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Starjammer: Core Rules $14.95
Average Rating:5.0 / 5
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Starjammer: Core Rules
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Starjammer: Core Rules
Publisher: d20pfsrd.com
by Simon H. [Verified Purchaser]
Date Added: 03/04/2017 00:09:50

Maybe 4.5 rather then 5 but, eh, close enough and calling it 4 would be petty. My main complaint, a little light on some setting suggestions and examples and a little light on possible mix and comparison with high tech versus magic even after they mention it. However, like I said those are petty complaints and they do an excellent job of giving you an up to date set of tools and examples on how to bring space back to pathfinder based systems. Honestly I'd probably not even harp on those little niggles so much if things weren't so slender on this subject matter right now, this feels a lot like complaining someone isn't including the whole Monster manual in the GM guide book. In any case this is definetly worth buying if your interested in doing space or galactic empires in your pathfinder based game and aren't just going to handwave it as 'a space wizard sends you between planets.'



Rating:
[5 of 5 Stars!]
Starjammer: Core Rules
Publisher: d20pfsrd.com
by David D. [Verified Purchaser]
Date Added: 02/17/2017 02:21:41

I love the content, the races are well balanced and lend to the Science Fiction feel. The insectoid race has multiple options to keep almost any player happy. 5 stars and well deserved.



Rating:
[5 of 5 Stars!]
Starjammer: Core Rules
Publisher: d20pfsrd.com
by Sam H. [Verified Purchaser]
Date Added: 02/11/2017 03:37:17

First the good stuff: We start off with a couple of new races, info on the standard races, and then some racial archetypes. This is followed by some archetypes for classes, and faction information for new factions. We have some new skills and feats, as well as new spells and equipment. All of this takes up some 90-odd pages.

After this, we have more than a 100 pages of GREAT stuff. The stuff we all want - Space! Or rather, the Void, as it is called. First there is the hazards, with random encounter tables for things like meteor showers, radiation belts and wormholes (but not limited to just these!). This is followed by information regarding different types of planets you might encounter, and the environmental hazards that might accompany them. Enough information for you to create hundreds of different worlds your group might visit. There are also a number of pre-built worlds, complete with adventure hooks for each world. And then even more info, for example trade goods from different worlds.

And then we come to the reason we all want this product - the rules for traveling the Void. Rules to build your own ships. What (and number of) crew you will need, complete with bonuses if your crew is specially skilled in their position. For example, a Tactical Officer can give you bonuses on attack rolls against enemy vessels, as well as bonuses in combat against enemy crew who may have boarded your vessel. And if you don't have enough PC's to crew your ship? Well, you can then hire NPC's, or your DM might allow you to buy droids that can fulfill certain tasks.

On the ships themselves, you can have anything from a Ultralight vessel, usable by and intended for a single character, all the way to Superheavy vessels which are the flagships of space-navy fleets, and which can have entire invading armies on board! There are pre-built vessels, but (more importantly) there is also rules for building your very own vessel! And all of this is only starting to touch all of the information in the book!

Pros: It is Spelljammer for Pathfinder. Need I say more? Cons: This book references other Paizo material. However, the material referenced is available on D20PFSRD.COM



Rating:
[5 of 5 Stars!]
Starjammer: Core Rules
Publisher: d20pfsrd.com
by Kim F. [Verified Purchaser]
Date Added: 02/09/2017 02:37:04

I've been reading through this for the past few days, and I'm very impressed. I'm not quite through reading it, but everything I've seen so far gives me high hopes.

StarJammer is a mix of both magic and sci-fi, and blends these two very well. Races are interesting and feel fresh and even the traditional Pathfinder races have been given a new coat of paint. The artwork throughout is gorgeous (though the art for Abiarazi confuses me. If they are shapechanging blobs, it should either be a blob or look like one of the other races. The art for it looks great, but it seems an odd choice). I also like how how humans are sort of the "bad guys" of the galaxy's fantasy races, for their consuming nature (tyranid humans anyone?)

The new feats are great though there's only 18 of them. They are all focused on "space" (combat, living in it and so on), so they fit well into the nature o a sci-fi setting.

The equipment sections starts by explaing the currency of space-based civilizaion and paper currency. But then reverts to calling it GP in the text of the equipment. I suppose it's to keep compatability with Pathfinder, so it's a minor quibble. (Also, I need laser guns. Lots of armor but no weapons? Seems a bit odd)

1st level characters get a free vessel! YES! Time to travel the stars in... Well, not exactly style, but my characters will be travelling the stars from the beginning.

Hazards and planets are well-described and include all the things you'd expect (I'm a particular fan of the Dread and Lightning worlds, and I can just imagine the look in the eyes of players when they find a Mithral world). The sample worlds are cool too, I especially lije Iste Golan and look forward to stranding PCs in a "military training exercise" of the Infinite Legion.

The deity section seems heavily Lovecraftian to me, and only contains 2 good gods (one of each of good, neutral and evil are detailed with a table showing a few more).

Just starting the Travel section now, but I'm very happy with this release, even if had no more than what I've read so far. :)



Rating:
[5 of 5 Stars!]
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