Starfinder: Character Focus

I love Pathfinder. My husband loves Pathfinder. My kids love Pathfinder. So when I first heard about the release of Starfinder I was excited. I didn’t think I’d love it as much as I did Pathfinder, but I knew I’d enjoy it. And I was right! Although it didn’t supplant Pathfinder as my favourite d20 game, it turned out to be a blast. My husband and son were the same. Love that Starfinder! But love Pathfinder more.

StarfinderCover
Starfinder Roleplaying Game: Starfinder Core Rulebook

And my daughter? Ah, my daughter! She loves Starfinder best of all. Absolutely, positively loves it. She has such patience for the game, and for learning it. It should be noted: she’s six.

So, it came as no surprise to me that she finally looked at me and said, “Mom! d20 Diaries needs to hear about our Starfinder characters! Write about my Starfinder!”

And here we are! Mommy’s on it, dear!

So without further ado, (and because my daughter’s certain she’s waited enough!), here they are.

I was the first one to make a Starfinder character in my house. But, I didn’t start by making characters I intended to play, so much as making characters for the sake of making them. I wanted to get a handle on the creation process, and understand the mechanics of the game. I tested out classes and mixed them with different themes, curious how much it would effect the feel of the character. The first character I made with the intent of continued play was a bold, enthusiastic (and admittedly stupid) Vesk solarion by the name of Julakesh Starfist created for playing in the Starfinder Society via play by post. She’s not my only Starfinder Society character, of course. I have three, but we’ll touch on them another time.

So, imagine my surprise when it came time to sit down and make our characters as a family, that my daughter was the first to insist upon a turn. She immediately informed me that nothing would be good enough until we converted her lovingly made rabbitfolk to Starfinder. But, we sat side by side and flipped through the book while I read to her. She thought humans might be okay, and that bug and lizard people were right out (“Ewwww!” was her actual response). But there, right at the back, were the ysoki.

“Rats?!” She said. And then, “Hmmmm… Them are cute…”

And by the time she heard the words ‘cheek pouches’ she was sold. “Them are my favourite!” She exclaimed.

“They.” I corrected, because grammar matters.

“THEY are my favourite! I will be a ee-so-keeeeee with a robot rabbit that I made myself!”

Sure, I thought. She’ll be a mechanic! So I read her the mechanic class and she said, “No way! I am NOT a mechanic!”

Uh… Okay, then.

So we set to work reading through all of the classes and she finally decided upon technomancer. We fiddled with her stats, and picked out her spells. I thought for sure she’d choose something flashy, and was surprised at her very utilitarian, understated choice of air bubble and unseen servant. For cantrips she chose dancing lights, energy ray, mending, and token spell.

We looked at themes and she immediately decided on being a bounty hunter. When asked why she told me, “Cause her is–“

“She.”

“Cause SHE is looking for the perfect mate! She will hunt him down if she has to!”

I decided it was best to discuss that issue no further, and her ysoki bounty hunter technomancer was born! She put skill points into computers and engineering, so she could modify her custom robot rabbit at higher levels, and then chose to put the rest into acrobatics, medicine, physical science, piloting and mysticism. For her feat she chose skill focus (engineering), to better enable her to create her own robot rabbit.

Then we turned our attention to gear. Her first priority? Making her robot rabbit. So we flipped to the chapter on computers and created a mobile computer that looks like a mechanical bunny, with basic AI, an artificial personality, a voice box, locomotion, the ability to function as a personal comm unit, and as her spell cache. Oh! And she wrapped it up in faux rabbit fur for optimal cuddling. It’s the most expensive frivolous object I’ve ever had a hand in crafting. Unfortunately, it used up all of her starting credits (and some if mine as a loan). Apparently I would be making a character who was either generous, or a moneylender…

With her ysoki complete, all she needed was a name. She scrunched up her face in thought, and made up the name Hoponisa! Or Hops for short. She decided Hops was from the dark side of Verces, and used to the cold. And what did she name her robot/spell-cache rabbit? Snowball.

But who would be travelling with our quirky little ysoki? A good question! For answers we turned to my son. After peering over my shoulder as I read to my daughter, and stealing my Starfinder rulebook to gawk at the pictures whenever he could, my son already had a solid idea of what he wanted to make.

“I love drones, Mom! You know I always ask you to get me one for Christmas and you never do! Well, I WILL have one! I am a mechanic! And I will either be a ysoki or a shirrin. I like the Shirrin best, I think, cause they are so funny… But she is being a rat… Maybe I should be one to?”

“Don’t copy me!” My daughter yelled. “Mom! Him is copying me!”

Obviously, there was a great argument following this statement, which I will spare you, but by the end of it my son decided he liked shirrin better. He would be a bug and have lots of baby bugs dangling off of him in their little canisters, and it would be awesome! So there!

My son decided early that his ‘super-awesome way-better-than-a-ysoki’ shirrin mechanic would be an ace pilot by the name of Vishkesh. His drone was a spy drone, with little arms and hands. With these he would manipulate tools and be a mini mechanic who always helps Vishkesh with repairs–or does them on his own if they’re in hard to reach places. With a flare gun mounted on his back and a chipper attitude reminicent of Claptrap from the Borderlands video games, the little fellow was adorable. He decided to name him Rijin, and even before play began, my son LOVED him. For skills, he invested in piloting, engineering and computers, followed by perception, physical science, athletics and survival. For his feat he chose skill focus (piloting). Enamoured with the iconic mechanics flamethrower, my son decided he would purchase a flame pistol for himself. Along with his other gear he purchased a pig stuffed animal. He decided Vishkesh was from Absalom Station, and worshipped the god Hylax. 

My husband went next, and after much deliberation he ended up making two characters.   However, the one he chose to use to play with our kids characters in the end was a halfing by the name of Tucker Aetherfoot. Tucker’s an operative with the daredevil specialty, making him a nimble, acrobatic fellow. He chose scholar for his theme and nimble moves for his feat. For skills he invested in acrobatics and athletics, of course. He also invested in bluff, computers, culture, life science, perception, piloting, sleight of hand, stealth. Finally, he invested in profession (blogger), his quirkiest choice by far. When it came time to choose his equipment, Tucker invested in a survival knife and azimuth laser pistol for combat purposes, along with some more utilitarian gear. As a nod to his pal, Vishkesh, he purchased a t-shirt with a Shirrin design across it, while to represent his friendship with Hops he purchased a space helmet with a rose tinted visor and stylized mouse ears on the the sides. Tucker comes from Absalom Station, and worships Desna. Thus prepared, it was my turn.

As previously mentioned, I have a few Starfinder characters, and already had a few favourite races (ysoki, vesk, and shirrin), so I wanted to try out a race I hadn’t before. In the end I chose to make a kasatha. Knowing our group would be in need of healing, I decided on Mystic for my class. Although I had a few connections I was debating between, I went with the healing connection in the end, with the concept that my character would be a serene, wise, enigmatic character with a strong respect for life. This granted me the healing channel, and healing touch abilities. I chose the xenoseeker theme, and the bodyguard feat. For zero level spells I went with daze, detect magic, stabilize and token spell, while my first level spells were mystic cure, mind thrust and share language. Deciding my character would be traditional and more interested in cultures than technology, I went with culture, diplomacy, life science, mysticism and survival for my skills. (That’s right! No engineering, piloting, or computers here!). When it came to choose her gear, I picked up a battle staff (love that block ability!), and a pulse caster pistol (because all life is precious). I have ambitions of installing a merciful infusion on my battle staff, but that’s a thought for another day. Then it came time for the name. Now, it should be noted, I love naming conventions, so the Kasatha’s absurdly long lineage name really tickled my fancy. In the end I decided to not go too crazy or off formula. I named her Aya. Full name: Aya Nina Qaru Jehir of Clan Zomala, House Maendar, soul-splinter of the Line of Altronus. Aya worships Talavut, and is lawful neutral. She comes from Idari, the kasathan home-ship.

With our characters complete, it was time to get together, and play. But, that’s a tale for another day!

See you next time, when we head Into the Unknown!

Jessica

 

Starfinder Society Scenarios

I love the Starfinder Roleplaying Game (Starfinder Core Rulebook). But, I also didn’t want to leap right into Starfinder with my own custom adventures. I wanted to try it out as a player first. Obviously, there’s not many options right now. There’s the Starfinder Adventure Path: Dead Suns (Part One: Incident at Absalom Station), which looks great, but I didn’t want to lock my family into a long campaign with their first characters. I wanted to do something short. Something that got started right away. That hopped right into the action!

So I turned to the Starfinder Society.

The Starfinder Society is a lot like the Pathfinder Society, but in space. It’s a world-wide organized play campaign where anyone can make a character and play a single short adventure (usually four hours in length). The adventures are called scenarios and available as PDF downloads on Paizo’s website for only a few dollars each (usually $4.99 American). These scenarios are short, action packed, and fun. There’s other rules you’ll need to know for playing in the Starfinder Society, all of which are available as a free download on their website, here. In addition to special rules, you should also know a bit about the setting, and the recent achievements of the Starfinder Society. Paizo’s website says it better than I ever could:

“The gods have mysteriously spirited Golarion away to an unknown location and refuse to answer questions about it. In its place, the cultures of that world have evolved and spread throughout the solar system, especially to a vast space platform called Absalom Station. Gifted access to a hyperspace dimension by an ascended AI deity, the residents of the system suddenly find themselves with the ability to travel faster than light, and the race is on to explore and colonize potentially millions of worlds. But there are horrors out there in the darkness…”

“The Starfinder Society is on the brink of ruin, having had to resort of mercenaries to maintain their hold on claimed planetoids, stellar regions, and archeological sites. After training to join a new cadre of Starfinders, it is up to you as a member of the Starfinder Society to help restore the organization. The Starfinder Society, with memories of the Scoured Stars incident still fresh, embarks on the quest to rebuild and discover the truth of what happened in the inaugural season: Year of Scoured Stars!”

Playing in the Starfinder Society is a blast, and I highly recommend it either in person, or online via play-by-post (which is my preferred method), but you don’t have to use these Starfinder Society Scenarios for organized play alone. These scenarios also make great mini-adventures for playing at home in a more casual setting. I’ve continually been impressed with their quality, and the continuity of the scenarios. When used together they’re already beginning to tell a longer, more important story than they do on their own.

Today we’re going to take a look at the Starfinder Society Scenarios that are currently available for purchase, and let you know our favourites. 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. So sit back, and get ready to enter the Drift!

Scenario #1-00: Claim to Salvation is a Tier 3-4 adventure which is unlike any of the other scenarios. In this special scenario you don’t play your own Starfinder Society character. Instead, you play one of the level four pre-generated iconic characters. These characters are mercenaries hired by the Starfinder Society only a few months after the Scoured Stars incident decimated their ranks. These mercenaries are tasked with exploring the surface of a ‘fake-moon’ known as Salvation, for the purpose of determining if the site is worth further exploration, or is a dud that needs shelving. As one of the very first scenarios released, this adventure has some great supplementary rules notes and cheat sheets included within it for ease of play, which is a really awesome addition. This adventure is really fun, and has a cast of colourful characters, both allies and enemies, which are a blast to interact with. The starship battle in this adventure is really unique and kooky. Plus, it’s got goblins in it! Who doesn’t want to see goblins in space?!? Despite that this was a really fun adventure, there are two major downsides for me. The first, is that you need to use pre-generated characters if you’re playing it in the Starfiner Society, as mentioned above. And the second? You’re only exploring the surface of Salvation and determining if the site is worth further exploration. Exploration of the interior continues in another adventure, #1-09: Live Exploration Extreme!, and I strongly believe it will continue on in at least another scenario or two further down the line. That means that when you reach the end of this scenario you’re likely to feel as a player like its unfinished. Although I’m definitely going to use this scenario with my family as part of an ongoing campaign, I’m unlikely to play it in the Starfinder Society. Pre-generated characters aren’t really my thing. Overall, I give this scenario three out of five stars. However, if you enjoy using pre-generated characters, or, if you’re going to use it in a home campaign, I’d increase it to four out of five stars.

Starfinder Society Quests: Into the Unknown is the next adventure we’re going to take a peek at. This tier 1 scenario is awesome! For starters, Into the Unknown is a free download. So click the link and get downloading. Its a repeatable adventure, which means that if you’re playing it in the Starfinder Society you can play it once for each character (as opposed to only once as a player). That’s a very  important thing when there’s so few scenarios to choose from. Like Claim to Salvation, Into the Unknown has some wonderful cheat sheets and extra rules listed, which makes it awesome for beginner players and GMs. As a quest, it’s formatted a bit different than the other scenarios. Instead of being one four hour long adventure, its a connected series of five short one-hour long adventures. Each of these short quests forms one cohesive, wonderful adventure that feels much grander in scope than your typical scenario. These quests are meant to be played in order, and intelligence gathered in the first four quests can provide you with an advantage in the final quest. The adventure itself has got a bit of everything in it: fun social interactions, local combat, and starship battles. My kids loved roleplaying with Julzakama and the ysoki family who own the Vat Garden in the first quest, ‘Salvation.’ The Vat Garden encounter also had some tricky environmental effects that made it unique. I loved the ‘Boarding’ quest, but did have a few qualms with it. There’s no mention of any bodies, which is unfortunate. Also, this scene could really benefit from an ominous, atmospheric opening description. I loved the battle in ‘Salvage,’ although this scene also could have benefitted from a scripted description of the wreck. There’s a total of two different starship battles in these quests, both of which are very different. I would have loved to learn more about the crew of the Lawblight, though. For such a cool ship with a lot of build-up, we don’t even learn the name of the captain! Events in this scenario tie into later adventures, including #1-02: Yesteryear’s Truth. In addition, there’s further hints that this scenario will tie into other unwritten scenarios in the future. All in all, Into the Unknown is one of my very favourite scenarios, and I give it five out of five stars. I highly recommend it as the first scenario for new players to try.

Up next is scenario #1-01: The Commencement. This is a repeatable scenario that does not feature any starship battles. This scenario is intended as an introduction to the Starfinder Society and its major factions. As brand new Starfinders, you’ll need to complete a task for each of the faction leaders. These tasks are fun, but quite minor. Some of them are… silly. That being said I enjoyed the silliest one a lot. (Star Sugar Heartlove!!!, here’s looking at you!). I found there was a bit too much rolling and math during the Acquisitives mission, which bogged down gameplay quite a bit. The Wayfinder and Exo-Guardian missions were great fun, while the Dataphiles task allowed characters with a lot of skills to shine. One of the best parts of this scenario is its adaptability. Multiple parts of this scenario are chosen randomly each time you play, which is just awesome in a repeatable scenario. From vehicle statistics, to enemy abilities, and even alien appearances and motives, although the tasks don’t change, the details do, which will make for a fresh experience every time. Conceptually, I like that they give fresh agents minor tasks, but in practise it feels… underwhelming. Not very exciting. For that reason, although this is a great first adventure for Starfinder Society characters, and a wonderful introduction to the factions, I don’t recommend it be your first Starfinder experience. If you’re new to Starfinder, play Into the Unknown instead. This adventure features events that tie into other adventures, as well as characters that continue to play a role in the Year of Scoured Stars. I give it three out of five stars.

Scenario #1-02: Fugitive on the Red Planet is a tier 1-4 adventure that doesn’t feature any starship battles. This scenario sends you to the Mars-like planet of Akiton on the trail of an ex-Starfinder who stole an artifact from the Society. This is a another fun adventure. I like the encounters, both social and combat, but the scenario itself was very ‘on the rails.’ Now, this isn’t surprising for SFS or PFS scenarios, and it doesn’t feel like it’s constraining, but it is worth noting. I was impressed that the investigation in Maro has an effect later in the scenario. I really enjoyed the inclusion of AbadarCorp in this scenario, and that there were repercussions or benefits based on your interactions with them. I also liked that infamy repercussions were built right into the module, which is a nice early example that evil actions don’t work out for your characters in the long run. The final battle’s location was wonderfully varied, and the inclusion of the mine carts made it very dynamic. Overall, I really enjoyed this scenario and give it four out of five stars.

Scenario #1-03: Yesteryear’s Truth is a tier 1-4 adventure that contains one starship battle. This mission is of particular importance to the Wayfinders faction and sends you to explore a newly discovered planet. I found that the starship battle was too long, but a slower launch rate of the combat drones, or less hp for each drone would fix that easily. I really loved the premise of this adventure. It’s very much a ‘first contact’ situation, and I thought it followed through on this wonderfully. As expected for a scenario of this kind, social skills are very important to the mission, which could be hard for some groups. That being said, they have plenty of chances to make friends with both types of locals, and the module can progress as scheduled even if they fail to do so. Finally, I loved the history this scenario lets you uncover, and that your actions can affect the planet’s future. This scenario features a planet that was first mentioned in Into the Unknown, and introduces Winks, a character who will later be met again in Scenario #1-04: Cries from the Drift. I give it five out of five stars.

Scenario #1-04: Cries from the Drift is a tier 1-4 adventure that sends the players to investigate a missing Starfinder ship. It contains one starship battle. This mission is of particular importance to the Exo-Guardians faction and is highly likely to link to further missions regarding Sangoro’s Bulwark. I thoroughly loved this scenario, but be warned, this one is NOT for the squeamish. It features body horror, gore and suspense. Because this scenario really benefits from all players being surprised, I won’t be saying anything else about the events contained within. What I will say is that it connects to lots of other adventures. It name-drops Winks, from scenario #1-03: Yesteryear’s Truth. It also introduces a starfinder team known as the Manta Corps, who will make a further appearance in scenario #1-08: Sanctuary of Drowned Delight. This social encounter is a fun way to let players brag about their accomplishments. There’s some fun goodies hidden in this scenario for players who’ve already experienced scenario #1-01: The Commencement, including the return of Zigvigix and his warehouse. It also features tie-ins to a not-yet-released scenario that involves a Strawberry Machine Cake concert. I give this scenario five out of five stars, but remember: it’s not for everyone!

Scenario #1-05: The First Mandate is a tier 1-4 adventure that tasks your players with impressing dignitaries and contacts who are important to the Starfinder Society. It is of particular importance to members of the Acquisitives faction, and the Second Seekers faction. There are no starship battles in this scenario. This scenario introduces six really important NPCs, including Luwazi Elsebo, leader of the Starfinder Society. It also introduces Royo, a ysoki Forum member, and Naiaj, a gnome bleachling Venture-Captain. All three of these characters were fun to interact with, detailed, and are certain to make plenty more appearances as the Starfinder Society continues. There’s also two other important NPCs of note, Iteration-177, an android Aspis Consortium member, and Zo!, an Eoxian media mogul. Despite the premise of this adventure, it doesn’t all come down to social skills. There’s plenty of combat to go around and the NPCs varied interests mean that even the most awkward characters have a chance of impressing someone. The NPCs represent a wide variety of races, which was really refreshing. The social encounters themselves are a lot of fun, and the rules introduced to measure the players success aren’t overly complicated. In addition to the intangible benefits of impressing the dignitaries, there’s also visible, mechanical benefits that occur in the scenario, which are sure to make players pleased. I felt that the investigation part of this scenario was really well done. The clues were subtle, and it didn’t beat you over the head with details, which was really refreshing. The final battle allowed for multiple different approaches, methods and tactics, all of which look to be a lot of fun. So far two other scenarios are connected to this one, including #1-06: Night in Nightarch, and #1-09: Live Exploration Extreme! Although I wasn’t sure I’d like this scenario from it’s premise, I ended up really loving it. I give it five out of five stars.

Scenario #1-06: Night in Nightarch is a tier 3-6 scenario that grants your players leave to track down a missing weapons shipment from a drow thief. The best part? She’s on a planet of drow. Yeah. Take a second and imagine that. Yikes! This scenario doesn’t feature any starship battles. I absolutely love the premise of this scenario. It’s got some fun NPCs to interact with, awesome drow artwork, and does a great job of setting an atmospheric tone with only a few short sentences. I really enjoyed that the mission was on a timeframe, and the quick mechanics that were used to speed up/determine time. The office levels were well-detailed and organic. It had character, which was really nice. There were multiple ways to go about one of the encounters, which is nice. The outcome of the battle doesn’t change too much from one to the other, but its nice to have the option. I even loved the little details hidden here and there, like the advertisements–particularly the one featuring Zo!’s reality tv show. I give this scenario four out of five stars.

Scenario #1-07: The Solar Sortie is a tier 1-4 adventure that sends the players undercover on Brilliance, a solar satellite owned by the Arch Energy Consortium, for the purpose of recovering classified information. To this end, the players must earn the friendship of Envar Tamm, the ‘boss’s’ hard-partying son. This scenario could contain one starship battle. This scenario is fun and quirky. It requires subterfuge, social skills and computer skills to succeed, but is not without combat. Because of the skills required, its not a scenario for everyone, but it did a great job of making all kinds of characters useful. Envar himself is a great NPC who’s going to be a blast to play at the table. This scenario features a character introduced in #1-01: The Commencement, and can be affected by your players experiences in #1-02: Fugitive on the Red Planet. I give this adventure four out of five stars.

Scenario #1-08: Sanctuary of Drowned Delight is a tier 3-6 adventure that has your players investigate an old Starfinder Lodge on an aquatic planet. In addition to determining if the Lodge is salvageable, they also need to make contact with the first group who was sent on this mission, the Manta Corps, who were introduced in #1-04: Cries from the Drift. This mission is of particular importance to the Wayfinders faction. It does not contain any starship battles. This scenario is location based, which is to say that they are given a single location to explore, and can do so in any fashion and order they desire. In addition to room-based encounters and there are also event-based encounters, which are a lot of fun. In addition to getting to explore a great location on a new planet, players will get to meet and interact with a new alien race. This is a great adventure for players who love to role-play social encounters. It also features investigation elements which are wonderfully subtle. This scenario reintroduced us to Fitch and the Master of Stars, which is the same ship visited in #1-01: The Commencement. This scenario is just… AWESOME! I give this scenario five out of five stars.

The last adventure we’re going to take a look at today is Scenario #1-09: Live Exploration Extreme! This is a tier 1-4 adventure which is a direct sequel to #1-00: Salvation’s End. It also has ties to #1-05: The First Mandate, and features Zo!, who was met in that scenario. It is the first (likely of multiple) scenarios that will delve into the fake-moon, Salvation. The catch? In the aftermath of the Scoured Stars incident, The Starfinders had to rely on mercenaries, investors and powerful organizations in order to keep operational. One such investor was Zo!, a undead Eoxian media mogul. He provided the Starfinders with a vast amount of funding, on the condition that if any important discoveries were made on those sites the Starfinders would cease investigation immediately, until Zo! and his camera crew were ready to document the findings and turn it into a new reality television special. That’s right! You don’t just get to explore an awesome ruin and make amazing discoveries, you have to do it alongside a film crew while impressing a live studio audience! It does an awesome job of playing up this quirky experience, including pulling characters aside to ask prying questions, and having the studio audience vote on how some situations should play out. This adventure is populated with a ton of entertaining characters. From the crew, to Zo!, and the people met while exploring Salvation, this is a scenario that’s overflowing with fun, engaging, social encounters. It’s full of personality, and I guarantee you’ve never played anything like it before. Aside from the wonderful ‘reality t.v.’ schtick it’s got going for it, the adventure itself–the things you find in Salvation–are really, really surprising. Honestly. Wow! I cannot wait for the investigation into Salvation to continue in another scenario, and I strongly hope that Zo! and his camera crew will be along with us for the ride. This scenario is one of my very favourites. I give it five out of five stars.

And that’s it! The first eleven Starfinder Society scenarios, specials and quests for your perusal. I don’t know about you, but I can’t wait to play through them all. But when it comes down to it, which ones were my very, very, favourites? Which ones blew my mind?

Into the Unknown, Sanctuary of Drowned Delights, and Live Exploration Extreme!

What about you? If you’ve got a favourite Starfinder scenario let us know in the comments below! Have experiences playing or GMing these adventures that you want to share? Do so! We’d love to hear from you!

Thanks for checking out d20 Diaries!

Until next time,

Jessica

 

Starfinder

Hey guys!

Today we’re taking a look at the Starfinder Core Rulebook! So fuel up your starships, set your phasers to stun and double-check you’re not wearing a red shirt! We’re launching into space!

Starfinder is a new d20 game from Paizo Publishing which is heavily based on Pathfinder. With a streamlined set of rules, a bunch of new races, and a whole galaxy to explore, Starfinder certainly brought with it a lot of excitement! The Starfinder Core Rulebook is massive. It weighs in at a whopping 527 pages, and has an American cover price of $59.99. That means if you’re Canadian, like myself, you’re looking at paying around 75-80 dollars. If you’re lucky, you can find some decent sales on this hefty tome. At the time of posting this the Starfinder Core Rulebook is on sale on amazon for only $56 Canadian, which is an awesome deal! I highly suggest picking it up before it goes back up to full price. The book itself is split into thirteen chapters, plus the reference sections at the back.

StarfinderCover

Before we take a look at the contents of the book itself, I’d like to make a few general points about the book. First off, the entire book is user friendly and well-written. It does a wonderful job of making the game accessible and easy to understand. This is a definite improvement over the Pathfinder Core Rulebook, which can be complicated, to say the least! Second, although a lot of Starfinder’s rules are familiar, and a player of Pathfinder could technically pick up a character sheet and hop right into the game, there are a lot of minor changes to the rules and character creation process. This means that there are differences which you should read. Owning and reading the Starfinder Core Rulebookisn’t optional. You need to read this bad-boy! And finally, The Starfinder Core Rulebook isn’t just a rulebook. Like the Pathfinder Core Rulebook, it also has everything you need to GM a game. In addition, unlike the Pathfinder Core Rulebook, this book also has a large portion dedicated to the campaign setting, including various planets, religions and organizations. This is an AWESOME addition.

So without further ado…

The Starfinder Core Rulebook!


Chapter One

The first chapter is an overview. Now, that may not sound very exciting, but let me tell you, this chapter is invaluable for new players. It tells you, right up front, what the heck Starfinder is, what you need to play, how the game works, and gives you definitions for a bunch of common terms. In addition, it has an enjoyable example of play. If you’re familiar with d20 games, and Pathfinder specifically, you won’t need to read this chapter more than once, but if you’re not? It’s amazing. More importantly, it gives someone browsing at a bookstore or a game shop an actual idea of what Starfinder is. I can’t tell you how many times when I was a pre-teen I picked up the old Dungeons & Dragons 3.5 Player’s Handbook, browsed it, desperately wanted to buy it, but put it back because I had NO IDEA what it was. Haha. So, from me to you, Starfinder, THANKS. Countless curious readers will appreciate the overview. I promise.


Chapter Two

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A human envoy, from the Starfinder Core Rulebook.

The second chapter is INVALUABLE. It’s all about Character Creation. To start with, it gives an AWESOME step-by-step guide to making your character. It’s simple, easy to understand, and super user-friendly. Also in the chapters is a short, one sentence description of each of the core races, themes, and classes in Starfinder, as well as chart showing which ability scores they modify for ease of reference.

Right from the beginning of this chapter you’ll find some differences between Starfinder and Pathfinder. There’s the addition of a few vital statistics, including Stamina Points, which act like a buffer for your Hit Points, and Resolve Points, which allow your character to perform amazing feats, stabilize themselves, and even regain consciousness. All ability scores are chosen by point buy, but on a one-for-one basis with ten points to spend. This is going to give you stronger characters with better stats than you would get with Pathfinder, while the addition of SP and RP will make characters sturdier, and hardier. In short, even if you think you know what you’re doing, you need to give this chapter a read. Although the character creation process is familiar to players of Pathfinder, Dungeons and Dragons and other d20 games, there are differences you need to be aware of.

Later in the same chapter is another very important section: Themes.

What is a theme?

A theme represent a focus for your character, which may represent your background, training, or natural gifts. These themes are quite broad, and every character gets one in addition to their class. It makes characters seem more varied, and allows two different characters of the same class to feel different, even if they chose similar builds and tactical options. An ace pilot mercenary might be a hot-shot space pilot who’s a master of starship battles and races, while an icon mercenary might be a galaxy-famous gladiator, and a priest mercenary might be a mystical holy warrior. A theme is like adding flavour and personality onto your character based on their interests.

Mechanically, each theme adds a +1 bonus to a single ability score and grants four special abilities. The first ability is universal across all classes, and is called Theme Knowledge. This ability gives each theme an important skill as a class skill, or grants them a +1 bonus in that skill if it is already a class skill. In addition, it reduces the DC for those characters to learn information related to their chosen theme. For example, an Ace Pilot finds it easy to learn about starships, vehicles and famous pilots, while a Priest finds it easier to recall information about religions, their symbolism and their leaders. The other three abilities that each theme grants are different for each theme, but are gained at levels 6, 12 and 18. For those of you who don’t want to choose a theme, you can make a character themeless, which gives you a few generic benefits, but isn’t as powerful as the other themes.

There’s a total of ten themes in Starfinder. They are: Ace Pilot, Bounty Hunter, Icon, Mercenary, Outlaw, Priest, Scholar, Spacefarer, Xenoseeker and Themeless. They’re all quite solid choices, but my personal favourites are the Ace Pilot–who doesn’t want to be an awesome starship pilot?!–the Spacefarer and the Xenoseeker. The Spacefarer is an explorer who is a master at discovering and surviving new worlds. They get a bonus on Constitution, and are naturally skilled at the Physical Sciences. At later levels they gain the ability to better utilize skills they’re not trained in, and can regain Resolve Points by exploring new worlds and locations. The Xenoseeker is similar to the Spacefarer, in that they love exploring new worlds, but where the Spacefarer loves the worlds themselves, the Xenoseeker is interested in the life found upon them. Xenoseeker’s get a bonus to Charisma and are naturally skilled at the Life Sciences, including learning about living creatures and their culture. At later levels they gain the ability to quickly create a pidgin tongue in order communicate with alien beings, and can easily make a good impression upon them. They can regain their Resolve Points by discovering or documenting a new species of flora or fauna.

Whichever theme you’re drawn to, I think they’re a great addition to the game, and are a lot of fun.


Chapter Three

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An android operative, from the Starfinder Core Rulebook.

Chapter Three brings us to the Races of Starfinder. One of these, the human, is a staple of all d20 games, but the others are more obscure. The core races in Starfinder also include androids, kasathas, lashuntas, shirrens, vesk and ysoki. Some of these, namely androids, kasathas, lashuntas, and ysoki, might be familiar to players of Pathfinder, while the shirren and vesk are entirely new.

Curious what happened to the old favourites, like dwarves and elves? They’re still a part of Starfinder, but are much more rare than the core races. These races can be found in a different chapter of the book, which we’ll get to later.

In addition to altering ability scores and giving special abilities, races also have an HP value. This HP is added to the HP granted by your class to make your starting HP. After the technical aspects of the class, each race entry has a few notes about playing that race, as well as descriptions about the race’s physical description, home world, society, alignments, relationships, and naming conventions. Each race has a full two-page spread dedicated to it, with some awesome artwork.

There are seven core races in Starfinder. Humans are as adaptable as ever, but we won’t delve into them any more than that. You are one, so I think you can handle it.  Haha. Androids are artificial creatures with both biological and mechanical components that are smart, but poor at interacting with others. Kasathas are four-armed, hairless humanoids, with elongated craniums that come from a desert planet. They’re strong and wise, and have great reverence for their past and history, which causes them to live by a lot of odd taboos and traditions. Lashuntas are dimorphic, and have two different types of statistics. All lashunta are good at interacting with others, but the muscular Korasha’s can be brash and unobservant, while the tall and slender Damaya’s are clever, but delicate. Both types of lashunta have telepathic powers, and are capable of a few minor magical spells. They have antennae on they foreheads, but otherwise look relatively human. Shirrens are an insectile species of humanoid with a delightful disposition. Shirrens were once part of a hive-mind, and have broken free from it. Now they take great delight in free-will and making choices. These quirky bug-people are hardy and clever, but not very good at interacting with others. They also give out some of the highest HP of the core races. Shirren have blind sense, and some telepathic powers. They’re fascinated with learning about other cultures and societies, and are good at working with others. Vesk are strong, hardy lizard-like humanoids who come from a battle-focused society. Not long ago, the Vesk (who have an entire galaxy under their control) were at war with the Pact Worlds, but in order to conquer a greater threat, the Vesk made peace with their one-time enemies. Vesk are bold, fearless, and capable of combat even when unarmed. Like the Shirren, they give out some of the highest starting HP of the core races. Finally, there’s the Ysoki, or ratfolk. Ysoki are nimble, smart little fellows that are good at building and creating things. They’re found on nearly every world, and are known to be resilient. They’re small though, and slight, making them weaker than the other core races, and they do not give out much HP. They have cheek pouches which they can store goods in, can see in the dark, and are scrappy even when the odds are against them.

So what are my favourites? Honestly, I like them all, but my VERY favourites, would be the tough but stupid vesk, and the enthusiastic, scrappy little ysoki! It should be noted that the quirky shirren came in a close third for me, and considering how much I hate bugs, that’s quite an accomplishment!


Chapter Four

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A kasatha solarian, from the Starfinder Core Rulebook.

Chapter four is all about classes! That’s right! For many player’s this is the best, and most used chapter of any rulebook. The classes in Starfinder will likely feel familiar, but are not quite what you’d expect. You won’t find a bard, or a rogue or a sorcerer here. Instead there’s the Envoy, the Mechanic, Mystic, Operative, Solarion, Soldier and Technomancer. Each of these classes have a set HP they give out, as well as a certain number of Stamina Points, which is modified by your Constitution. They each have a key ability score which is what your Resolve Points run off of. Like most d20 games, they each have a list of class skills, give out a certain number of skill points, grant certain armour and weapon proficiencies, and have a ton of cool abilities. One thing I’d like to point out is that each of these classes is very adaptable and varied. That is, each gives the player different options or specialties, which will make two characters of the same class seem different right from the get-go. Combine this with different themes, and the combinations of characters you can create are vast. Each class entry varies between seven to ten pages long, and ends with an example of four quick character examples made by combining themes with classes.

The first class, the Envoy, is kind of like a mix between a bard and a diplomat. The envoy uses their charm, skills and wits to get by. Their expertise ability lets them add an extra 1d6 to Sense Motive checks, as well to any skills they have skill focus in. They can also select other skills to become an expert at as they gain levels. Later they can unlock other ways to use their skills, with expertise talents. Their other major ability is envoy improvisation, which lets them learn abilities which can bolster their allies, confound their enemies or change the ebb and flow of battle. My favourite low level envoy improvisation is ‘Inspiring Boost’ which lets you inspire an ally that was wounded last turn to regain stamina equal to your level plus your Charisma modifier. There’s also ‘Go Get ‘Em!’ which lets you choose an enemy as a move action, and grants a bonus on attack rolls against that enemy. Both are awesome staples, and good examples of some of the tricks your envoy can utilize right from level one.

The second class, the Mechanic, is a favourite in my house, with both myself and my children desperately loving it. The mechanic is a master of machines an computers, who makes an artificial intelligence and can implant it into either a drone, or their own brain (which is called an exocortex). Drones come in three basic types (combat, hover and stealth) but can be modified as you gain levels, while installing the AI inside yourself allows the mechanic to gain proficiency with extra weapons, and increases your battle prowess. Along the way mechanics can become experts at hacking and overriding machines, repairing mechanical devices and starships, and can gain some snazzy tricks. My favourite low level trick for those with a drone is ‘Repair Drone,’ which is pretty self explanatory, haha, and energy shield, which grants you a force field for a minute (functions as temporary hp).

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A shirren mystic, from the Starfinder Core Rulebook.

The third class is the Mystic, which is Starfinder’s divine caster and healer. They give out a decent amount of HP, SP, and run off wisdom. In addition to being able to cast spells, every mystic chooses a force which is connected to their powers. This force, or connection, will determine the extra abilities the mystic receives. Connections that are available include Akashic, Empath, Healer, Mindbreaker, Overlord, Star Shaman, and Xenodruid. Each are very cool, and each can be associated with different religions, if you like, but doesn’t have to be. My favourite connections are the Healer, which gain the ability to channel at level one, and later can steal health from enemies in order to heal themselves, and can resurrect the dead; and the Star Shaman, who can survive perfectly fine unprotected in the vacuum of space, and can later transform themselves into flying bursts of starlight, call down meteor showers, and teleport between planets.

The fourth class is the Operative, which is kind of like a rogue. They give out a decent amount of HP and SP, and run off of Dexterity. Every operative has a specialization which grants them skill focus with a few key skills and gives them some special abilities. These specializations include Daredevil, Detective, Explorer, Ghost, Hacker, Spy and Thief, each of which is very cool and really helps make each operative feel unique. They also gain the trick attack ability, which allows them to fake out their opponents in order to deal more damage. To trick your opponent you can use bluff, intimidate or stealth, as well as any special skills tied to your specialization. As operatives progress, they also gain exploits, which are special abilities that grant you bonuses on skill checks, or new offensive or defensive options. Operative’s have trained hard to get where they are and get a bonus on all initiative and skill checks. They also gain the evasion ability and increased move speed. At high levels they have can make extra attacks when taking a full attack action. Operatives are a really solid class, and I like a lot of their options, but my favourite specialization has got to be the daredevil. I’m a fan of flashy combatants. Haha.

The fifth class is another favourite of mine, the Solarian, a warrior attuned to the powers of the universe. Solarian’s get among the highest HP and SP of all the classes, and a decent array of skills. They run off of charisma, which they use to channel their stellar powers, which are generally themed around gravity and the stars. Every solarian gets either a melee weapon or armour made from their stellar powers, the cosmetic description of which can be highly variable. Whatever they choose, the manifestation gets better over time. At the start of every battle, solarians attune themselves to the powers of the universe (photons or gravitons), which allows them to use special powers (revelations) associated with those themes. The most powerful of these abilities (called zenith revelations) use up this attunement, while the rest can be used as long as you are attuned. At first level each solarian gets the same two zenith powers: supernova, which lets out a burst of fire to harm your enemies, and black hole, which drags your enemies closer to you. At later levels the revelations are your choice, but must be taken in equilibrium. This means that you cannot make a creature with only gravity or only solar powers. Solarians tend to be melee focused, so they benefit greatly from high strength and constitution. Although a lot of fun, solarian’s feel the least varied to me in terms of character options.

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A vesk soldier, from the Starfinder Core Rulebook.

The sixth class is the Soldier, which is kind of like a fighter. They get the highest HP and SP of all the classes (tied with the solarian), and a wide range of weapon and armour proficiencies. They get a ton of bonus feats, and some abilities which let them get better use out of their gear. Like the operative, soldiers get the ability to make extra attacks at higher levels, and must choose a fighting style to specialize in. At higher levels they’ll also gain a secondary fighting style. The fighting styles are extremely varied, and include Arcane Assailant, Armour Storm, Blitz, Guard, Hit-and-Run, and Sharpshoot. I was really impressed with the wide range of combat styles, but my favourites turned out to be the Arcane Assailant, which lets you magically enchant your weapons and shake off harmful conditions; and Bombard, which make you an expert with grenades.

The seventh and final class is the Technomancer, which is Starfinder’s arcane caster. Technomancer’s use technology to empower, harness and manipulate magic, and they use magic to augment, control and modify technology. In addition to casting spells, and gaining some some basic abilities and bonuses, they get a collection of spell hacks–special abilities that modify or augment their spells. There are plenty of cool spell hacks, but my favourite low-level ones include Fabricate Tech, which lets you use up a spell slot to create technological items as a full action, and Selective Targeting, which lets you shape your area of effect spells so that they ignore one five foot square.

The last part of the Classes chapter features two archetypes. Each archetype replaces a specific number of class abilities with new ones. These archetypes are the Phrenic Adept, which gain powerful psychic abilities, and the Starfinder Forerunner. I like the archetypes, but mostly I like the way they’re done. Starfinder archetypes always grant abilities at either 2nd, 4th, 6th, 9th, 12th and 18th levels, and for each of these levels, each class gives up certain class abilities. This means that each archetype can be used with any class, and doesn’t need to specify what abilities are lost, only what level the new abilities are gained. I think this is an interesting way to use archetypes, and so far, I quite like it.


Chapter Five

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A lushunta technomancer, from the Starfinder Core Rulebook.

Chapter five is about skills. There are less skills than there are in Pathfinder, and most of the skills do a lot more than I expected. In addition to familiar skills–like Acrobatics, Athletics, Bluff, Diplomacy, Disguise, Intimidate, Perception, Profession, Sense Motive, Sleight of Hand, Stealth and Survival–there’s quite a few new ones. Some of these are self-explanatory: Computers, Engineering, Medicine, and Piloting, come to mind. But others take a bit more to explain.

Culture lets you learn about other cultures, including their laws, customs, government, religion, history and related topics, but also lets you decipher texts and learn languages. Life Sciences lets you craft food, poisons, drugs and medicines, identify creatures and plants, and recall knowledge about bioengineering, biology, botany, ecology, genetics, zoology and other forms of biological sciences. Mysticism lets you identify, craft, disable and utilize magical devices, and recall knowledge about alchemy, magic, the planes, and deities and their traditions. Physical Sciences lets you create drugs, poisons and medicines, and recall knowledge about astronomy, chemistry, climatology, geography, geology, hyperspace, meteorology, oceanography, physics and other fields of natural science.

See what I mean? Each skill does SO MUCH. They’re super-charged! Even familiar skills, like Survival, do more than I expected. In addition to allowing you to track, navigate, predict the weather and live off the land, Survival also allows you to rear wild animals, and ride creatures. Cool!


Chapter Six

Up next is feats! Who doesn’t love a good feat, right? And what was the first thing I noticed about the feats chapter? It’s not very long. I mean, there’s a good deal of feats, but not a ton. I was expecting more.

The second thing I noticed? Many of the feats are highly adaptable, or do more. For example, Skill Focus! It’s the same as in Pathfinder. But Skill Synergy? This feat allows you to choose two skills and either make them class skills, or get +2 in both of them. Cool! That’s multiple Pathfinder feats all rolled into one feat, AND made more useful. This is a theme with Starfinder’s feats. There’s less, but they do more and are often adaptable.

Another common theme among these feats is that a lot of things you would have needed a feat for in Pathfinder, no longer needs a feat. Take Improved Unarmed Strike. This is still a feat, but it’s not needed to throw a punch. Instead, it allows you to do progressively more damage with your unarmed strikes, count as armed when unarmed, and allow you to attack with more than just your fists. Or take a look at Weapon Focus. Familiar? Yes. The same? No! Its better. In Starfinder, Weapon Focus allows you to choose a weapon type (NOT a specific weapon) and gain +1 attack with that weapon. If your BAB sucks? It grants a +2 instead. See? Better.

Lastly, feat trees are shorter and many feats that would require other feats as prerequisites in Pathfinder, no longer do in Starfinder. Cleave, Body-Guard, Mobility, and so on. All feats which no longer have other feats as prerequisites. This is just… awesome.

All in all, I really like what they’ve done with the feats in Starfinder. Some are familiar, some are new, but all of them deserve a read! You can’t just assume you know what they do!


Chapter Seven

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A ysoki mechanic, from the Starfinder Core Rulebook.

The seventh chapter is one you’re going to use constantly. Also? It’s huge. At nearly 70 pages long, chapter seven is all about equipment. Weapons, armour, mundane gear, technological wonders, magical equipment, hybrids, cybernetics, augmentations, vehicles and even AIs. It’s all here!

In Starfinder you don’t use gold, or coins. That’s a thing of the past. Instead you use credits, which are kept on cred-sticks and can be set up like bank accounts or like gift cards. Some can even store access to a credit line. Each character starts with a whopping 1,000 credits upon character creation, which is less than it seems when you account for the cost of weapons and armour. I’ve found this is a good, generous number. You’re not rich, and you can’t just spend willy-nilly, but it’s certainly more than you need. And with every character getting the same amount, you no longer need to fret that your character will get less stuff based on their class. It’s a change I like.

Now, even if you strike it rich, that doesn’t mean you can just buy anything. Every item has a level, and you can only purchase items up to one level higher than your own. This means that even though there’s a level 10 laser pistol you really want, no shopkeep will show it to you until you’re level 9. This might seem weird, at first, but it’s a super streamlined way to let a player know what they can purchase in a city, without a lot of calculations, rolling of percentile dice, or bookkeeping. I highly approve.

Next thing you’ll learn about in this chapter is carrying capacity. Don’t groan! I know that no one likes number crunching pounds and recalculating for being small, but you know what? Starfinder knows that, too! Starfinder uses Bulk. This is an abstract measurement, not an actual weight, and is super easy to use. Each character can comfortably carry up to half of their strength score in bulk. If they carry more than that, they’re encumbered, which affects their movement speeds, max-dex and makes it hard for them to use physical and dextrous skills. No one can carry more than their strength score in bulk, and if they’re forced to they are overburdened. Which sucks, so don’t do it! Haha.

This system makes it easy to calculate you carrying capacity. You’ve got 8 strength? You can carry 4 bulk without being hindered, and if you carry five or more, you’re encumbered. You can’t carry more than eight. Easy! Items will say beside their names either a whole number (1 Bulk, 2 Bulk), nothing, or L. What is L? L means something is light and weighs less than one bulk. 10 L makes 1 Bulk. And if you have less than 10? It doesn’t count toward your bulk at all! That’s right! You could carry 1 Bulk and 9 L, and still only count as 1 Bulk. Awesome. Now, I know this might make it feel like you can’t carry much. You’ll look at that 5 or 6 bulk and worry that you’ll go over the weight and get yourself encumbered, but you know what? I can honestly say that it hasn’t been a problem for me. I’ve made a ton of characters with these rules already, and haven’t once had an issue with carrying too much stuff. Not once.

For the most part, the weapon and armour charts will look like they do in most d20 games. They’re sorted by type, they’ve got a price and damage, and such, but there’s a lot more information hiding in these charts than you’re used to. In addition to items having levels, they also state what kind of damage they do right in their damage entry. P denotes piercing, S is slashing, B is bludgeoning, F is fire, E is electricity and so on. Physical attacks (which typically do B, P, or S damage) target Kinetic AC or KAC for short, while energy attacks (which typically do A, C, E, F, or So damage) target Energy AC or EAC for short. This means that all armour now have two AC bonuses they grant, an EAC and a KAC bonus. Guns and powered armours all have a capacity column now, which shows how many bullets or charges an item can hold, and a usage column, which shows how many bullets or charges are utilized each time the object is used. The column for critical has changed. All weapons do double damage on a critical hit, but many also have special abilities that function when a critical is scored. Some might knockdown the opponent, others might light them on fire, and others might cause bleeding wounds. Whatever the case, you’ll grow to love these extra critical abilities. There’s also another column, which is also pretty exciting: Special. Nearly all weapons and armour have special properties, and instead of describing them in every weapon or armour entry these abilities have all been given key words, which are written under special. From analog weapons, which don’t require technological or electronic parts to function, to automatic, operative, stun and penetrating, these abilities are going to come in handy–or be a hinderance, depending on the ability.  The last addition you’ll find on these equipment charts? Upgrade slots. Some armour has a number of open spaces within which you can install upgrades. These can range from granting you inferred sensors and force fields, to jet packs and spell reflectors. Upgrades are COOL.

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A space goblin, from the Starfinder Core Rulebook. What? You thought you’d get away from these little pests in space? Not a chance!

Now, we’re not going to go into the actual items found in the book in depth, but what I will say is that there’s a lot of weapons and armour, which is great, and a lot less magical objects than I expected, which is not so great, but not horrible. Many of the things once done by magic has become technological or hybrid items, which means you don’t need as much space for magical objects as most d20 games do. Of particular note, is that there is a lot of information in this chapter on computers. On the one hand, that’s good, cause they’re clearly going to play a large role in the game, and you’ll get a lot of use out of your computers skill, but is bad because honestly, most of that information flew right over my head. Haha. The computers section can be overwhelming on a first read, but after a second (or third), I think I’ve got the hang of it. Still, it was more complicated than I expected and was the first, and only, part of the book that confused the heck out of me.

Overall, I really like the equipment, currency and carrying capacity systems that Starfinder utilizes.


Chapter Eight

The next chapter is where we finally start to get into the game itself: Tactical Rules. This chapter takes up about fifty pages and is quite clear and well-written. It makes sense, and all of the changes from Pathfinder really serve to streamline combat and make it more enjoyable. Only three things provoke attacks of opportunity now (moving away from melee, making a ranged attack in melee, and spell-casting in melee). You’ll also want to brush up on the rules about charging, full attacks, damage and dying, all of which operate differently than they do in Pathfinder. This is also where you’ll find details on conditions, vehicles, and chases.


Chapter Nine

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The Pegasus, an exploratory ship used by the Starfinder Society, and one of the many kinds of Starcraft you can create in Starfinder.

The next chapter is around forty pages long and is all about starships and space travel! This is one of the more exciting chapters, which allows you to make, modify and create your own ships easily. It’s also got all the rules you’ll need to fly, battle and repair your ships, as well as details on types of space flight. There’s a collection of beautiful artwork showing the different cultural style of ships, which are just gorgeous!

The ship creation system is simple, but allows for a wide range of custom vessels, and I think it works wonderfully. Same goes for the starship combat rules. In addition to flying and shooting any guns your ship might have, there’s duties and jobs for all members of the crew to do during a starship battle, all of which can turn the tide in your crew’s favour. This means that not just the pilot, and the gunners get to participate, the engineers are invaluable, and the science officers and captains can dramatically alter the battle’s outcome. Movement during these battles is tactical, as the way your ship is facing can change which weapons it can target the enemy with, and which shields your enemy can strike of yours.

I haven’t had a chance to play out a starship battle yet, but this chapter got me VERY excited to do so.


Chapter Ten

Chapter ten has all the rules you need to know for spellcasting, as well as all the spells currently available in Starfinder. There’s only two spell lists: mystic spells and technomancer spells, and both of these are spontaneous casters (which means all magic in Starfinder is spontaneous!). Spells in Starfinder only go up to level six, and there’s not a lot of them (the entire chapter only takes up forty five pages). That being said, some of the spells do a lot more than I expected, while others can be cast at varying levels, which changes their effects. Flight is a good example of a spell with a variable level, as is mystic cure and mind thrust. Magic missile is a good example of a spell that does more than it’s Pathfinder equivalent (at low level).

There’s plenty of familiar spells within this chapter. Spells you’ll recognize from Pathfinder, Dungeons and Dragons and other d20 games. But, there’s also a lot of new ones, some of which are VERY cool. Give it a read and let me know what you think! You won’t be disappointed.


Chapter Eleven

Up next is a chapter you’ll either get a lot of use out of, or none at all…

It’s all about Game Mastering. This is where you’ll find information on creating encounters, experience and wealth, how to run a game, environments and their hazards, settlements, traps, afflictions, and–very importantly–how to read a stat block! Every section of this chapter is explained concisely, and is easy to understand. I’m a big fan, actually, and I’m going to be reading it (and using it) a LOT.


Chapter Twelve

As we near the end of the book, we come to one of the most exciting, flavourful chapters: the world universe of Starfinder! The setting.

Now, obviously, with a universe at your fingertips, the number of worlds and species you can encounter is limitless, but this chapter, all sixty glorious pages of it, breathes life into Starfinder’s presumed setting: The Pact Worlds. This chapter starts off with a short history of the Pact Worlds, and a few notes on what happened to Golarion, the world of Pathfinder.

Wait!

What happened to it?

What do I mean?

It’s simple. Golarion has completely vanished. How? Why? Oh, you’ll have to read to find out, but I will say that in it’s place is Absalom Station, a massive space station and home to the Starfinder Society (a group that is inspired by the Pathfinders). In addition to learning about the planets, cultures, religions and major organizations that are going to be the homes, travel destinations, and enemies of your players, this chapter also introduces a few very important concepts that are integral to the campaign setting. These include the Drift, the Gap, and the formation of the Pact Worlds.

I am a HUGE fan of this chapter and its inclusion in the Core Rulebook. The setting is wonderful and vibrant, and within this chapter is a ton of inspiration for your players and your adventures.

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The Pact Worlds System, from the Starfinder Core Rulebook.

Chapter Thirteen

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A dwarf soldier from the Starfinder Core Rulebook.

And here we are! The final chapter in the Starfinder Core Rulebook! But what’s left?

Pathfinder Legacy.

This is a short, ten page chapter that provides statistics for all of Pathfinder’s core races, allowing your players to be classics like elves, half-orcs and gnomes. And even more exciting? This chapter has all the rules necessary to convert any monster or class over from Pathfinder, to Starfinder. Likewise, it’s a simple process to convert other races over to the Starfinder rules.

This information appears at the end because it is supplemental, and has the potential to unbalance a game. Conversions must be done with care, and only by the GM. However, despite these limitations, the core races are available to all players, so get ready to bring your dwarf into space. He’s more than welcome.


And that’s it. Starfinder Core Rulebook.

So what do I think? Is it worth it?

Yes. Yes. And yes again for emphasis.

I love the Starfinder rules, and the game. And I LOVE that the campaign setting is included right inside the Core Rulebook. Before I even finished reading this big, beautiful, tome, I was testing out the character creation rules, and reading up on religions, curious as to what might be familiar and what would be new. I was pleasantly surprised with the game at every turn, and can’t wait to bring the joy of Starfinder to my family.


I hope you enjoyed taking a look at Starfinder with me today.

Thanks for stopping by.

I hope to see you travelling the Drift!

Jessica

 

Vermin, vermin, everywhere…

There’s a mouse in my house.

Now, for those of you who have to deal with vermin way worse than mice… say rats or cockroaches or something else horrible, you might be thinking: “Auww, a mouse! How cute!”

No! Not cute!

Dirty, filthy, sneaky little mice. In my KITCHEN.

Blech!

So while my kitchen has been taken over by an abundance of glue-traps (admittedly, it might be overkill), we’re going to take a look at VERMIN.

Pardon me while I suppress a shiver!

Now, I don’t just mean insectile vermin, or the vermin creature-type, I mean vermin of all kinds. And the most likely way you’re going to interact with these creepy, crawlies? Battle.

To kick things off we’re looking at a classic: the dire rat. I know, I know, you’ve fought a ton. But if you haven’t? Do it! These nasty little blighters are a staple for low level d20 games of all kinds, and for good reason! They’re a decent challenge for their lowly CR 1/3, and due to their horrible hygiene, they’re likely a player’s first interaction with diseases, as well. Love them or hate, you’ve gotta take them down!

A few of my other favourite vermin include giant leeches (so gross!) and the tick swarm. Giant leeches have the ability to attach themselves to their victims and drain the blood right out of them–except this bad boy’s the size of a grown man. At a CR 2, they’re still a low-level threat. And the tick swarm? The opposite. The tick swarm is a whopping CR 9 monster that’s immune to weapon damage in addition to the typical swarm immunities. These little buggers are diseased, and possess a cool ability: cling. Even after fleeing the swarm’s area a bunch of ticks still cling onto the PCs, draining their blood. This causes the PC to take swarm damage each round even after running away. They’re going to hate these things!

There’s another new vermin out there that I love, and it’s creature type? Undead! Cause the only thing worse than finally killing that cockroach? When it comes back to life! Check out the exoskeleton! An exoskeleton is the corpse of an insect, given unlife by necromancy. Sort of like a skeleton bug. Minus the skeleton. As an acquired template the exoskeleton can be added onto any corporeal vermin that has an exoskeleton, so prep the beetles, centipedes and spiders! Bring on the exoskeletons!

But vermin aren’t always the enemy, right? What about those of us you who want to make nice with the little guys? Well, look no further!

Want to let out your inner vermin? Play a ratfolk! These sneaky little fellows are a fun player race, who excel in tight spaces. They’re nimble, smart, and are naturally good at creating alchemical substances, and using magical devices. They’ve got some cool race specific archetypes and feats, but my favourite thing to make with a ratfolk? A witch! Seriously! Imagine them brewing their noxious substances, hurling hexes and cackling their furry little heads off! So great!

But what if alignment’s not an issue? Well, if you’re alright with letting a load of villainy into your games you can crack out the classic wererat. Or better yet? Be an entothrope! A what?

An entothrope! Introduced in Bestiary 6, the entothrope is lycanthropy with BUGS! And my personal favourite? The weremantis! With wicked claws, mandibles, and the ability to lunge and make sudden strikes, these guys are a blast!

Now, there’s also some awesome class options for those of us you who want to dabble with vermin without being one. The most obvious way is with your pets. My favourite vermin familiar is the moth. Why? Honestly? I HATE moths. I have a terrible fear of moths. Eww! Yeah, yeah, I know they’re not THAT bad… Looking for a good animal companion? Pick up a giant cockroach (also EWWW!). Both options are from Ultimate Wilderness.

And my all time favourite vermin themed character option?

The swarm monger druid!

These guys have to choose an urban companion–centipede, cat, rat, raven or spider–and can make them multiply into a swarm a few times a day for a few minutes at a time. They gain the ability to influence vermin, bonuses on saving throws against disease and poison, the ability to be healed by consuming rotten food, and, my personal favourite, the ability to transform themselves into a shifting swarm of vermin. Neat!

And gross!

Not up for a full-body commitment?

There’s a lot of cool items and spells that you can pick up, so I’ll only name my very favourites. First up? Pipes of the warren guardian, a magical musical instrument that can be played once a day to summon a bunch of dire rats to fight for you. And the spell? Vomit swarm! Cause… just… GROSS!

And what are we finishing off the day with?

Urban Decay! A 3.5 Dungeons and Dragons adventure intended for 2nd level characters that pits the players against a group of wererats operating out of the sewers who attempt to conquer the city above with rats, and plagues of disease. This is an awesome little adventure that’s a perfect way for me to work out my anger at something generally mouse-shaped. Take THAT rats mouse-stand-ins!

That’s all for today!

See you next time,

Jessica


Interested in anything you read about today? Want to know where it came from? Look no further!

Dire rats and giant leeches are from Pathfinder’s Bestiary and Bestiary (Pocket Edition). The tick swarm is from Bestiary 2 and Bestiary 2 (Pocket Edition). The exoskeleton and entothropes are from Bestiary 6. Rafolk and the pipes of the warren guardian are from the Advanced Race Guide. And the vomit swarm spell is from the Advanced Player’s Guide and Advanced Player’s Guide (Pocket Edition). Moth familiars and giant cockroach companions are from Ultimate Wilderness. Finally, the swarm monger druid is from Blood of the Beast.

Urban Decay was written by Amber E. Scott, and was published in Dungeon Magazine issue number 138 back in 2006.

Enjoy!

 

Shackled City: Part One

With our characters made, minis picked out, and some free time on our hands, the members of Boople Snoot Dinorabbit set out to try their luck at the deadly Shackled City Adventure Path! (No idea what I’m talking about? Check out this blog post for more details).

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The city of Cauldron, a major location in the The Shackled City Adventure Path by Paizo.

Our story begins on a dreary evening, near sunset. The clouds are dark, the sky is red, and the first fat raindrops begin to fall from the sky on the city of Cauldron. Despite the gloomy atmosphere, tonight is a special occassion! For tonight is Dinorabbit’s one year anniversary! To celebrate, Falco Rhiavadi has insisted the entire band join him for a fine dinner at the Coy Nixie (on his family’s tab, of course!). Always happy for a new experience, Mick Frimfrocket agreed immediately, and soon they were off.

The characters showed up underdressed, and had a fun opportunity to role-play their way through the restaurant. Falco convinced the snooty greeter, Odell, to escort them to a table by name-dropping his relatives. The whole group managed to befriend the waiter, Relveth, with an astoundingly high diplomacy check led by Falco. They ordered fancy sounding meals, and settled in to eat. During the meal they realized they could hear beautiful music, but couldn’t find the band–a mystery which set my son’s imagination ablaze. They also discovered the murals on the wall were like massive search and finds. Each painting was of a different aquatic scene and had a number of nixies hiding within. As they ate and examined the paintings they also got to eavesdrop on the other patrons and socialize.

Falco Rhiavadi
Sima Zhao from Dynasty Warriors 7. Art chosen to represent Falco Rhiavadi.

The manager, Narissia Delacour, was curious which Rhiavadi was dining at her establishment and paid them a courtesy visit. Although she was disappointed it wasn’t anyone important, Falco made a good enough impression that they were allowed to stay and given good service.

Nearby guests included Tabitha Aslaxin, a studious business-minded woman who once attended school with Falco–before he dropped out to join the music program. Tabitha sat with her younger sister, Averil, who had only recently come of age and seemed extremely excited to be present in her finery. The Aslaxin family owns the Coy Nixie and many other establishments in Cauldron. Although the curious members of Dinorabbit took notice of these noble ladies, they chose not to attempt to speak with them.

Other nearby notables included a trio of sisters from House Taskerhill. Mick and Falco managed to overhear that the younger sisters, Monette and Carmine, were scolding the eldest sister, Annah, for her dangerous ways. Bored with life among the nobility, Annah had joined up with a group of other nobles and was spending her free time ‘adventuring’ for the good of Cauldron. As the sisters worried over Annah’s health and their family’s reputation, Annah assured them no harm would come to her. That’s what her companions were for…

Aeris Caldyra
Artwork chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Lastly, Falco recognized a few familiar faces at a nearby table: his cousin Venser Rhiavadi, and his Uncle Hasserton Rhiavadi. Falco greeted them warmly, but received a rude, disinterested greeting from his uncle. In his uncle’s defence, Hasserton was his mother’s husband’s brother (and therefore not truly related to Falco at all). Falco’s cousin was equally cold, though he did take the time to make fake-pleasant conversation (for a few minutes). When his patience was worn out Venser bid Falco a curt farewell and returned to his meal.

With their dinner at the Coy Nixie complete, the members of Dinorabbit headed out into the rainy, dark streets. Rabbity tossed her leftovers to Panthy, her beloved pet black panther, and then danced and played in the rain for a while. As the group began to move down they road they heard a scream for help. Rabbity hopped on top of Panthy and urged her forward, followed closely by Aeris. As the two turned a corner they caught sight of a man, with his face painted half-black and half-white with the grinning visage of a jester, blocking the way into a nearby back alley. And from that alley issued the cries for help.

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Rabbity Castalle bending water to her will. Art by Shadify. For more image information check it out on Pinterest.

Aeris recognized the strange face paint as the signature of the local Last Laugh Thieve’s Guild, and immediately drew her blade. The Last Laugh had killed her beloved Grandfather Marzio, last High Chamberlain of Alseta, and she’d be damned if she let this hoodlum get away with whatever he was up to!

Rabbity and Aeris were the first into battle, but Mick and Falco weren’t far behind. Rabbity launched blasts of water at the Last Laugh thief, urging the puddles in the street to surge forward and smash into her enemy. Aeris used some of her elemental assault ability to make her sword crackle with electricity as she fought. Shockingly, the thug didn’t fall. Instead he drew a greataxe and swung it at Aeris, nearly cutting her open completely. Falco was there in a flash, healing Aeris’ wounds. Mick hurried to the fight as fast as his little legs would carry him, then used his magic to summon his favourite piano. His inspiring songs filled the streets, echoing over the sounds of the heavy, pounding rain.

As Rabbity and Aeris knocked the thug unconscious, Falco caught sight of a man down he alley–a priest by the look of him–getting beaten and bullied by two more Last Laugh thugs.

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A fateful encounter! The Last Laugh Thieve’s Guild attacking a priest in the dark of night.

“Leave the orphanage alone, priest, if ya’ know what’s good for ‘ya!” they growled.

The young priest begged for help.

The characters all ran in to help him, of course, and with Panthy’s fangs, Rabbity’s water blasts, Aeris’ sword, and Mick’s grooving tunes, the battle was quick, but hard. Aeris took a decent amount of damage that fight and tore through half of her daily rounds of blood rage, all of her rounds of elemental assault and all of her uses of destined strike.

Falco healed the priest, and together they ensured the thugs weren’t in danger of dying. Once everyone was safe, Aeris and the priest suggested they turn in the Last Last Thieve’s to the town guard. The other characters agreed, so they hoisted the thugs up over shoulders and onto backs, and began the long, slippery trip uphill to the Garrison. Along the way the characters chatted with the priest.

The priest’s name was Rufus Laro, and he was an acolyte at the local church of Abadar. He was sent to the Lantern Street Orphanage earlier that day to check on the children and offer aid–only three days ago four children were kidnapped in the dead of the night from the orphanage. On the way home he was ambushed and set upon by thugs! He had thought they were going to rob him, but their threats were clearly meant to keep him from further interference at the orphanage. Though why any thieves would be interested in a run-down orphanage he had no idea… The young priest was quite shaken by the ordeal, and asked his saviours to escort him back to his church after they all finished giving their statements to the guard.

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Rufus Laro. Priest at the Church of Abadar. For image information check it out on Pinterest.

My kids had a blast talking with Rufus. My son, especially. They asked him questions and bragged about their various gear, music and pets. Rufus found Panthy quite intimidating, which Rabbity thought was hilarious. She tried to prove to Rufus that Panthy was well trained, but her handle animal checks all failed, and Panthy chose that time to ignore her commands completely. This did little to set Rufus at ease…

As the group arrived at the guard post with unconscious men thrown over their shoulders, the guards came out to accost them. The guards sighed and rolled their eyes when Aeris informed them that she had apprehended some criminals–clearly they know her and don’t like her very much. Aeris is in the habit of reporting all the crimes she witnesses to the guard, while the guard in turn thinks Aeris is a lying, busy-body.

Rufus’ account of the group saving his life did get them motivated, though, as did the tell-tale face paint marking the thugs as members of the Last Laugh. The entire group of characters was ushered into the offices to give their statements. During the interviews, Falco managed to overhear some exclamations of surprise from the jail cells. Apparently the Last Laugh thugs they brought in were also members of the town guard! Falco was more than a little intrigued. Unfortunately, no further information was forthcoming, and the group left with Rufus to escort him to the church of Abadar.

It was another wet trip through the pouring rain, although this time the reception was kinder. The group was ushered into the elaborate church and offered dry towels, snacks and refreshments. Rufus gave the heroic musicians his heartfelt thanks and asked them to stay awhile. He was sure his superior would like to reward them! Then he disappeared deeper into the building. While the characters waited they had a bit of time to eat, warm up, and chat with a pair of low-level acolytes in Abadar’s clergy. Tiefling sisters, named Tirabeth Drissant and Orellia Drissant. Despite her more obvious fiendish traits, Orellia was the more social of the two sisters, while Tirabeth was more insular and studious.

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Jenya Urikas, Priestess of Abadar. Official Shackled City Artwork.

It wasn’t long before the group was brought before Priestess Jenya Urikas, the acting head of the Church of Abadar in Cauldron–at the moment. Her superior was off at a meeting in the far-away city of Eleder and wouldn’t be back for some time. Jenya introduced herself and thanked the PCs for rescuing Rufus. The characters introduced themselves in turn, and they all made a good impression. Jenya hesitated only a moment before offering them a job.

She explained that recent kidnappings and disappearances have plagued Cauldron for the last few months. In that time twenty-six people have been abducted in the dead of night, without witnesses or leads. The last four were all children at the Lantern Street Orphanage. Feeling for the children, and worried that the town guard were getting nowhere in their investigations, Jenya decided to have the Church of Abadar get involved. To that end she compiled a list of all the missing persons, and sent a few of her priests out to get what information on them and their disappearances  they could. Rufus was sent to the Lantern Street Orphanage. In addition, she used a holy relic of her church, The Star of Justice, to get more information. This holy mace was capable of using a sliver of Abadar’s wisdom in order to divine the future. In the hands of the faithful it could answer a question, though its responses were often difficult to comprehend. The Star of Justice was only supposed to be used by the head of their church in times of great need, but Jenya felt justified on calling upon its powers in order to save the lives of four innocent children. She prayed to Abadar, took the Star of Justice from its altar and asked it:

“Where are the children who were abducted from the Lantern Street Orphanage?”

The answer came back in prose:

“The locks are key to finding them. Look beyond the curtain, below the cauldron. Beware the doors with teeth. Descend into the malachite ‘hold where precious life is bought with gold. Half a dwarf binds them, but not for long.”

Jenya shared this information with the characters and asked for their help. Would they be willing to take up the investigation into the children’s disappearance on behalf of the Church of Abadar? If so, she would provide them each with a potion of healing as an act of good faith, and she would pay them a small fortune upon completion of the investigation. over 2,000 gold pieces.

The characters conferred amongst themselves for a moment…

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Artwork chosen to represent Mick Frimfrocket. Note: Mick has dark blue skin and red eyes. For artwork information check it out on Pinterest.

Mick was always up for new experiences! He had never been a hero before, or a detective, or saved children, so he was very excited to get started! And THAT RIDDLE! Oh, boy was he excited about that riddle! Plus, those poor kids… Mick had grown up at the same orphanage they were taken from! So sad…

Rabbity sadly recounted that a friend of hers from work, Gryffon, was among those missing persons. He had been abducted from his home three nights before his wedding to another of Rabbit’s co-workers, Imelie. Poor Imelie hadn’t smiled since… Hoping to find Gryffon, Rabbity also accepted the mission.

Aeris had no hesitation and accepted immediately. She kept up with local news and was well-aware of the kidnappings. Despite only being a locksmith, she aspired to be like her grandfather–a heroic leader of the community and paladin of Alseta. He had always fought against injustice and crime. Aeris always attempted to do the same. Plus… the Last Laugh seemed to be involved. She had promised her grandfather at his funeral that one day she would put an end to the gang of thieves that had killed him. She wanted to discover how deep they were wrapped up in this!

And Falco? Well, Falco was a good man who was more than a little too confident for his own good. Of course he wants to help the orphans!

With the group all in agreement for one reason or another, they accepted Jenya’s offer, were given a potion of cure moderate wounds each, a copy of the riddle, and a list of all the missing persons. Of course, it was too late to begin the investigation NOW, the Lantern Street Orphanage was all closed up for the night. So they headed home and spent the evening stewing over the information that had been given to them.

They had a lot to contemplate…



Note from a GM:

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

Very little has changed from the adventure as written to our game table so far. The most noticeable change is the campaign opening. As printed, The Shacked City takes place in Cauldron, and begins with the characters walking down the road in the rain, late at night, when they hear someone call for help. Although I’ve got no problem with coincidental openings such as this, my children love roleplaying with NPCs and I’ve found that giving them opportunities to have dinner at a restaurant, shop, or make a new friend in character adds a lot to their gaming experience. To this end I began the campaign at a fancy dinner at the Coy Nixie, instead of on the street. This turned out to be a fun role-playing encounter for our whole family, and really let my children have a chance to try out their characters before hopping right into a fight.

The second change made so far wasn’t so much a change as an expansion. Plenty of NPCs were given names and faces in order to make the surrounding city and the people in it come to life. This is an easy to do addition that really adds a lot of depth to the gaming experience, and is definitely going to continue throughout the campaign.

Lastly, some changes were made due to setting. Cauldron was placed in Pathfinder’s world of Golarion, in the Mwangi Expanse. The nearest major settlement is Eleder. All instances of the god Abadar and his church were used to replace the 3.5 Dungeons and Dragons deity, St. Cuthbert. Their functions and beliefs are similar, making it a simple, seamless change.


Thanks for joining us on our adventures in Cauldron today! I hope you enjoyed the ride. Another update for Shackled City is coming later this week, followed by our first glimpse at an ongoing Reign of Winter campaign. Stay tuned!

Jessica

 

The Shackled City

After playing a Pathfinder Society Scenario a while back with my husband and children, I expected to be playing a few more in the near future. They’re short, fun, and don’t require a long-term commitment. Since my husband’s already playing in two other long-term campaigns with family (Reign of Winter and Mummy’s Mask), and a campaign with my children (Carrion Crown), I figured this would work out well.

And we had fun! So much fun my husband got an itch to start another new campaign. Just the other day he asked my kids if they wanted to play Shackled City with him. They said yes, obviously, and they started planning characters together.

Great!

Wait. Shackled City?

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Cover art for the hardcover edition of The Shackled City Adventure Path by Paizo Publishing. For more Shackled City artwork check us out on Pinterest.

For those of you who don’t know, Shackled City is a HARD campaign. Awesome. But hard. We’ve played it before and gotten up to the end of of chapter one with a whopping six character deaths. SIX. And I have a crew of great players.

And there’s my children, chattering happily with my husband over character concepts.

This was going to take some work.

Now, I’d need to put a fair amount of work into running Shackled City anyway. It’s an adventure path written for 3.5 and these days we play Pathfinder, so there’s some conversion required. Not much, but some. Pathfinder characters are stronger than 3.5, so that should work in our favour. But it was written for a group of 4-5, and we would be running three. Of course, my kids enjoy it when I play with them, so perhaps I’d make a character to be their fourth party member. Still, this campaign would be tough and, as much as my children know that sometimes our characters die and that’s okay…. They’re five and six. I’d rather they not have their little paper dreams tattered and torn and tossed in the trash.

I spent some time thinking while my children and husband worked on their character concepts. What would our creation guidelines be? How could we make this work and have a reasonable chance of success? There’s plenty of ways to allow your player’s a bit of a boost for their characters, but I wanted to keep it simple. I decided to have them create level two characters (instead of level one) with a 25 point buy for their ability scores (we usually roll 2d6 and add 6). They got to take one of the Shackled City traits (which provide a benefit and a penalty) and two Pathfinder traits with the option to take a drawback to gain a third Pathfinder trait. I granted them background skills, which is essentially an extra two skill points each level that must be spent on less-useful skills like perform, profession and craft. Rules for background skills can be found in Pathfinder Unchained. They got 1,000 gp for their starting gold (which is the wealth expected of a second level character). And lastly, I made a character to join them and round up the party size to four.

In only two days my husband and both of my kids had their characters ready to go, complete with a reason to know each other. The reason?

They’re in a band.

But before I tell you about their characters, I’m going to tell you about what they’re going to play.


THE SHACKLED CITY

The Shackled City is an eleven-part adventure path printed in Dungeon Magazine from March 2003 through until November 2004. In 2007 it was compiled in a hardcover edition that included supplemental articles, a collection of maps and player handouts, and an entire additional adventure. Shackled City was created for 3.5 Dungeons and Dragons and is intended to bring characters from level 1 to 20.

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Cauldron, from the Shackled City Adventure Path. For more Shackled City art check us out on Pinterest.

The Shackled City takes place in Cauldron, a merchant metropolis built into the caldera of a long-dormant volcano. Located amidst jungles teeming with dinosaurs and demons, Cauldron is far from any other major urban centres, although a few small villages exist nearby.  Shackled City is an urban adventure path that has a heavy amount of dungeon crawls and political intrigue. It’s an awesome, fun campaign with a lot of twists and turns but, as mentioned above, it’s very challenging for low-level groups.

Evil schemes are afoot in Cauldron. Driven by the dreams of an insane demon prince, bizarre cultists known as the Cagewrights are plotting something foul. Something they’ve been working towards for centuries. To prevent their agenda and save Cauldron, your player’s will have to explore cursed underground complexes, brave haunted jungle ruins, slay mighty dragons, and perhaps, even bind themselves to a layer of the infinite abyss.

The first adventure in the series, Life’s Bazaar, begins with a chance encounter that soon sees our characters investigating the abduction of four children from a local orphanage. But these children are not the only ones to go missing, dozens have disappeared over the last few months alone. And their fate lays entirely in your player’s hands…


Without further ado, let’s take a look at our band (literally) of brave characters!

Falco Rhiavadi

Falco Rhiavadi
Art chosen to represent Falco Rhiavadi. Art is from Dynasty Warriors 7 (PlayStation 3) and depicts Sima Zhao.

Falco Rhiavadi is a member of the prominent Rhiavadi noble line. A rich and powerful family, the Rhiavadi’s are currently lead by Falco’s aunt, Thifirane. Unfortunately, Falco is clearly a bastard. His father was a foreigner by the name of Kenji Ozawa. Unable to hide his parentage, and refusing to give the boy up, Falco’s mother kept him close, and treated him as any other member of the family. Brazenly keeping Falco around caused no small amount of friction within the Rhiavadi family. Much of that anger was directed at Falco’s mother, while Falco was treated as an outsider and an embarrassment.

Despite this, Falco was given a thorough education at Bluecrater Academy, where he again disappointed his family by ending all of his practical studies and joining the music program. He made plenty of friends there, including Mick Frimfrocket (a gnomish pianist and comedian), Rabbity Castalle (a rabbitfolk dancer with a pet panther), and Valius (an artist and cleric of Shelyn). Valius inspired Falco to find faith in Shelyn, the goddess of love and art, while Mick and Rabbity eventually formed a band with Falco, named Boople Snoot. Recently the band’s name was changed to Dinorabbit. Falco plays the flute, and is an accomplished orator.

When Falco was a teenager, his father, Kenji, heard tales of a dragon outside the city and set out to pay homage to the proud beast. Unfortunately, dragons in the Inner Sea are not the same as dragons from Tian Xia, and Kenji was devoured. In grief, Falco called out for the power to keep those he cared about safe. A colourful thrush appeared to him–clearly a gift from Shelyn herself! The bird said its name was Ruby, and promised Falco the power to keep the people around him healthy. She even hinted at the possibility of bringing Kenji back to life. Elated, Falco took the bird home with him, and they’ve been inseparable ever since.

Unfortunately, Ruby is a rude, cantankerous bird, who is very protective of Falco. She gets offended and complains whenever Falco prays to Shelyn instead of Ruby herself. Ruby acts like a normal songbird in public, sweetly whistling as an accompaniment to Falco’s flute music. In private, Ruby complains, demands fealty, and generally is a grouchy pain in the butt. Falco loves her dearly.

Now twenty years old, Falco is a well-groomed, handsome man with an easy smile and a winning personality. He lives in a small flat paid for by his family, and rarely ever attends noble gatherings or does anything practical. Instead he spends his time making music with his bandmates, visiting his friend Valius’ art studio, or socializing in the Tipped Tankard Tavern. He also volunteers to use his healing powers at the local church of Kurgess. His love of life, art and music is boundless, and Falco is the driving force behind his band’s performances and music. He is the heart and soul of Boople Snoot Dinorabbit.

Mechanically, Falco is a shaman who has formed a lasting bond with the life spirit. Ruby is his spirit animal and conduit to these spirits. He’s a human of mixed Taldan and Tien descent. With the ability to channel positive energy, and the healing hex, Falco is a healer first and foremost. He selected extra channel, and selective channel as his feats to further enhance his healing powers. As a shaman, his spells prepared can change each day, but so far when expecting danger he’s prepared burning hands, entangle, obscuring mist, and his spirit spell: detect undead. His favourite orisons include detect magic, dancing lights, daze and stabilize. Though he prefers not to engage in violence, Falco began the campaign with an elaborate dagger, and a very fine walking stick which he is more than capable of using to defend himself. Falco is my husband’s character (and his third character to attempt the Shackled City Adventure Path).

Mick Frimfrocket

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick grew up in the gnomish enclave of Jzadirune, located underneath Cauldron. He was brought to the surface when he was only a child, in order to escape a strange disease afflicting the enclave, called the Vanishing. Unable to remember much of anything from this time, but plagued with nightmares of people fading away to nothing in front of him, Mick is curious about his youth, and the family and home he cannot recall. Once he reached the surface, Mick was taken in by the poorly funded Lantern Street Orphanage. Due to his fondness for playing tricks on people and making jokes, he got into a lot of scuffles with the other kids, and quickly learned his way around a fist-fight. His time at the orphanage was happy, but LONG, as Mick was never lucky enough to be adopted (apparently prospective parents don’t like it when you put salt in their tea instead of sugar, trip them in the hallway, or make illusions of dinosaurs stomping through the adoption office…). Most of the staff he once knew who worked there have moved on now, or passed away.

Upon reaching adulthood and moving out into Cauldron on his own, Mick took the the street corners to tell jokes, play pranks, and generally have a laugh as a busker. He made enough coin to enrol in the music program at the Bluecrater Academy, where he learned to sing and play the piano. There he met Falco Rhiavadi, and Rabbity Castalle, an eclectic pair of people who soon became his best friends and bandmates. In addition, Falco also invited Mick to live at his luxurious flat with him, and they became room-mates.

Mick is an inspiring, funny, exuberant fellow who constantly tries new things. He’s worshipped at least four different gods, eats the strangest things he can get his mouth around, and is constantly insisting the band change their name. The most recent change was from Boople Snoot to Dinorabbit. An ironic change, since it was him who suggested they be named Boople Snoot in the first place. He likes to make fires when he’s bored, both illusory and real, and finds constant joy in the fact that no flame ever flickers the same. He has an obsession with pigs–though he’s never owned one–and collects every piece of art, or toy pig he can get his hands on. He’s also a fan of learning new languages, and currently can speak seven: Common, Dwarven, Elven, Gnome, Halfling, Sylvan and Tien.

Mechanically, Mick is a multi classed monk and a bard (prankster). He’s carries no weapons, instead fighting with his fists or throwing whatever objects happen to be nearby as projectiles. He also carries alchemist’s fire, LOTS of alchemist’s fire, but has never had a chance to actually THROW any alchemist’s fire. This saddens him greatly, as he thinks it would be a spectacular sight! He uses his bardic performances to inspire his allies and mock his enemies. He makes use of his gnomish magic to make magical lights, phantom sounds, perform minor magic tricks and speak with animals. With his bardic magic he can detect magic, set flammable objects on fire, and summon his favourite piano. He can also cast cure light wounds and biting words, a spell that lets his words physically harm an enemy. He chose weapon focus (unarmed strike) as his feat, while monk granted him the feats improved unarmed strike, stunning fist and throw anything. Unfortunately, Mick’s not very clever, which doesn’t let him take advantage of the monk’s bonus AC ability. Despite this, Mick doesn’t wear armour. Instead he has a collection of potions he drinks to increase his AC, including mage armour and shield. Mick is my six year old son’s character.

Rabbity Castalle

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Art chosen to represent Rabbity Castalle. Art is Armello fan art created by Shadify.

Rabbity Castalle is a rabbit folk with soft white fur and a few patches of blue on the tips of her ears. She wears fancy clothes, and lots of beautiful jewelry, all in her favourite colour: blue. Sapphires are her favourite gemstone. She loves water and rain, and thinks its horrible that the government has let the lake at the centre of town become so stinky and polluted! She has a connection to water of all kinds and can make it obey her commands–most of the time. In addition to shooting it from her hands, and using it as a shield, she can create water, clean water, create mild currents in bodies of water, make extremely slippery puddles of water appear on surfaces or objects, and dry wet creatures. The heat never seems to bug her.

Rabbity is lucky, nimble and quick. She’s a beautiful dancer, and eventually saved up enough money to attend Bluecrater Academy. She joined the music program, and further honed her craft. There she met Falco Rhiavadi and Mick Frimfrocket whom she eventually started a band with.

Rabbity’s best friend is a panther named Panthy, who she has trained to let her ride on its back. Panthy can also act terrifying, follow Rabbity, and perform minor tricks like rolling over, shaking a paw, and dancing. Rabbity and Panthy typically perform together before the band goes on stage.

Rabbity works at the Tipped Tankard Tavern as a waitress. Because of this, the Tipped Tankard has become a meeting place for her bandmates, and they can often be seen there, eating, drinking, or performing in their band. Rabbity rents a room from her friend, Aeris (a local locksmith), and eventually Rabbity convinced Aeris to join their band as a drummer.

Mechanically, Rabbity is a kineticist tied to the element of water. Her panther is purchased and trained, but not an animal companion. She is my five-year old daughter’s character.

Aeris Caldyra

Aeris Caldyra is a locksmith born to the historic Caldyra family,  and the business-minded  Halar’s. It is said that the first Caldyra were brothers who accompanied Surabar, the founder of Cauldron, deep into the jungles in order to bless any settlements and boundaries he erected with the aid of their goddess Alseta. A respected but sparse family, the Caldyra name is still remembered fondly by historians. Aeris and her father, Edwin are the last of the Caldyra’s in Cauldron.

Aeris Caldyra
Artwork chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Her mother’s side of the family are successful merchants and businessmen from far off Qadira. Practically nobility, the Halar’s were rich beyond imagining and powerful, maintaining the ears of both the Satraps and extraplanar beings. Magical powers and the blood of elementals has long been recorded in their family histories. They have spread throughout the world, although the local Halar’s are little more than rich merchants and business-men. Unlike the Caldyra’s, the Halar’s are a vast family, with dozens of them living in Cauldron at the moment. Although Aeris’ mother, Kiriel socializes with them often, Aeris has always felt out of place among her extended family.

Despite being surrounded by a bustling family of merchants Aeris Caldyra has always felt less interested in business than she has in the gods. She felt like an outsider among the Halar family and with her parents. Only her Grandfather Marzio, a High Chamberlain of Alseta and the last of his faith, truly understood her. They were incredibly close, and despite her parents protests that she take up a worthy trade and get her head out of the clouds, Marzio trained Aeris in the ways of Alseta’s faith. She went with him on tours throughout the city to bless doorways, gateways and arches, to inspect the city walls for defects and repairs, and to ward peoples homes and businesses against danger. He knew a great deal about engineering, the history of the region, demons and, of course, religion. He was a good man and a good priest, but his focus was always more on helping people and Cauldron than it was on proselytizing and spreading Alseta’s worship. His followers were small in number, but many respected him and his work. He had working relationships with all four of the other churches in Cauldron as well as the Mayor’s office and the town guard. Alongside him, Aeris learned her religion and what it meant to be a good priest and a good person. Unfortunately, when she was only eight years old Marzio died. …And it was all her fault.

Aeris had accompanied Marzio on his rounds throughout Cauldron to inspect the walls and gates. By mid-day she was tired and begged her grandfather to take her for a treat at a local candy shop. He told her to wait until they were finished for the day, as he had packed them a picnic lunch, but Aeris had insisted, and Marzio never could say no to his beloved granddaughter. On the way to the candy shop they passed a mugger painted with a black and white face (a member of the criminal gang the Last Laugh) accosting a banker of Abadar. Marzio leapt in to assist the man, brandishing his holy symbol and attacking with his longsword, but he was ambushed by the muggers comrades. Stabbed in the back, Marzio fell, and faster than Aeris could blink the gang was upon him: beating, stabbing and stealing his coin. Aeris’ screams summoned the guard, but by the time they arrived Grandfather Marzio was dead, both he and the priest of Abadar had been robbed and the Last Laugh thugs had fled. Aeris snatched up his holy symbol and sword — the only valuables the thieves had left behind — and cried for days. Her grandpa was dead because she was a spoiled brat who wanted a candy! This was all her fault! Broken hearted, Aeris couldn’t bear to tell anyone he was dead because of her.

Life moved on. Aeris’ parents sold Marzio’s home and shrines to members of the Halar family. They were torn down and remodelled. The few followers of Alseta’s faith turned to Abadar for guidance, and soon the only place Grandpa Marzio’s religion lived on was inside Aeris herself. She was a poor excuse for a devotee and knew she would never be a Chamberlain like her grandpa had been. Aeris’ parents insisted she take up a trade and prepare for running her own business one day, so she studied to be a locksmith. Her locks could protect people. It was a trade her grandfather and Alseta would appreciate. When she became an adult Aeris was gifted a townhouse of her own, with a business space downstairs. She turned it into a profitable little locksmith’s shop. She rents out her spare room to Rabbity, a quirky little rabbitfolk who was in need of a home.

Aeris Caldyra
Art chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Now twenty years old, with blond hair, braided on one side, and mismatched eyes (one blue, one green), Aeris is a charismatic, cheeky woman. She’s always smiling or ready with a quip. She endeavours to be kind, honest and courteous. She doesn’t brag or lie (often). She’s strong of faith, but never proselytizes. She tries to keep up the duties her grandfather did. She blesses doorways (as she installs locks), prays to Alseta as she passes through thresholds of all kinds, inspects public archways and gateways for damage and repair work, and patrols the town walls looking for damage and wear.

Aeris never interacts with people she suspects of being criminals. When she discovers such people she always ends her interactions with them immediately and reports them to law enforcement. Most of the town guard think she’s a rubber-necker or a liar—another nosy citizen who makes fake and unnecessary reports. When she can stand it not more, Aeris takes the law into her own hands, seeking retribution against the criminals no one will punish. She sneaks into their homes and safe houses to rob them before slipping out again. She donates her stolen goods to fund civic projects, charities or local churches. Despite the good that comes of these misadventures she always feels horribly about it afterwards, believing her grandpa and Alseta are displeased with her actions. Her prayers the days following are always filled with promises to never steal again, which she inevitably breaks.

To this day Aeris has an intense hatred of the Last Laugh Thieve’s Guild, and to a lesser extent other groups of gangs and organized crime. She’s always tries to step in and help stop crimes when she sees them (another reason the town guard is not fond of her). Despite her hope that she’ll be able to foil or disassemble the Last Laugh one day in honour of her grandfather, she is disregarded by them. A fact that hurts her more than she admits.

Aeris aspires to embody the four virtues of Alseta’s faith: Courtesy, Duty, Honesty and Humility. She believes that it is very important to protect people. She thinks that undeath and portals to dangerous planes are thresholds that should never have been opened and in the off chance she encounters such threats she would react strongly to stop or close them. As a follower of Alseta she also believes she must act as a fair arbiter to disputes. She tries to uphold the law.

Recently, Rabbity convinced Aeris to join her band as a percussionist. A fateful decision which caused her to meet Falco and Mick, and will inevitably set her on course to save her entire city….

Mechanically, Aeris is a suli bloodrager (spelleater and urban bloodrager archetypes). Instead of causing her to get out of control, Aeris’ bloodrage manifests as an unnatural calm, as she more fully embodies the will of her goddess. In addition to empowering her body, Aeris gains fast healing 1 while bloodraging. Aeris is the group’s trapfinder and main melee combatant. She has the destined bloodline, as she’s blessed by Alseta to achieve great deeds. Her suli blood, courtesy of the Halar side of the family, grants Aeris energy resistance to acid, cold, electricity and fire, the ability to speak a wide variety of exotic languages, and the ability to wreathe her weapons in the elements for a few rounds a day. Her feat is incremental elemental assault, which lets her use her elemental assault ability one round at a time instead of all at once. Aeris is my character for the Shackled City. Although strong, quick and skillful, nearly all of Aeris’ abilities only function for a certain number of rounds each day, meaning she’s likely to run out of them FAST. Especially in an adventure so combat heavy in the beginning.


With our characters created, and the campaign prepared, the members of Dinorabbit (the band formerly known as Boople Snoot!) head out to dinner to celebrate their one year anniversary at a fancy local restaurant, the Coy Nixie.

But fate has bigger plans for this quirky band of friends. Cauldron needs them!

I hope you enjoyed reading about our new characters who are going to brave the Shackled City. Check back soon to read about their continuing adventures.

Have you ever played the Shackled City? What kind of character would you make for this campaign?

Let me know in the comments below!

Until then, enjoy!

Jessica


The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine Number 97 from Paizo Publishing’s website here.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

Creating Races: Rabbitfolk

My daughter loves rabbits. To those of you who know her, this is no surprise. She wears rabbit clothes every day, cuddles rabbit stuffed animals, plays with rabbit toys, reads rabbit books, wears a rabbit toque, has rabbit costumes, and makes drawing after drawing of rabbits. When she says goodbye to my husband every morning she puts her fingers up in a peace sign and says “Rabbit, Dad!” possibly followed by the words “Boing” or “Hop, hop!” This is because peace signs are NOT peace signs. They are rabbit ears. And in addition to being an adorable animal, apparently ‘Rabbit’ is a perfectly acceptable greeting, conversation starter, and farewell.

She. Loves. Rabbits.

It will come as no surprise then, that when she’s making characters for Pathfinder they almost always involve rabbits. She’s had rabbit familiars, rabbit-demon familiars, rabbit non-combat pets, insisted on having a massive rabbit as a mount instead of a pony, and even played an almiraj sorceress who took up adventuring in order to protect her warren of baby almiraj. When she buys gear you can bet it’s not just a tent, it’s a tent with a rabbit painted on the side, or a backpack stitched with a rabbit face, or a cold weather outfit with fake rabbit ears on the hood. She has no problem paying extra to add a rabbit motif to her equipment.

Eventually, since my son was tired of my daughter constantly trying to play an awakened bunny rabbit whose combat tactics only involved running away, we decided to make her a race for Pathfinder: Rabbitfolk.

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A rabbitfolk. Artwork is of Amber, a rabbit from the digital board game Armello, by League of Geeks.

The Advanced Race Guide for the Pathfinder RPG has a TON of new races inside (in addition to old favourites) as well as alternate race traits, archetypes, feats, spells, and gear–all intended to be used with a single specific race found inside. Probably one of the most used books in my household, Advanced Race Guide is a bunch of awesome stuffed between hard covers.

But we wouldn’t be using any of that to make our Rabbitfolk, we would be heading straight to the back.

The final chapter of the Advanced Race Guide is entitled ‘Race Builder,’ and that’s exactly what it is. A series of short easy steps and decisions to make any kind of race you want. The system runs on points (called race points, or RP), which makes it easy to use, and easy to compare to other races to help determine how powerful yours is. With these rules we would make our Rabbitfolk.

To start with you need a race concept–for us that was pretty straightforward–and then you need to determine their category. Standard (which uses 1-10 RP), Advanced (which uses 11-20 RP) and Monstrous (which uses over 20 RP). Using the point system in the race builder, the core races vary in strength from 9 to 11 RP, with a few other commonly used races: the tiefling and the assimar, coming in at 13 and 15 respectively. Deciding there’s no way a rabbitfolk should be stronger than an aasimar, I gave her a hard limit of 15 points, placing her in either the standard or advanced category depending on how many RP she actually used, and let her get to work.

Once you know the category you’re aiming for and the concept for your race you need to determine their racial qualities. This is a fancy way of saying their type and subtype, speed, size, and ability modifiers.

First we chose the type. Humanoids are the baseline for this and cost 0 points to select. Other types cost more depending on how powerful their extra qualities are. For example, fey costs only 2 RP to select while giving your race the plant type would cost 10 RP and the construct type would cost 20 RP. Rabbitfolk are clearly humanoids with the rabbitfolk subtype.

From there you choose your race’s size, then speed. My daughter decided rabbitfolk would be small, which costs 0 points, and be really fast. She chose normal speed, which is 30 ft. and costs 0 points. However, she was adamant that they be even faster, so we modified it with racial traits, bringing their total base speed to 40 ft. (more details on this later).

Finally it was time for the ability scores. For this you choose what kind of modifiers you’ll get by selecting an array, and then you choose what abilities will receive those modifiers afterwards. Deciding to keep her rabbitfolk on par with most of the core races she gave them the standard array, which costs 0 race points. The standard array grants +2 to a physical ability score, +2 to a mental ability score and -2 to any other ability score. My daughter decided rabbitfolk are very nimble and clever, but not very strong. They get +2 Dexterity, +2 Wisdom, and -2 Strength.

Finally, you select a language quality. She chose standard for 0 RP, allowing rabbit folk to begin the game speaking Common and Rabbitfolk. You then choose up to seven languages that they can choose to learn from having a high intelligence modifier. She selected Sylvan, Halfling, Gnome and Elven for these optional languages, deciding that rabbitfolk would feel most comfortable with these small or nature loving races, as well as Terran, the elemental language of the earth.

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Rabbitfolk. Art discovered on Pinterest.

Once you’ve got your racial qualities completed, it’s time to move on to the final step: spending RP to purchase racial traits. Racial Traits are split into categories, including: Ability Score, Defence, Feat and Skill, Magical, Movement, Offence, Senses and Weakness. Each of these categories is further divided into tiers: Standard, Advanced and Monstrous. These tiers coincide to the race’s total RP, as mentioned back in step one. If you are a standard race you can only select racial traits from the standard tier and can have no more than three traits from each category. Advanced races can select from standard or advanced traits and may have up to four from each category, while Monstrous races can select from any tier and may have no more than five from each category.

Depending on what traits my daughter chose she would either be placing her rabbitfolk in the standard or advanced category. To decide where she would end up I asked her what she wanted the rabbitfolk to be able to do the most. If any of those abilities fell into the advanced category we would be spending between 11 and 15 RP so that she could select it, and if they all fell into the standard category then which category rabbitfolk ended up in would depend solely on how many points she spent.

She decided she wanted her rabbitfolk to be even faster, and to be able to burrow. After looking through the options we discovered both of these abilities were in the Movement category under Advanced Traits. Now we knew we’d be in the Advanced category for sure. She selected the Burrow ability for 3 RP, and the Fast ability for 1 RP, granting her a burrow speed of 20 feet, and increasing the base speed to 40 feet.

Rabbitfolk
Official d20 Diaries rabbitfolk artwork by my daughter.

Having spent only 4 RP total so far, she had plenty of room to add on other abilities if she was going to make it into the Advanced races. My daughter decided she didn’t want the rabbitfolk to have flashy powers. No magical spells or exotic abilities here! She wanted them to rely on their natural, physical advantages. They were alert, nimble, quick, quiet and have great hearing. We gave the abilities a read and came up with list of options. In the end, she decided to give them Quick Reactions, an advanced feat and skill trait that grants them Improved Initiative as a bonus feat at a cost of 2 RP and Skill Bonus, a standard feat and skill trait that gives them a +2 racial bonus on a single skill check at a cost of 2 RP. She decided to select skill bonus three times, for a total of 6 RP, granting the rabbitfolk a +2 racial bonus on acrobatics, perception and stealth. Finally, she gave the rabbit folk their flashiest ability of all (and no, it’s not very flashy, haha): Cat’s Luck. Renaming this standard defence racial trait Hare’s Luck (as a play on those lucky rabbit feet people sometimes use as keychains) this ability is usable once per day and lets them roll a single reflex save twice and keep the better result.  With a cost of 2 RP, that brought the rabbitfolk’s abilities up to 13 RP, and made our rabbitfolk complete.

Now all there was left to do was write it down and keep it somewhere safe. But where would that be?

We taped it to the inside cover of the Advanced Race Guide, so rabbitfolk could sit alongside the other races of Golarion, right where they belonged.

So without further ado:


Rabbitfolk

Quick, clever and quiet, the skittish rabbitfolk keep careful watch on their warrens. More likely to wait in silence and hope enemies pass them by than to needlessly provoke danger, rabbitfolk are cautious and rarely seen. When roused to defend themselves, rabbitfolk prefer ambushes and fast-paced skirmishes, attacking from hiding with lightning fast movements before darting out of sight, only to repeat the process all over again. 

+2 Dexterity, +2 Wisdom, -2 Strength: Rabbitfolk are physically weak, but nimble and clever. (0 RP)
Small: Rabbitfolk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defence, and a +4 size bonus on Stealth checks. (0 RP)
Fast Speed: Rabbitfolk are incredibly fast, with a base speed of 40 feet. (1 RP)
Burrow: Rabbitfolk have a burrow speed of 20 feet. (3 RP)
Agile: Rabbitfolk receive a +2 racial bonus on acrobatics checks. (2 RP)
Hare’s Luck (Ex): 
Once per day when a rabbitfolk makes a Reflex saving throw, she can roll the saving throw twice and take the better result. She must decide to use this ability before the saving throw is attempted. (1 RP)
Keen Senses
: Rabbitfolk receive a +2 racial bonus on perception checks. (2 RP)
Quick Reactions: Rabbitfolk gain Improved Initiative as a bonus feat. (2 RP)
Stealthy: Rabbitfolk receive a +2 racial bonus on stealth checks. (2 RP)
Languages: Rabbitfolk begin plays speaking Common and Rabbitfolk. Rabbitfolk with high Intelligence scores can choose from the following: Elven, Gnome, Halfling, Sylvan and Terran.

Total RP: 13


Thanks for checking out Rabbitfolk today! My daughter and I hope you enjoy it!

For more images of rabbitfolk, check out our Pinterest board, here.

Jessica

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