’t crushed. The Tri-Towers yard was sealed up, and no one has been allowed inside–or into the necropolis–since. Lucky for us, the Pathfinders have finally been granted clearance, presuming they treat the site with respect.
My husband played Enzo Jeggare, a well-groomed, Chelaxian nobleman with pale skin, black hair, grey eyes, and a fabulous moustache. He’s a handsome, if lanky, gentleman with a reputation as a philanthropist and a conjurer. He enjoys fine wine, fine company, and ancient magical objects. Enzo is a secretive man, which gives him an air of mystery. Though well-practised in the art of evasion, he’s an awkward liar. He is never without his Devil Deck—a beautifully illustrated harrow deck adorned with images of devils and infernal symbolism—and a worn-out dog figurine that he can occasionally be seen speaking to. Enzo’s an occultist who specializes in conjuring creatures. He used his esteemed family’s political connections to gain membership into the Dark Archive’s faction of the Pathfinders, and is hopeful that handling other objects of power will allow him to access other magical abilities.
My daughter played a two-tailed kitsune druid (saurian shaman) with pink fur and eyes by the name of Bunny Paras. She is always accompanied by her pink and yellow pet parasaurolophus, called Paras, and adores rabbits. She and Paras run a rabbit farm–although they are sold only as pets, and are not for eating! Bunny Paras is a vegetarian, and a good healer. Paras loves to sing and dance, and is very, very loud.
My son is playing Senton, a pale Ulfen ranger better known as Mr. Ice. He is always shivering with cold, and has constantly chattering teeth. He wears warm winter clothes in every weather, including a big furry hat on his head, and a fur cloak and boots. He has a black patch on his cheek from some old frost bite, a big bushy beard, and a full moustache. Under his hat his hair is grey and his eyes are blue. He likes to fight with his short swords and his fine longbow. Senton works on Bunny Paras’ rabbit farm as a guard. He often lays traps to protect the farm.
But, this kooky trio wasn’t the only Pathfinders on the case. I played my wood kineticist, Everbloom, a wild and curious kitsune who grew up alone in the wilds and views life and death as just another fascinating part of existence. Her fur is an orangy-brown, with bits of leaves and flower petals constantly tangled in its length. Everbloom’s easily fascinated by people and places, and just as easily bores of them. More than a little aloof and uncaring, Everbloom comes off as way nicer than she actually is.
The final character was Tera Fosham, a veiled ifrit oracle with clouded vision whose healing touch and blessings were invaluable on this adventure.
Together, these five Pathfinders enjoyed some awesome roleplaying with their venture captain (Drandle Dreng), at a fancy dinner party held alongside Absalom’s nobility, and with the caretaker of the Tri-Towers Yard, who is equal parts sad, deluded, and gifted. Possibly insane. I’ll leave that up for debate! From there they investigated the haunted classrooms, and foul black waters of the estate. Battling off monstrous bugs and undead, they descended into the ancient necropolis to discover its secrets. Along the way, they made some amazing discoveries, and even saved a little girl. The frail–but still alive–Junia Dacilane. Junia reappears a decade down the road in the Pathfinder Society Scenario #7-05: School of Spirits (which is a delight), and can even be found in the Pathfinder Society Pawn Collection, which I only recently discovered and am itching to get my hands on!
Want to follow along with their adventures? Check out the complete gameplay for our group here.
My children were so excited to play in OutPost that they created a second character each for the occasion, a pair of twenty-five year olds who couldn’t be more different. Lady Naysha is an oracle of whimsy who stumbled in the First World through a fairy ring, and came back over a decade later looking like not a day had passed. A few years have passed since then, but she still doesn’t look a day over twelve. Lady Naysha has a child-like enthusiasm and innocence about her. She believes her stuffed rabbit, Miss Whiskers, is the source of her powers (which is entirely false, by the way), and can all upon her fairy friend to play tricks on her enemies. Contrariwise, my son made a paladin of Iomedae who is brave, bold and true! Unfortunately, he died fighting in the Worldwound. Iomedae took pity on him and granted him a second life, but he was reincarnated as an old man, with horrible memory problems. Unable to even remember his name, he calls himself Fuzzzy, and he relies on his pet owl, Bobby, to keep him on track. For full details on my Lady Naysha and Fuzzzy, check out my blog post OutPost Commences.
I joined them, with my dwarven fighter, Juno Berik, a self-centred woman who believes she’s far more important than she’s given credit for. Together with some other quirky characters, they entered a complicated maze underneath Absalom City to search for a lost minotaur prince, Nuar Spiritskin, in another classic PFS Scenario, #45: Delirium’s Tangle. This is a tier 1-5 scenario written by Crystal Frasier. Personally, I find this is a difficult scenario to run by play-by-post, as navigating a maze is always tricky in person, never mind over message boards. When it could take an entire day for a team to roll a single perception or survival check–which could be done in seconds in person–there’s a high probability the game will get bogged down. Fortunately, our GM was wonderful at streamlining the navigation process. In fact, this scenario finished first out of all the games I played! As poor navigators, the sheer number of pit traps we endured (and by endured I mean fell into over and over again) was painful (literally), and has left permanent mental scarring on Juno. Fuzzzy was also traumatized by the event–for about a minute before he promptly forgot about it. The fights and secret chambers were interesting, and left my kids hungry for more information on the maze and its connecting chambers. The final battle was interesting, as was the wrap-up roleplaying. All in all, we had a lot of fun, although this one certainly left a lot of unanswered questions.
You can read our complete gameplay experience here, if you’re interested.
In the time since, Lady Naysha’s begun Scenario #5-08: The Confirmation, alongside my husband’s character, Toban Tangletop (check out the ongoing gameplay here). Fuzzzy’s moved on to combat the Master of the Fallen Fortress (a free download on Paizo’s website, by the way) and rescue a lost Pathfinder (check out the ongoing gameplay here). And, Juno’s decided to tell the Aspis Consortium where to shove it, in Scenario #4-07: Severing Ties. Currently being as boorish and mean as she can be, she’s in Riddleport, happily dragging the Aspis Consortium’s name through the mud. This scenario’s about to begin a two-week break while some of the participants go on vacation, but you can check out it’s progress so far, here.
The Unseen Inclusion
Symbol of the Scarab Sages, a faction of the Pathfinder Society.
I was positively thrilled to bring my beloved half-orc monk, Kenza Bloodborn, through Scenario #9-04: The Unseen Inclusion. Why? Well, as a member of the Scarab Sages, whose faction stories have come to an end, I wanted to see my stoic warrior tackle a Scarab Sage-centric mission. Taking place in the Thuvian city of Merab, Kenza delved into haunted ruins on the hunt for a mysterious spirit that even now seeks her master’s jewels… Part dungeon delve and part investigation, I had no idea what to expect with this scenario when I signed up for it, but I ended up having a blast. She had plenty of opportunities to hurl herself into danger to protect her allies, and nearly died on more than one occasion. You can check out the complete gamplay here.
In the time since, Kenza’s journeyed to Absalom for the first time, in order to pay her respect to the centre of her order. There, she’s been called on by Venture Captain Drandle Dreng, on a mission of great importance… Fetching him a bottle of wine. Fortunately, this mission is a lot more than it seems at first, leading the group through hidden chambers, abandoned homes, conspiracies and secrets, and even into Absalom’s Temple of the Fallen. That’s right, she’s playing through a super quick run of Scenario #6-10: The Wounded Wisp. Check out her adventure so far, here.
Yesteryear’s Truth
But not everything’s about Pathfinder! I’m also involved in three wonderful Starfinder Society Scenarios. My primary SFS character, a bold, boastful vesk solarion with far more brawn than brains by the name of Julakesh Starfist participated in Scenario #1-03: Yesteryear’s Truth. We’ve already spoken about Julakesh earlier this week, but if you’ve missed it, check out my blog post Competitions and Compliments. If you’re interested in reading Julakesh’s experiences in Yesteryear’s Truth, the complete gameplay if found here. Want a summary? She discovered a new planet, engaged in amazing battles, attempted to befriend the planet’s natives, and made a lot of people laugh! Seriously, a ton of fun. Speaking of fun, Julakesh recently began a new adventure that’s tailor made for her: Scenario #1-07: The Solar Sortie. Or, it’s half made for her, anyway… Sent to retrieve information from a corporation that orbits the Sun, Julakesh gets to begin this infiltration by impersonating a gladiator! This pretty much consists of her being herself, in front of a large adoring crowd. Awesome! And all that other subtle espionage stuff? Well…. we’ll cross that bridge up (and mess it up horribly) when we get to it! Check out the start of out adventures, here! It’s been a ton of fun so far (and it’s only just begun).
Fugitive on the Red Planet
I also used OutPost as an opportunity to try out two Starfinder classes I had yet to have a chance to test. Firstly, I created a proud, smooth-talking ysoki xenoseeker envoy by the name of Aurora Vim (Rora, for short) who was tasked with finding a rogue Starfinder and retrieving an powerful object he stole from the Society in Scenario #1-02: Fugitive on the Red Planet. Her adventures took her to the grungy planet of Akiton alongside a haan, a human, and a whopping three other ysoki! Apparently those furry little fellows are popular! All in all this scenario was a lot of fun, and Rora really had a chance to shine throughout its length. It was completed quite quickly, and was hosted by a wonderfully humorous GM. You can check out the complete gameplay here.
Following her adventures on Akiton, Rora hopped a shuttle back to Absalom Station, where she’s been invited to attend a gala in honour of the First Seeker, Luwazi Elsebo. Scenario #1-05: First Mandate is right up her alley, and has seen her wheeling and dealing with a bunch of movers and shakers–including Zo!, who I’ve been dying for her to meet! This scenario is reaching its climax, but you can check out its progress so far, here.
Cries from the Drift
I also made a curious but awkward shirrin spacefarer operative, Zez’ka, who is prone to announcing her emotions to the world. She’s friendly, but super awkward, and honestly a blast to play. Unfortunately, Scenario #1-04: Cries from the Drift, is a horror scenario, which tossed my chipper shirren into the most traumatizing, suspenseful, and gory Starfinder Scenario to date. This adventure particularly benefits from having the element of surprise, so I won’t mention much more in the way of spoilers. What I will say is that if you’re uncomfortable with body horror, don’t play it. That being said, when played by play-by-post the suspense is lost, so it turned out to be a fun, romp despite the tone. For those of you who aren’t afraid of spoilers, our complete gameplay can be read here. In the time since, Zez’ka has joined a delightfully fun and carefree mission, which won’t possibly be as traumatizing for her as her previous one was! Right? Right…? Wrong. She’s currently engaged in Starfinder’s second horror scenario, Scenario #1-10: The Half-Alive Streets, which amuses me to no end. She’s currently oblivious to the dark turn this scenario’s going to take, and is currently having great fun making friends and shopping. You can check it out here.
The end to these Starfinder scenarios will mark the sixth games I’ve played in the SFS, which means I’ve reach a milestone on my Alien Archive Boon. No idea what that means?
For every Starfinder Society game you participate in as a player (not a GM) you can get your GM to sign your boon sheet, which is available here. When you have six games played you can apply this sheet to a new character to make them either a wrikreechee, or a ryphorian. Or, you can wait until you have twelve games played, and then apply it to a new character to make them a barathu. After applying it you can start a new boon, and begin earning new plays. Note, that there is a time limit on earning credit for this boon. After June 14th of this year they’ll be releasing a new boon in its place, which will let you unlock other races for play.
Now, of the current options, I think I’d get a kick out of a Barathu, but I won’t have a chance to earn that bad boy. I’ll be hitting six, which leaves the wrikreechee and ryphorians. And for me, the choice is clear! Ryphorians! I have honestly no idea what I’m going to make for her class, but its definitely going to be different than the others I’ve got! Soldier, perhaps? That’s a question for another day!
And that’s it!
OutPost and its associated adventures have come to an end–for this year. But, there’s plenty more adventures out there waiting to be played!
Well, Spring has finally sprung here on d20 Diaries. In the last few short weeks we saw our last snowfall of the winter, we’ve watched the sandy snow melt, and we’ve seen the grass begin to green. My children went from complaining it’s too cold, to whining it’s too hot and bemoaning the lack of prepared swimming pools all within the same two weeks. We had our first sprinklings of rain, and the line-ups for slurpees have officially tripled.
My kids are very interesting in making our planet a brighter, healthier place, so they took to our apartment’s patio at the first opportunity, insisting we spend ‘just a little bit of money’ on some potted plants.
“It will help bring back the bees, Mom!” (Thanks for that tag line, Cheerios, by the way).
“It will bring beautiful butterflies!” (which will leave their cocoons splattered all over my patio walls)
“The rabbits can eat them!” (Not a very compelling argument…)
“They are great for smelling!” (I’m allergic).
“They help us breathe. Well, maybe not YOU, Mom, cause you are allergic to EVERYTHING. But it will help everyone else breathe great!” (Fair.)
Compelling (and not so compelling) arguments aside, I always encourage my kids to follow their passions. My daughter’s embraced her love of rabbits with wild abandon, while my son carries gardening gloves and extra bags in his school backpack, so he’s always ready to clean up the litter we pass by. So, I had every intention of helping my kids do some gardening, despite how ill it was going to make me.
Well, five trips to Rona, nine pots, four tiny bags of soil and infinitely more than ‘a little bit of money’ later, and my kids have transformed our dour little concrete slab into a riot of colourful pots and flowers. They planted three pine seeds they got from the Earth Rangers. (If you don’t know, the Earth Rangers is a Canadian kids conservation organization which challenges kids to help the environment and save endangered species one mission at a time. They have a kid-friendly website, mission lists that give kids easy to accomplish ways they can make a difference close to home, rewards for completing tasks, and nature themed games and articles the kids can play or read. You can also donate or fundraise on behalf of their various missions to save endangered species, but my kids don’t do that part cause I’m a big stick in the mud. For more information on the Earth Rangers, check out their website!). We’ve also got a lovely fern, plenty of flowers and an overpriced rabbit planter. We’ve got a bag of wildflower seeds to plant, as well, which we recently got free from the Cheerios Bring Back the Bees campaign. If you haven’t done so, check out their website, where you can get a free book for your kids and a packet of wildflower seeds (Note: I have no idea which countries can receive the free seeds and book, but it doesn’t hurt to try!).
Admittedly, some plants aren’t doing so well. My kids can be overly eager with the water, we don’t get much sun, it was still below freezing some mornings, and rabbits have been eating all the petals off of the yellow flowers (much to my daughter’s delight). But, that doesn’t really matter. My kids are thrilled to be doing their part to help our local environment, and they’re learning how to be responsible for another living thing. And hey, if it feeds a few rabbits and brings back a bee or two, that’s a bonus. It’s their smiles that really make it worthwhile.
On the gaming front, OutPost has finally come to an end. It was a lot of fun, and my whole family enjoyed themselves. Despite the many games I was a part of, I never managed to win one of the special convention boons, nor did my husband or any of my kids. Happily, what my kids did manage to win was respect. Both of their GMs from the convention were impressed with their crazy characters and their handle of the game. Not long after the end of their convention games they applied for more. My daughter easily scored herself a spot in another play by post, despite worries about her age, after providing a link to her last game to prove she was a decent player. One of the people who played alongside my kids during Outpost decided to GM a scenario and opened a sign up for prospective players which got a ton of interest. My son’s character earned a spot with ease, with an admission from the GM that he had enjoyed playing alongside my son’s character so much that he was the first person selected to play in his scenario. Suffice to say my son was pleased. Both games have been running for a few weeks now, and are going well.
Closer to home, my kids have been plugging away at the The Shackled City Adventure Path. It’s been six play sessions, and we’re still in Jzadirune. The end of their exploration is in sight, and soon we’ll be descending into the Malachite Hold! I’ve had to make some changes to the dungeon. After the first few play sessions my son was getting a little bored of all the fights and what felt like a lack of progress. I streamlined the encounters, removed the unnecessary ones, and added some flavourful fluff. We refocused slightly, and have been really paying attention to the things my son’s character recalls from Jzadirune. He did live there as a child, after all! Last session ended with my son discovering his family’s old home, and meeting the ‘King’. He’s grown to love this haunted little dungeon, and has every intention to fixing up when we’re done down there and living in it. What could go wrong?!
My daughter, meanwhile, has been on the edge of her seat, exclaiming after every session, “But, we have to finish it! I have to save my good friend Griffin who I work with! He was supposed to be married! His girlfriend is so sad she cries everyday! We must hurry! He could DIE!” She says the word ‘die’ with such drama. It’s adorable.
Our Crown of the Kobold King adventure, played by our deliciously evil villains, has creeped along slowly. The group has discovered that the missing children were abducted by kobolds and are hard at work tracking them into the Darkmoon Vale. If you haven’t read about our evil characters, check out our blog posts: Character Focus: Professor McMaan, and Crown of the Kobold King: Part One.
We’re about to undertake a side quest in our Carrion Crown campaign (we’re currently on: Carrion Crown Book 1: Haunting of Harrowstone), but were stymied by an excess of laundry, and a need to purchase summer shoes. More details on these characters will come in an upcoming blog post.
Out in the wider universe, my family is currently one battle into the delightful Starfinder Scenario #1-03: Yesteryear’s Truth! They’ve just fought their way past Elytrio’s automated defences, deployed their drift beacons, and are about to touch down on the surface. You can pick up this awesome scenario for a few dollars on Paizo’s website. You’ll need the Starfinder Core Rulebook to make characters and play.
My kids have been hard at work creating their own custom adventures, which they’ll be running through as GMs for our family soon. Not long after that they’ll be up on d20 Diaries for your enjoyment. We’re keeping it under wraps for now, but what I will tell you is that they both involve islands, and lost treasure. But, while my son’s gone for a pirate adventure, my daughter’s taken a different approach. And yes, before you ask, hers has some rabbits in it. Haha.
In other exciting news, I’ve cashed in my various gift cards left over from Christmas and have a delightfully tall pile of Pathfinder and Starfinder books to read through sitting on my dresser. I’ve recently finished reading through Pathfinder Player Companion: Legacy of the First World, and have just begun reading the highly anticipated (in my house at least!) Starfinder Roleplaying Game: Pact Worlds! My daughter’s particularly excited for the SROs race, for reasons we’ll go into another time.
Now, if you’ll excuse me, it’s time for us to water the plants.
But, I’ve been getting a lot of compliments lately and, as my husband so eloquently said: “You should write about that.” So here we are.
Compliments. That’s not a weird thing, I know. People get compliments all the time, right?
Fair.
But, when your father’s compliments are sweet, pleasant gems like: “You look good. That’s new.” and “Did you lose weight? You’re not as fat as you usually are.” you understand why some nice, no-strings-attached compliments from someone other than my wonderful husband, and adorable children, is a big deal.
So as I was sifting through my personal messages on the Paizo website the other day, I read one that included the words, “I was taking a look through your Paizo profile…and just noticed who you are!”
Huh? I thought. Do I know this person from real life? Have I horribly offended them in the past in some way?
Nope!
He knew me from something I’d created.
This is new for me.
On occasion, Paizo announces design competitions on their blog. These are short, miniature competitions where fans are asked to create a stat block on a theme, or something similar. I’ve entered nearly all of them, and done quite well. The most recent one involved creating Eleven, from the wonderful television show Stranger Things, as a Pathfinder character. Any level, any class… Your choice. Make her. It was a ton of fun! There were a lot of great entries, with a few class variations. In an effort to duplicate her many abilities, most of the entries placed her between CR 6 and CR 11, with a few brave souls aiming for lower CR ranges. I put in a version of El that made her a young telekineticist 7/psychic 4 (click the Spoiler button beside meloriel!). My brother (Theron Pearroc) put in a version that made her a young psychic bloodline sorcerer 9/loremaster 5 that made great use of the technology guide and the lassitude spellblight.
The first design competition I entered, challenged the entrants to recreate the final villain from Book Five of the Reign of Winter Adventure Path: Rasputin Must Die! using the rules from Occult Adventures. As a huge fan of that adventure path, and all things occult, I had an absolute blast with that challenge, although the stat blocks high CR and the many new rules meant that it was quite challenging! I ended up making him a CR 17 occultist, but if you’ve never played Reign of Winter, be forewarned! Reading my entry (or any entry) will definitely cause you to go “WHAT?!?” and have one of the many great surprises of that Adventure Path spoiled! Beware the spoilers! I earned an honourable mention in that competition, which made me literally jump for joy. Yes, literally, literally. I got at least an inch of air (which is big for me. I don’t jump…)
Happily, this is how my friendly GM knew me. He liked my entry, and not only remembered it, but USED IT. As far as compliments from total strangers go, I don’t think there’s a nicer one than that. Something I made for a d20 game, USED. By someone other than me?! Gasp! Haha. (And there was much rejoicing!)
But, it’s the second design competition I entered which made me happiest. In it, we had to recreate one of Pathfinder’s many iconic characters, and make them evil. Delightfully, deliciously, evil. It was really enjoyable to participate, and in the end I made a cruel version of Lini, the gnome druid. And I won. Not only did I win some store credit that I used to purchase some awesome Pathfinder Society Scenarios (the shipping and duty fees are too high to make buying physical books from their website manageable for me), but I also won a custom avatar which I rock on the messageboards all the time. It was a blast.
Now, that’s not the only delightful compliment I’ve received regarding one of my creations lately. I’ve also received a lot in regards to a character I’ve made. Who? My first (and greatest) Starfinder Society character, Julakesh Starfist. Julakesh is a bold vesk solarian who’s strong, proud, and entirely full of herself. She’s prone to accidentally insulted her companions with her generous compliments, getting herself into fights too dangerous to pound with her fists, and generally making people laugh. She’s not the sharpest knife in the drawer. In fact, in that analogy she’s more of a spoon than a knife. But I love her. She’s among my most fun characters to play. Ever. And that’s saying something.
She’s has been called “hilarious,” “great fun,” and “absurd.” More than a few people have mentioned that they love her, with the sweetest being “<3 Julakesh all the time always!” (Here’s looking at you, ElektraDawns! You made my day! Haha.) She’s received personal invitations to join games, and people seem to be pleased to get to play with her a second time. Her recent acceptance of an invitation to a game included excited squealing and the ever-eloquent (and very flattering) exclamation: “Yayy!” But the best compliments I could have possibly gotten?
“On so many levels she is my favorite vesk character I’ve ever seen!”
“…one of the finest vesk characters I’ve seen played since Starfinder was published.”
Seriously. If either of you are reading this, you’re SO NICE.
Now, I’m not saying Julakesh is everyone’s cup of tea. She’s not. I’m sure some poor person she’s played alongside has wanted to tape her mouth shut, and break my fingers to prevent me from typing. But, I am saying, she’s brought some joy to people–myself included–and I hope she continues to do so as her Starfinder career continues.
Julakesh Starfist is a fierce looking vesk with horns circling the top of her head like a spiked crown. Her scales are mottled black that never reflects light and bright white that almost seems to glow. She is well muscled and just under seven feet tall. Clearly a warrior! Curiously she bears only one weapon: a small azimuth laser pistol holstered on her hip. A glowing orb of bright white light hovers around her, following her wherever she goes. During battle she grasps the ball of light and it energizes her fists, making them surrounded by a blazing, bright white light.
Julakesh is brave, bold and adventurous. Like most of her kind she revels in the glory of combat and competition. She loves exploring new planets and—most especially—being off planet. She’s most at home in the depths of space and enjoys floating around with her jetpack outside the ship whenever it is stopped.
Before becoming a Starfinder, Julakesh was a vesk soldier. She spent most of her time policing residents and putting down rebellious behaviour among the barbarous feline humanoids on Vesk-6. She treated her charges with respect but revelled in the opportunity for glorious combat, or competition among her fellow soldiers. As she rose through the ranks her chances for combat increased, and eventually she was given the opportunity to join a combat vessel bound for a fierce battlefield on another planet. She accepted the honour with great enthusiam and left Vesk-6 for the first time since she joined the military.
Unfortunately, a solar flare and the subsequent coronal mass ejection struck their ship, causing most of the systems to fail and the nearly all of the crew to die. Of those few crew remaining, all of them were left changed—three suffered slow radiation poisoning, one’s scales turned a sickly brown, one lost more than half his muscle mass and two suffered terrible mutations. The energy from the corona bonded with Julakesh in a moment of intense pain, leaving her capable of using the very elements of the universe as a weapon—the power of gravity and the power of the stars. She was no longer Vesk, she was something other. Something greater.
Through luck and determination, Julakesh and her fellow ailing soldiers managed to steer the ship back to Vesk-6 where they were taken care of by the military doctors. Julakesh was cleared for active duty, but found the next few years of work unfulfilling. Although she enjoyed combat as much as she always had, her gaze was constantly drawn heavenward, she knew in her heart she belonged among the stars.
Eventually she left behind her promising military career and set out into the unknown on a passenger ship travelling to Absalom station. As they took off into the beautiful void of space, Julakesh finally felt at peace. This was where she belonged.
Want to join the Starfinder Society? Download the Starfinder Roleplaying Guild Guide for more information. It’s a free download on Paizo’s website. )
Her travels have taken her far and wide since then, but as much as she loves discovering and exploring new planets and stars, she’s always happiest in the void of space, surrounded by silence and stars. She has recently joined the Starfinders, in the Wayfinders, and is excited to push new boundaries and travel the unknown depths of space.
Her love of glory and battle shines through no matter the circumstances, not only from her bright exuberant smiles, but also from her loudly exclaiming her joy for all to hear. She’s easily confused by long words, and has absolutely no understanding of advanced technology. She hacks ‘puters’ with a fist, and never lies. She’s a happy, energetic soul, quick to laugh and often smiling. She doesn’t have much of a verbal filter, and her well-meaning compliments tend to insult her fellow Starfinders.
She offers pleasant and friendly greetings…
“Greetings, companions! The honour is YOURS!”
“You look at least half-competent! Wonderful! If you’re a quarter as capable as I am we’ll be a formidable team!”
“Hail, friend-bug! We shall soon break bread and bones together!”
She provides compliments and encouragement…
“You are not as feeble as I expected!”
She’s always ready for a good time…
“Ah! Yes! Let us hope there are terrifying beasts and dangerous traps within this ‘mainframe’ they spoke of! THAT WOULD BE GREAT FUN!”
She’s always willing to lend a helping hand…
“Yes! You are very meek and pathetic! Be happy we are here to make you a winner!”
“After my mission and befriending your many soft people, I will pound you into the dirt many times! This will make you stronger! You will know how to use your weapons, then!” She thumps her chest and smiles. “If you are lucky, you will then be as strong as a child among my people! A great accomplishment! You will see! You will be proud! Bring honour to your name!”
She’s understanding…
“Ah, yes! Puters! I know these! When they make noises I don’t like I punch them dead! Many of my fellows do not like this. They caress the puters instead, with fingers and some invisible force called coding. You are one of them, yes? A lover to puters?”
And she’s always ready for a fight…
“BRING YOUR FACE TO MY FISTS!”
“TO BATTLE, FRIENDS! IT IS TIME TO EARN OUR HONOUR! AHAHAHAHAAA!”
All in all, she’s one colourful character, and I hope you’ve enjoyed hearing about her as much as I enjoyed sharing her with you today. If you’re one of the delightful people who have given me kind words about Julkaesh, thank you so much for the feedback! It means a lot. To read more about Julakesh, you can check out some of her previous play-by-post games, including The Commencement, and Yesteryear’s Truth. Or, pop in and check out her current misadventures, in The Dire GM’s Solar Sortie.
Until next time,
I wish you honour and glory (and more than a few laughs)!
Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Scenario # 1-12: Ashes of Discovery is a Tier 1-4 adventure which takes place on an abandoned outpost in Near Space. It has the repeatable tag and features starship combat. As a repeatable scenario, this adventure can be played once with every character (as opposed to once per player), which is AWESOME and makes it easier to get some much needed experience for low level characters. In addition, it features randomized mechanical and story elements, which means that each time you play it will be slightly (or very) different. These randomized elements include what special abilities the enemies have, the atmosphere of the planet, attitudes and cultural quirks of the locals, what corporation the colony once belonged to, and much, much more. I was super impressed with how completely these randomized elements could change the scenario. I fully intend to play this one through with every character I ever make for SFS play. The only difficulty? With a scenario this randomized it’s really up to the GM to sell the environments, characters, and atmosphere. With a GM not willing to put their all into running this delightful scenario, it could fall flat.
So what’s this scenario about? Recently a corporation discovered records of a long abandoned outpost they haven’t had contact with in centuries. They’ve hired to Starfinders to head on down to the planet–cleverly named Colony-753–and have a look see. Your Starfinder will get to explore an unknown planet, deal with hazards and wildlife, befriend the locals and survive a bit of wild weather. Basically, this scenario is a wonderful example of what being a Starfinder is all about! It features Guidance, an AI created from the memories and knowledge of previous Starfinders. Unlike the other repeatable scenario (#1-01: The Commencement, which also happens to be Guidance’s first appearance), this one really lived up to my expectations. It was wonderful. Overall, I highly recommend Ashes of Discovery. I give it five out of five stars.
Besmaran whelp from SFS #1-12: Ashes of Discovery. Art courtesy of Paizo Inc.
Scenario #1-13: On the Trail of History is a Tier 3-6 adventure which takes place on an unchartered planet in the Vast known as Icefront, or Izalraan to the natives. It has the Faction (Second Seekers [Luwazi Elsebo] scenario tag and features starship combat. In addition to being of great importance to the Second Seekers (Luwazi Elsebo) faction, this scenario also contributes to the ongoing year of the Scoured Stars storyline. Following a lead discovered in Scenario #1-11: In Pursuit of the Scoured Past, First Seeker Elsebo sends the Starfinders on an expedition to a planet that could have a connection to the Scoured Stars incident. Tasked with finding out whatever they can about the planet, and a relic believed to have landed there, the group must deal with a strange environment, and dangerous locals. Unlike similar scenarios, this adventure features a whole lot more than you’d expect, the mysterious introduction of what’s sure to be an important part of the Scoured Stars plot line, and some delightful moral dilemmas. Those of you who have played through #1-05: The First Mandate, will find that one of your boons might earn you an extra hint or two. Overall, this was an awesome scenario, that was very different from those that have come before. I give it five out of five stars.
A mysterious ship… Art courtesy of Paizo Inc.A Starfinder Society Agent from the Starfinder Society Guild Guide. Art Courtesy of Paizo Inc.
And that’s all for today! Thanks for joining us on our exploration of the wonderful new scenario’s available this month. I hope you’ve enjoyed reading about them as much as I have. Both scenarios look like a ton of fun, and I can’t wait until I have a chance to run them for my family, or play them myself. My son’s been super curious about the mystery of the Scoured Stars incident, so I can’t wait to tell him about what’s waiting for him down the line.
Just the other day we took a look inside the covers of the Starfinder Roleplaying Game: Alien Archive. I shared some of my favourite creatures, spoke about what the book contains, and touched on the easy and adaptable monster and NPC creation process. My children and I tested out the creation system, and today, we’re going to share what they made in order to emphasize just how fun and easy it is.
Now, it should be noted, that my children are young. My daughter turned six last month, while my son turned seven last month. This means that if they can do it, you can do it.
Now, where to start?
The first step is the concept and CR. My daughter immediately decided to make a colossal rabbit which flies through space, firing laser beams from her eyes, breathing fire from her nose, and feeding off the electrical energy of space storms, starships, asteroids, and even other living beings. It’s quite big and strong, so she’s hoping to make it a CR 10 or so. And my son? He made radioactive robots! As their creators and their societies were destroyed by nuclear war, some of the robots survived the devastation. Damaged from the blast and the centuries that have passed since, these robots have broken chassis, exposed wiring, and scratched and dented frames. Their solar panels no longer work, but they absorbed a huge amount of radiation, and function on nuclear power, instead. He’s aiming for a lower powered monster, making it CR 3.
The next step is to choose the creature’s array, which is its role in combat. Although my daughter strongly debated changing around her concept to make her space rabbits spellcasters, in the end she stuck to her original concept, and made her space rabbits a combatant. My son chose the same. Once you know your array you check out the associated charts and get all of your statistics for the creature. We wrote these down, and got ready for the next step: selecting a creature type. My daughter’s space rabbits were going to be magical beasts, and didn’t need a subtype. This means they’ll be getting dark vision, low-light vision, +2 to Fortitude and Reflex saving throws, and +1 on attack rolls. Meanwhile, my son’s radioactive robots were going to be constructs, which grants his monster a -2 to all its saving throws, a +1 to its attack rolls, and some snazzy traits including darkvision and construct traits. They would also have the technological subtype, which didn’t add any new abilities.
The next step is adding a class graft, which neither of my children’s creations needed. Skipping this step meant we would next be adding any any other templates they desired, which they also both decided against.
The next step they found the most fun: selecting special abilities and your creature’s attack forms. Their array and CR will determine how many abilities they can choose. In addition, some abilities are free. It should also be noted that this number is a guideline, and can be altered as necessary to make your monster concept come to life. The special abilities you can select include things like feats, universal monster abilities, and statistic increases. You can also select abilities that show up in other stat blocks.
So what did they choose? Well, our space rabbits already have darkvision and low-light vision from being a magical beast, but my daughter was very intrigued with the idea of giving them blindsight (voltage), which would allow them to detect and see electrical fields to a range of 60 feet. If she did choose to add this, it would count as one special ability. Attacks are necessary to the creature, so the natural attacks it would receive (a piercing bite and laser beam eyes) would be free of charge. Other free abilities creatures receive is anything that they require to survive in their environments. For our space rabbits this means they need immunity to cold and a vacuum, as well as the no breath ability. Because of her CR she’d get a third immunity, so my daughter chose electricity.
Which brings us to our second special ability! Space rabbits would get a breath weapon which shoots out a super heated blast of energy–fired from their nose, of course! She also contemplated taking the swallow whole ability, but was undecided. This would be their third ability, if she chose to select it. And lastly, they’d need a supernatural fly speed so that they can move around in space. Luckily, movement speeds (within reason) are also free. That left her with three abilities. Her chart suggested having two, but, as mentioned, you can go over within reason (or under, for that matter). There was one other ability my daughter thought they needed: the ability to land upon and leave planets safely. After all, how could they escape a planet’s gravity with only a 60 ft. move speed…? We left my daughter to mull this over, and moved on to help my son.
So what did our radioactive robots need? Well, unlike the rabbits, they didn’t need any special abilities to survive in their environment, nor did they need a fancy move speed. Just walking was fine. As a construct, they would already have plenty of immunities and snazzy traits, so he didn’t want to add to that. The robot’s natural attacks would be a slam attack. Originally this would have done bludgeoning damage, but my son adores the idea of them broken and crackling with electricity, so he decided it does bludgeoning and electricity damage. He also gave it the arc critical ability. To represent that the robots are already broken open and damaged, he gave them a weakness: vulnerable to critical hits. The first special ability he knew he wanted to give them was an aura of radiation. Due to their minor CR, it would only be low level radiation, which he thought was a little disappointing–especially since they would be found on a radiated planet and the PCs would likely already have their armour’s environmental protections up (which would make them immune to low levels of radiation). We decided to revisit the radiation levels later, and continue on with planning. For their ranged attack, he decided that they would shoot out a beam of their internal nuclear energy–an attack against EAC which would deal fire damage. He wants them to explode upon destruction, so we gave them the self-destruct special ability, but we were torn on whether to make it deal fire or electricity damage–fire to represent their minor nuclear explosion, and electricity to represent their sparking, glitching exposed wiring. In the end we decided to make it deal fire. There was one other thing he wanted to make his robots do: spark with electricity when touched in melee combat. We decided that this would do only minor damage, just a single zap of damage to anyone touching them with a manufactured or natural melee attack. And that was it! He was happy.
From there we chose which skills each creature would be best with, a simple step which was over in a flash. Then you select spells and spell-like ability–if your monster has a spell casting class graft or a special ability which grants them casting. Neither of our creatures did, so all that was left was to put it together and check it over.
DEFENSE HP 165 EAC 23; KAC 25 Fort +14; Ref +14; Will +9 Immune cold, electricity, vacuum
OFFENSE Speed 30 ft., fly 60 ft. (Su, good); thermal flight (speed 6; maneuverability good (turn 1)) Melee bite +21 (2d8+18 P plus swallow whole) Ranged eye lasers +19 (3d4+10 F) Offensive Abilities breath weapon (70 ft. cone, 11d6 F, DC 17, usable every 1d4 rounds), swallow whole (1d6+15 F, EAC 23, KAC 21, 41 HP) Space 30 ft.; Reach 20 ft.
STATISTICS Str +8; Dex +5; Con +3; Int –2; Wis +2; Cha +0 Skills Acrobatics +24, Intimidate +19, Survival +19 Languages Sylvan (can’t speak any language) Other Abilities no breath, thermal flight
SPECIAL ABILITIES Eye Lasers (Ex): Galactic rabbits can fire laser beams from their eyes at a range of 120 feet. Despite having two eyes, both laser beams must be directed at the same target, and function as a single attack.
Thermal Flight (Su): Galactic rabbits can use the thermal energy stored in their stomachs to achieve incredible bursts of speed for a short time. This enables them to land upon and take off from planets without difficulty, and reach speeds equivalent to that of a spaceship. A galactic rabbit cannot activate thermal flight if they have used their breath weapon within four rounds. Once activated, the galactic rabbit gains shields as if it were a starship (20 shields, split evenly between its four quadrants), and a fly speed of 6 hexes (good maneuverability). This flight speed lasts for a number of minutes equal to the galactic rabbits CR (10 minutes for adult galactic rabbits). After activating thermal flight, galactic rabbits no longer have enough thermal energy to utilize their breath weapon, or thermal flight for 24 hours.
ECOLOGY Environment space Organization solitary, pair, or herd (2 galactic rabbits with 2–6 galactic bunnies)
GALACTIC BUNNY CR 4 XP 1,200 N Large magical beast Init +5; Senses blindsense (electicity) 60 ft., darkvision 60 ft., low-light vision; Perception +15
DEFENSE HP 50 EAC 16; KAC 18 Fort +8; Ref +8; Will +3 Immune cold, electricity, vacuum
OFFENSE Speed 30 ft., fly 40 ft. (Su, average); thermal flight (speed 4; maneuverability average (turn 2)) Melee bite +12 (1d6+9 P plus swallow whole) Ranged eye lasers +9 (1d4+4 F) Offensive Abilities breath weapon (40 ft. cone, 5d6 F, DC 13, usable every 1d4 rounds), swallow whole (1d4 F, EAC 16, KAC 14, 12 HP) Space 10 ft.; Reach 5 ft.
STATISTICS Str +5; Dex +3; Con +1; Int –2; Wis +0; Cha +0 Skills Acrobatics +15, Intimidate +10, Survival +10 Languages Sylvan (can’t speak any language) Other Abilities no breath, thermal flight
SPECIAL ABILITIES Eye Lasers (Ex): Galactic bunnies can fire laser beams from their eyes at a range of 90 feet. Despite having two eyes, both laser beams must be directed at the same target, and function as a single attack.
Thermal Flight (Su): Galactic bunnies can use the thermal energy stored in their stomachs to achieve incredible bursts of speed for a short time. This enables them to land upon and take off from planets without difficulty, and reach speeds equivalent to that of a spaceship. A galactic bunny cannot activate thermal flight if they have used their breath weapon within four rounds. Once activated, the galactic bunny gains shields as if it were a starship (4 shields, split evenly between its four quadrants), and a fly speed of 4 hexes (average maneuverability). This flight speed lasts for a number of minutes equal to the galactic bunnies CR (4 minutes for galactic bunnies). After activating thermal flight, galactic bunnies no longer have enough thermal energy to utilize their breath weapon, or thermal flight for 24 hours.
ECOLOGY Environment space Organization solitary, litter (2-6), or herd (2 galactic rabbits with 2–6 galactic bunnies)
Galactic rabbits look surprisingly like their mundane counterparts—on a much large scale. Although capable of flying through any environment, galactic rabbits prefer to live in the void of space. They survive on electrical energy, and are capable of seeing it from great distances. They can devour any sources with electrical fields, including electrical devices, starships, satellites, asteroids, and even other lifeforms. They can also absorb it directly from space storms. Electricity is digested and stored as thermal energy in their stomachs. This thermal energy can be released in a superheated exhalation shot from their constantly twitching nose, or used to power extreme bursts of speed.
Although quite rare, galactic rabbits can wreak havoc on technologically advanced planets and starships and are often attacked with extreme prejudice when spotted. Because of their modest intelligence, Xenowardens often befriend galactic rabbits. In most cases, this is to protect them, or raise them as companions, while more violent xenowardens use them as a weapon against their enemies, releasing them upon corporate satellites, and exploitive colonies.
It is unknown how galactic rabbits came into being, although their ability to understand the language of the fey makes most scholars suggest that they are a beings of the fabled First World, or perhaps the result of fey experimentation upon the galactic rabbit’s mundane cousins. Whatever the case, galactic rabbits are here to stay, and are capable of procreating incredibly rapidly. Their offspring, galactic bunnies, are capable of living alone after only two months, and are full grown within a year. Galactic rabbits live for centuries, and can go for extended periods of time without feeding. They are capable of birthing two litters of young a year, if given even electrical currents to feed off of. Although this can easily overrun a planet, the galactic rabbit’s fondness for space means that this is rarely a problem. Even a horde of well-fed galactic rabbits cannot overpopulate the infinite solar systems.
There are rumours that a galactic rabbit exists deep in the Vast, so large it can devour an entire planet, and swallow the largest of starships whole. These rumours are unsubstantiated, and no reliable source has ever reported or proven such claims.
Radioactive Robot (Patrol Class) CR 3 XP 800
N Medium construct (technological) Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Aura radiation (15 ft., DC 13)
DEFENSE HP 40 EAC 14; KAC 16 Fort +3; Ref +3; Will +1 Immunities construct immunities, electrified exterior Weaknesses vulnerable to critical hits
OFFENSE Speed 20 ft. Melee slam +12 (1d6+7 B & E; critical arc 1d4) Ranged nuclear beam +9 (1d4+3 F; critical burn 1d4) Offensive Abilities self-destruct (1d6+3 F, DC 12)
STATISTICS Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0 Skills Athletics +8 Languages One local language (can’t speak any language) Other Abilities mindless, unliving
SPECIAL ABILITIES Aura of Radiation (Ex)
Due to the devastation of nuclear war or extremely radioactive environments, radioactive robots have absorbed extreme levels of radiation, and have evolved the ability to produce, store and redirect this energy without being harmed by it. A radioactive robot emanates low radiation out to 15 feet.
Electrified Exterior (Ex)
Radioactive robots are broken and damaged, and spark with electricity. Making physical contact with a radioactive robot can cause electrocution. Any creature that succeeds on a melee attack against a radioactive robot with a manufactured or natural weapon—even if this attack does not harm the radioactive robot—takes 1 electricity damage.
Self-destruct (Ex)
A radioactive robot is highly unstable and self-destructs when it is reduced to 0 HP, dealing an amount of fire damage equal to 1d6 + the robot’s CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any technological components that could have been salvaged from the radioactive robot.
Radioactive Robot (Enforcer Class) CR 7 XP 3,200
N Large construct (technological) Init +2; Senses darkvision 60 ft., low-light vision; Perception +14 Aura radiation (30 ft., DC 17)
DEFENSE HP 105 EAC 19; KAC 21 Fort +7; Ref +7; Will +4 Immunities construct immunities, electrified exterior Weaknesses vulnerable to critical hits
OFFENSE Speed 30 ft. Melee slam +18 (2d6+12 B & E; critical arc 1d6) Ranged nuclear beam +15 (2d6+7 F; critical burn 1d6) Offensive Abilities self-destruct (1d6+7 F, DC 15)
STATISTICS Str +5; Dex +4; Con —; Int —; Wis +2; Cha +0 Skills Athletics +14 Languages One local language (can’t speak any language) Other Abilities mindless, unliving
SPECIAL ABILITIES Aura of Radiation (Ex)
Due to the devastation of nuclear war or extremely radioactive environments, radioactive robots have absorbed extreme levels of radiation, and have evolved the ability to produce, store and redirect this energy without being harmed by it. A radioactive robot emanates medium radiation out to 15 feet and low radiation for an additional 15 feet.
Electrified Exterior (Ex)
Radioactive robots are broken and damaged, and spark with electricity. Making physical contact with a radioactive robot can cause electrocution. Any creature that succeeds on a melee attack against a radioactive robot with a manufactured or natural weapon—even if this attack does not harm the radioactive robot—takes 1d4 electricity damage.
Self-destruct (Ex)
A radioactive robot is highly unstable and self-destructs when it is reduced to 0 HP, dealing an amount of fire damage equal to 1d6 + the robot’s CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any technological components that could have been salvaged from the radioactive robot.
ECOLOGY Environment any environment with high levels of radiation Organization solitary, pair, unit (3-4 radioactive robots attempting to complete a similar objective)
Radioactive robots are found in places where nuclear war or high levels of radiation have destroyed technologically advanced societies. The few robots who survive such destruction are battered and broken—sparking with electricity form their exposed, tattered wiring and circuitry. These robots have absorbed the radiation around them, and use it to power themselves. Mindless and glitching they wander aimlessly, sometimes attempting to continue their original purposes, and other times corrupted to the point of senseless violence. They never wander far from their radioactive environments.
Radioactive robots can be found in localized areas of devastation, like the ruins of exploded nuclear reactors, or the wreckage of crashed starships that were once powered by nuclear engines. They can also be found in large swaths of territories that have high radiation levels, like the desert wastes of a planet destroyed by nuclear war, or natural phenomenon. They are a common sight on the ghibrani homeworld of Elytrio, which was devastated by thermonuclear war, and Jasterax, a planet in the Vast wracked with fierce storms of radioactive rain.
I hope you enjoyed reading about our creations as much as we enjoyed making them. My kids and I had a blast, and they couldn’t be more proud with what they’ve developed.
Have any creations you’d like to share with us? Let us know in the comments!
Today on d20diaries we’re going to take a look at an awesome supplement book for the Starfinder Roleplaying Game, the Alien Archive! This book has a hardcover, and clocks in at 159 pages. It’s got an American cover price of $39.99, which means that if you’re Canadian (like myself), you’re looking at a cost of around forty-five to fifty dollars for the book online, or up to sixty in your local game store. There’s a sequel in the works, Starfinder Roleplaying Game: Alien Archive 2, which is due out in October, though I’ve heard little more than that about it.
At it’s core, Starfinder Roleplaying Game: Alien Archive is a book of monsters. Like Pathfinder Roleplaying Game: Bestiary, you’ll find a ton of monsters to fight and ally with inside this book, as well as some new player races. With that being said, there are a lot of differences between the Alien Archive and the many Bestiaries available for the Pathfinder Roleplaying Game. For starters, it’s shorter, with a typical Bestiary being around 325 pages in length, compared to the Alien Archive’s 159 pages. But, that’s only scratching the surface. The Alien Archive is also easier to use, and much more adaptable, than any Bestiary I’ve ever read. So, without further ado, let’s get started!
The Alien Archive features lovely cover art by Remko Troost, which shows off some of my favourite creatures inside the book–the dragonkin and the skittermander–as well as a robot. The inside front and back covers feature an image of the Pact Worlds, although it’s faded looking, instead of shiny and bright. After that we come to the table of contents.
The Alien Archive has sixty distinct monster entries inside it, many of which have more than one stat block or variation of that creature, making the actual number of foes inside larger than it seems (around ninety four). Of these, twenty-two are playable as character races. Each of these player races is differentiated from the other entries by a star beside their name, which is really useful for quickly referencing player options.
Combatant icon, which denotes creatures that excel in physical combat.
After the table of contents we reach the introduction. This is where we learn how the races are oriented, and how to read a stat block. While most of this is basic information that only a player new to d20 games with need to read, some of the information is quite important.
For starters, each of the stat blocks inside the Alien Archive is sorted into one of three categories: combatants (which excels in physical combat), experts (who are most effective with skills), and spellcasters (who rely on spells or spell-like abilities). These categories are represented by an icon in the left margin. These images are easy to distinguish and provide a quick and easy way for GMs to realize the role each monster plays in combat, which makes it super easy to find the type of creatures your looking for, or to quickly discern a creature’s tactics.
Expert icon, which denotes creatures that rely upon their skills in combat.
There’s also a few interesting things to note about the stat blocks themselves. Very few of the creatures inside have Resolve Points and none have Stamina Points. A creatures ability scores aren’t listed, instead, their stats show their ability modifiers. This is a simple change that will make it easier for GMs–especially new GMs–to handle unexpected situations (like unlisted skill checks) in combat. Not all of a creatures feats are listed in their entry. Instead, only feats that grant new combat options will be shown. Feats that grant static bonuses (like improved initiative, or skill focus) are already factored into the stat block and will not be listed anywhere at all. This really streamlines the stat blocks, and makes it easier to find important information fast. Similarly, not all of a creature or NPCs spells will be listed in a stat block. Instead, it only features their most powerful spellcasting options.
Spellcaster icon, which denotes creatures who utilize spells and spell-like abilities during combat.
In addition to information provided in this chapter, I’d like to point out a few other things of note. Every one of the bestiary entries in this book is two side-by-side pages long. These entries include information on the creature, where they’re found, their use throughout the Pact Worlds, and their society–if they have one. Many of the entries include more than one stat block on a theme. For example, the Aeon Guard entry gives us stats for a CR 3 rank and file soldier, along with a CR 7 specialist, capable of working without support for weeks and months at a time. Similarly, the apari entry features the both the hive-like apari, and it’s tiny, bug-like constituents. Some entries include many stat-blocks, or simple grafts that can be added to a featured creature to make it into other versions. Examples of this include elementals, which are statted out by size and have grafts which apply the elemental abilities themselves (including air, earth, fire and water), and dragons, which have one age category statted out, rules for making other age categories, and grafts which can be applied to determine the dragon’s colour (including black, blue, green, red and white). In fact, as you’ll soon discover, grafts and templates are a common sight in the Alien Archive, and are used to great effect. Many of the archive entries introduce new gear or consumables. My personal favourites include the shadowstaff found on the draelik’s entry, and the bone cestus of the crest eater.
After this we come to the meat of the book: the Alien Archive itself. There are a ton of cool creatures in this book, and even some that I wasn’t sure I’d like on first perusal, I ended up really enjoying. Some of my favourites you should check out include the asteray, a CR 12 fey which is to space what mysterious water creatures like mermaids and nixies were to the oceans and waterways of golarion. I also adored the caypin, a CR 6 aquatic tentacle beast with eyeball mouth worms which can detach and explore their surroundings, before returning to the caypin’s face. Seriously cool! Electrovores were a fun, low level challenge I also really enjoyed, as were the radioactive fey, hesper.
Mixed amongst the monster entries are twenty-two playable races. Each entry features two different CR stat blocks representative of their race, a bunch of interesting information on their societies and home worlds, and a side bar which include the rules for playing them as a race. Although many of these were ‘humanoid shaped’, with arms and hands or some sort, there were some which were not, most notably the jellyfish-like barathu. This was just awesome to see, and I really enjoyed it! Some of the races and monsters from old Golarion were up for selection, including contemplatives, drow, and space goblins but many were brand new. I honestly loved a TON of these races, but my favourite new additions are dragonkin, ikeshti, sarcesians, and the cheerful skittermanders.
Curious about the playable races available in this book? Well, look no further! The Alien Archive includes:
Barathu: highly adaptable jellyfish-like race who float like blimps through the sky
Contemplative: telepathic creatures with massive brains and atrophied little bodies
Draelik: green, nihilistic, gaunt humanoids with ties to the negative energy plane
Dragonkin: large bipedal dragons who form a close bond with their soul-mate
Drow: dark-skinned, demon-worshipping, evil elves–a fantasy classic!
Formian: ant-like humanoids who live in hives and are resistant to sonic effects
Space Goblin: comical little runts with big heads, and bad attitudes. You know you love them!
Gray: small, hairless humanoids with bulbous heads and telepathic powers who abduct and experiment on other beings for unknown reasons
Haan: large insectile humanoids who can spew fire and create buoyant balloons of webbing
Ikeshti: small lizardfolk who live in desert wastes and can squirt blood from their eyes
Kalo: aquatic humanoids with wing-like fins who live in freezing cold waters
Maraquoi: primitive simians with prehensile tails who have exceptional hearing
Nuar: strong minotaurs with pale skin, a great sense of direction and an affinity for complex patterns
Reptoid: cold-blooded reptilians who can assume the appearance of specific individuals
Ryphorian: trimorphic elves who have adapted to the generations-long seasons of Triaxus
Sarcesian: large humanoids who can survive in a vacuum for a time, and grow glowing wings of energy in the void of space
Shobhad: large, four-armed, nomadic giants who are ferocious and quick
Skittermander: small, furry, six-armed humanoids with a cheerful disposition who love to lend a helping hand
Urog: large, crystalline magical beasts with meticulous minds, a lack of tact, and a resistance to electricity
Verthani: tall, long-limbed humanoids with black, orb-like eyes and skin capable of camouflage
Witchwyrd: terribly mysterious interstellar merchants with four-arms who are capable of absorbing force from magic missiles and launching them back at their enemies
Wrikreechee: amphibious, humanoid, filter-feeders who look like a mix between bugs and mollusks
Past the statistics for all those snazzy new aliens we come to arguably the most important part of the book: Appendix 1: Creating Races and NPCs. In Starfinder, monsters and NPCs–even those with class levels–are created differently than PCs. Within these fifteen pages you’ll find simple, easy to use instructions on how to make any kind of creature you can imagine. To use some options you’ll also need access to the Starfinder Core Rulebook, which shouldn’t be an issue, as if you’ve purchased the Alien Archive you probably own the Core Rulebook it already. And if you haven’t? Well, you really should! Haha.
My kids and I gave making monsters a try and found it very simple and easy to use. It makes use of a few handy charts, some simple templates and your creativity. That’s it, that’s all. For those of you more interested in the nitty gritty, I’ll give you a quick rundown. First: a concept. Figure out what you want to make and what CR. Next? Pick an array. That means deciding if it’s a combatant, expert or spellcaster. Then you look at the chart for that category. Each category has two charts for it, which give you the all the stats you need to make the monster. These numbers are the actual values you’ll be using, so you won’t need to do any calculations. These values include everything from ACs, and hp, to the amount of damage they’ll do with ranged and melee attacks. In addition, it lists how many extra special abilities they’ll be able to select later on.
Once you’ve got your stats you need to select your monster’s creature type from a list. Each of these will grant your monster a slight variation to its statistics, as well as a few other static abilities (typically related to its vision types, and innate immunities). For example, aberrations gain darkvision 60 feet, and a +2 to all Will saves, while fey gain low-light vision, +2 on Fortitude and Reflex saves, and a -1 to all attack rolls. Simple and easy. Once you’ve got your creature’s type applied, you pick out it’s subtype. Not all creatures will have one, but if they do, it will grant them some extra traits. Give your monster the cold subtype and they gain immunity to cold and vulnerability to fire. Give them the demon subtype and they gain immunity to electricity and poison, resistance 10 to acid, cold and fire, the ability to summon allies, and telepathy. Slightly more complicated than applying a creature type, but still easy.
What’s next? A class graft. Now, not all monsters will have a class graft, but many intelligent NPCs you make will. This is essentially a quick and easy way to give your creations access to class abilities. So, how does it work? First, you choose the class you want them to have, then you check out the class graft. This will have a requirement (for example, envoys need to use the expert array), a few adjustments (like which saving throws they get an extra bonus to, and which skills they’re best at), a quick formula for giving them equipment, and a helpful chart. On this chart you look up the CR you’re aiming for and check out which abilities you’ll be applying. Now, this isn’t the full class abilities, but rather a few of the best abilities, which the creature will be able to use. You’re not literally applying a whole class here, but just the selected items on this list. For example, if you’re making a CR 1 mystic, the chart tells you to select one first level connection power and one special ability. Pick those out and you’re done. If he’s instead CR 11, the chart tells you to select the first, third, sixth and ninth connection powers, mind link and telepathic bond. Done and done. Although not overly complicated, this is the most difficult step involved in monster creation.
Once you’re done with your class graft (if you’re adding one) you can choose to add a simple template. These are available later in the Alien Archive (in Appendix Three) and include choices like fiendish, giant and two-headed. These grafts are as easy to use as the creature type ones are, and take barely any time at all to add. There’s also some other templates found in the Alien Archive which can be chosen.
The next step is to select your monster’s special abilities. Depending on their array and CR they’ll have a number between one and four that they can choose from. In addition, some abilities are free. These abilities include things like feats, universal monster abilities, and statistic increases. You can also select abilities that show up in other stat blocks. If you’re like my son, you’ll want to make radioactive broken robots, so you could select an aura of radiation as one ability, the ability to shoot blasts of electricity as a second, construct immunities as a third, a vulnerability to critical hits (to represent their broken chassis), and have them self-destruct upon their destruction. If you’re like my daughter, you’ll want to make colossal sized flying space rabbits who shoot laser beams from their eyes, breathe fire from their noses and can survive in a vacuum. Yes, that’s seriously what she made. So pick up a breath weapon as your first ability, a ranged natural attack as your second, as well as immunity to cold, vacuums, and the no breath universal monster ability. This is also where you’ll decide what kind of attacks your monsters will use. Maybe the aforementioned radioactive robots have a slam attack with the stun critical ability, or perhaps their slams do bludgeoning and electricity damage. (My son’s pretty fond of both at once). And the flying space rabbits? Their bite attacks do piercing damage, and perhaps they can swallow you whole. But their laser beam eyes? Definitely fire damage.
Once you’re done with the special abilities, you can select your monster’s skills. Your array chart already gave you the skill points you’ll have, and how many you’ll be good at, but now’s the time you choose which skills those will be. This is a simple step, and will be done in a flash. Then you’re onto selecting spells and spell-like abilities (if your creature happens to have them from a class graft or a special ability you’ve chosen). If it does you check out a simple chart to see what you’ll be adding by CR, make your spell selections and away you go. If you happen to be making a CR 2 creature with Spell-like abilities, they’ll have two 0 level spells usable at will, and two first level spells each usable once per day. If they instead are CR 16, they’ll have two third level spells usable at will, four fourth level spells usable three time a day each, and two fifth level spells usable once a day each. The chart works the same for spellcasting, but with different numbers. Again, only the most powerful spells will be added into your stat block. Your CR 15 creatures won’t have level one spells available, since they’ll be much more likely to use their third fourth and fifth level spells during battle.
And now it’s time for the last step: checking it over. Take a gander at your creation and make sure it lives up to your concept.
And you’re done! It may sound complicated, but it’s actually very easy to use in practise. Even my kids, who are only six and seven, managed to make something fun, balanced, and unique in a short amount of time.
Once you’re done with the first appendix you move on to the second, which focuses on summoning creatures. Much like the monster creation process, this six page section makes use of charts and grafts, although this is infinitely simpler and easier. Each time you gain access to a summon creature spell you select four specific creatures that you can summon. But what are the options? They’re awesome is what they are! Balanced, thematic and adaptable all at the same time. So what do you do?
First, head on over to the elemental statistics. These will be the base stats for all summoned creatures. The level of summoning spell you’re using determines which size stat block you’ll be using. Then, check out the charts and select what you’re summoning. Is it an aeon, agathion, angel or archon? An elemental? what about a protean, robot or shadow creature? Depending on what you choose it will allow you to select either an elemental or summoning graft which you can then apply to the creature. These grafts are simple and easy to use. And that’s it! You’re done. Get summoning. I, for one, can’t wait.
Which brings us on to our third appendix: simple template grafts. This is two pages of simples grafts, which I already mentioned when I spoke about creating monsters. In addition to their use for monster creation, NPC creation and summoned creature statistics, you can also use these templates to quickly alter existing creatures into new creations.
Past this is our fourth and final appendix, which focuses on universal creature rules. Here you’ll find a listing of the common abilities that the different monsters in the Alien Archive have, which also happen to be abilities you can choose to give your monstrous creations.
So what’s left? An index which sorts the creatures by CR for ease of reference, and an advertisement at the back of the book.
That’s it. We’ve come to the end of the Alien Archive.
And what did I think?
I highly recommend this book for players, even if just to have access to the plethora of fun races, but for GMs? This book isn’t recommended, it’s necessity. You need it for the monsters inside, and you need it for the monster creation rules. Lucky for us, this book is just awesome! I’m supremely happy to own it.
And now it’s time to say goodbye!
But before I go, I want to hear from you! What’s your favourite creatures and races from the Alien Archive? What have you made with it? Let me know in the comments!
Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to enter the Drift!
Scenario #1-10: The Half-Alive Streets, a Tier 1-4 scenario for the Starfinder Society.
Scenario #1-10: The Half-Alive Streets is a Tier 1-4 adventure which takes place in Absalom Station. It has no scenario tags and does not feature starship combat. This lovely little scenario sends the PCs on a hunt throughout Absalom’s Freemarkets to track down the creator of a new series of biotech augmentations which the Pathfinder Society would like to make accessible to its agents. Unfortunately, the creator is unknown, and the only lead comes from a shady contact of the Society’s, Julzakama, a vesk pawnbroker first introduced in Quests: Into the Unknown. In addition to the wonderful recurrence of Julzakama, this scenario also involves AbadarCorp, and the shirrin Philt, so anyone who has played through Scenario #1-02: Fugitive on the Red Planet and earned the AbadarCorp Respect boon, will want to slot it for this scenario. There’s plenty of wonderful new faces in this scenario as well, including a ysoki pawnbroker named Dot, a vesk ‘barber’ who specializes in scale and horn detailing named Katazoa, a burly medicinals saleswoman named Isidre, a verthani technomancer named Chryson, and a halfling family in need of your player’s help. This tidy little mystery is great fun, and a has a bit of a horror vibe to it. However, its got a bit of a horror vibe to it. It would definitely freak my kids out. Overall, I give this scenario four out of five stars.
Scenario #1-11: In Pursuit of the Scoured Past, a Tier 3-6 scenario for the Starfinder Society.
Scenario #1-11: In Pursuit of the Scoured Past is a Tier 3-6 adventure which takes place on the library planet of Athaeum which constantly teleports throughout the galaxy. It is of utmost importance to the Second Seeker’s Faction (Luwazi Elsebo), and is strongly tied to the Year of Scoured Stars metaplot. In addition to Luwazi herself, this scenario also includes Royo (a ysoki who dislikes digital records) and Iteration-177 (and android member of the Apis Consortium), both of which are characters introduced in Scenario #1-05: The First Mandate. Anyone who’s earned the boon High Society Influence (Royo) should definitely slot it. New characters and organizations introduced include the axiomite Curators of Athaeum, and the Hellknight Order of the Pyre! Rife with wonderful roleplaying opportunities and a delightful cast of characters, this scenario is a blast! How can it go wrong? Right?! All in all it was a fun scenario, and certainly unique. The major downside is that it’s a relatively high-minded plot in this one, so if you’re just after a fun romp, or you’re playing alongside children, I would recommend a different scenario. Overall, I give this scenario three out of five stars. If you’re particularly interested in the Scoured Stars Incident, or a big fan of roleplaying (like I am) I’d increase the rating to four out of five stars. It should also be noted that there is a Mission Faction Note missing at the end of this scenario. This line has been copied from the Paizo website and is shared below:
“If the PCs succeeded at their primary mission, they further goals of Luwazi Elsebo in uncovering the truth behind the Scoured Stars incident. Each PC earns 1 additional Reputation with the Second Seekers (Luwazi Elsebo) faction, in addition to any other Reputation earned as a result of completing this scenario.”
Thanks for joining us today on our exploration of the new scenario’s available this month. I hope you’ve enjoyed reading about them as much as I have. Now it’s time to go out, join a game, and get playing!
Jessica
Maija from SFS #1-10 The Half-Alive Streets. Illustrated by Priscilla Kim. Art courtesy of Paizo Inc.
Loomarch from SFS #1-11 In Pursuit of the Scoured Past. Illustrated by Priscilla Kim. Art courtesy of Paizo Inc.
It’s been a while, but I finally got my hands on a Starfinder flip-mat! Which one, you might be wondering? The most important one, of course! We’ve been using a hex grid at my house for starship combat while playing Starfinder, but it’s terrain from another game. Admittedly, brightly coloured grass, hills and some trees is not exactly an atmospheric location to be making fancy piloting maneuvers and firing our laser turrets. But, Starfinder Flip-Mat: Basic Starfield has come to the rescue! This mat is gorgeous, folds well, can handle markers, and has two different sides: one is black with white stars, while the other is more colourful. We’ve tested it out a few times and honestly, couldn’t me more thrilled.
Which brings me to the next wonderful product I finally got my hands on: Starfinder Pawns: Starfinder Core Pawn Collection. Now, there’s other pawn collections out there for Starfinder: Starfinder Pawns: Alien Archive is another beauty, but I knew that if I only invested in one pawn collection, Starfinder Pawns: Starfinder Core Pawn Collection would be it. Why? For starters, it has ships. SHIPS. No longer will we fly around a random leucrotta or demon mini while travelling the stars! Oh, no! We’re upgrading to a gorgeous Idaran spaceship! Second? The races. With over ten different minis for each of the core Starfinder races, many of which contain multiples, this Pawn Collection has you set for player characters, NPCs and enemies of all kinds.
My son’s favourite pawn from the set: The Thaumtech Omenbringer!
In addition to the core races represented, there’s also a mini or two for each of the legacy races, as well as a few select Starfinder races from other sources, including the haan, elebrian, grey, and contemplative. The icing on the amazing star-cake? A few drone minis for all those mechanics out there! My son adores all the ships inside, but his favourite turned out to be the Thaumtech Omenbringer, an ominous looking Eoxian ship made of bone and magically enforced steel.
My daughter’s favourite was certainly more expected: the cutest and cleanest looking ysoki in the set: The ysoki Star Shaman. And myself? I’m actually a big fan of the stealth drone, which turned out to be a cute little dog-bot!
Come on! You know you want it! Haha.
After sifting through the pawns with my kids and finding them a new home in a shoe box, we had a ton of fun picking out which minis would be our Starfinder characters. No longer will Hoponisa be using a kobold mini, nor will Vishkesh and his drone be represented by a kuo-toa and a stirge! We couldn’t be happier.
Do any of you own the Starfinder Core Rulebook: Pawn Collection? Got a favourite mini you want to share? Let us know!