Let’s be space monks!
Solar Focus Feat 8
Attuned Manifestation Solarian
Your focus on the stars manifests in your weapon. Increase the base dice size by one for your solar weapon.
Thoughts?
Let’s be space monks!
Attuned Manifestation Solarian
Your focus on the stars manifests in your weapon. Increase the base dice size by one for your solar weapon.
Thoughts?
Let’s make friends!-
General Skill
Prerequisites Master in diplomacy
People just love you! When you make a make an impression action, you improve the attitude an additional step toward you on a success.
Thoughts?
Let’s be space rogues!
Operative
You do what I do because it works! Make a ranged strike against the target of your aim. If you hit, allies gain a +1 circumstance bonus on their next attack roll against the target till the end of your next turn.
Thoughts?
Lie to the one person who matters…
General Skill
Prerequisites legendary in deception
If you lie hard enough, you start to believe it. Attempt a Deception check against your own Perception DC. regardless of the result, you are immune to this power for one hour after an attempt.
Critical Success You regain 20 temporary hit points, ignore all conditions that only affect you till the end of your next turn, and gain a +2 circumstance bonus to your next action.
Success You gain 10 temporary hit points and ignore all conditions that only affect you till the end of your next turn.
Critical Failure You feel the full weight of your lies and become stunned 2.
Thoughts?
Product– Starfinder 2nd Ed playtest
System- Starfinder 2nd Ed
Producer– Paizo
Price– FREE here https://downloads.paizo.com/PZO22000E.pdf
TL; DR– Want to play some Pathfinder in space? 95%

Basics– Pathfinder 2nd ed IN SPACE! Ok, let’s look deep into this deep space RPG.
Base Mechanics- Do you remember pathfinder 2nd Ed? If you are proficient in a thing, it’s proficiency bonus (trained, expert, master, or legendary) + ability modifier + level + d20. Not proficient? D20 + ability modifier. This is versus AC or some static number from another character. That’s it! If you love Pathfinder 2nd Ed, you can instantly play this one.
This is a full RPG, but honestly if you have the Pathfinder basics down, then you are ready to go! Let’s look at my thoughts.
Mechanics or Crunch– I love Pathfinder 2nd Ed, so this is perfect. This feels a bit better balanced from small things like cantrips doing damage based on level. The changes that were imposed to make the 3.5 to Pathfinder 2nd ed transfer are solid, like Aim for the Operative class making them equivalent Pathfinder 2nd Ed ranged rogues. All the new changes from the standard Pathfinder 2nd ed formula work well adapted to the space opera of Starfinder. It’s what I expected, but still enjoyable. 5/5
Theme or Fluff– This is solid, but things are missing. We have the basics of the world, but some things are lost and have to be lost. A big one for me is the notion of stamina. I loved stamina and hit points being different. Now, you just have hit points. That changes the flavor a bit. It needed to go for Starfinder to work in Pathfinder 2nd Ed’s mechanics, but it’s a change that loses some of the originality of Starfinder. Other things work well like the mystic, Starfinder’s cleric-ish character, having a giant pool of hit points that it can use to heal any character in the group. This feels like a fun new addition to the Pathfinder system. The changes are good, but some flavor is lost in the transition. 4.5/5
Execution– Starfinder 2nd ed is well done, but I feel I want a few changes. The layout and PDF is well done. Also, given this book is free it is instantly amazing. You can easily speed read through any section and skim to find the information you need. But I want more summary tables. Skill feats have nice tables, giving summaries of each of the different feats and the full feat is below with its full write up. Class feats are not written that way. Archive of Nethys does this better; it has all class feats in nice tables that you can read via hyperlink. Make those tables for each class to make it easier to read! Also, this may be a bit petty, but Pathfinder 2nd Ed started using titles in their PDF files. This document does not. PLEASE DO THAT. I don’t want to have to memorize long strings of digits to know what files I need to open for game night! And last but not least, missing are the major rules I was hoping for: space ships. Ship combat in Starfinder was fun, BUT you had to want it. And most players did not, based on how the adventures are written. This book does not have spaceship combat. I know Paizo knows how to make Pathfinder 2nd Ed work. They do fantastic jobs on Pathfinder 2nd Ed, but I don’t know how they plan to handle space ships. The absence of these rules is something experienced Starfinders will feel. 4.75/5
Summary– Go get this PDF! It’s free, so I need to tell everyone to check this out. I love Pathfinder 2nd Ed, and I watched Star Wars Ewok adventures on VHS so many times as a child I broke the video tape. Starfinder is the system that was built for the Starfinder game, but saw a few issues. Starfinder 2nd Ed is a solid progression of the Starfinder brand. There are issues, and some of those will be fixed when the full rules come out and others are just growing pains of the system. Others are just CHANGE HOW YOU NAME THINGS! But, even with a few small issues, this game is a solid RPG that you should check out. 95%
You can feel better even when you don’t!
General Skill
Prerequisites legendary in deception
Requirement you and an ally are within 10 feet and aware of each other
You start to encourage an ally that they are going to be ok even when they are not. Attempt a Deception check against DC 30. regardless of the result, the target is immune to this power for one hour after an attempt.
Critical Success You encourage your ally and they gain 30 temporary hit points.
Success Your ally feels a bit better and they gain 20 temporary hit points.
Critical Failure Your target feels bad and they lose 10 hit points. This damage can not be prevented.
Special You can increase the DC by 10 to increase the amount of hit points gains by 5 or 10 on a critical success.
Thoughts?
Go get them space bard!
Envoy
You listen to me and I will keep you safe! Allies gain a +1 circumstance bonus to AC against the target of your .Get ‘EM! ability.
Thoughts?
You ever confuse some one so bad they stop working?
General Skill
Prerequisites legendary in deception
Requirement you and a target share a language or a method of direct communication of complex ideas
You start spewing such crazy ideas and twists of words the target can not follow any of what is happening around them. Attempt a Deception check against your target’s Perception DC. regardless of the result, the target is immune to this power for one hour after an attempt.
Critical Success You break the targets mind for a turn. The target becomes stunned 2.
Success Your double talk confuses a foe but not enough to break them. The target becomes slowed 1.
Critical Failure Your attempt backfires and you immediately make the target mad. The target becomes hostile toward you and you gain are off-guard against all attacks the target attempts against you until the end of your next turn.
Thoughts?
I can givith, AND TAKEITH!
CONCENTRATE MANIPULATE VOID VITALITY
Traditions divine
Range touch; Targets 1 creature
Defense basic forititude
You steal the raw life force of a target to fuel you and your friends. Touch a target in range. That target makes a basic will saving throw. The target takes 1d6 void damage and your vitality network regains hit points equal to 1/2, round down, the damage dealt.
Heightened(1+) The damage increases by 1d6.
Thoughts?