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Starfinder Differences - Andrew Roberts - 08-10-2017 This is not complete. I am still making my way through the book. But now I have something editable that I can use on my home computer. My home computer doesn't have Word so it was a problem for a while. I am skipping some things that probably won't make it into SFS, like rolling ability scores. These are more going over basic rules and structural difference between Starfinder and Pathfinder. This is not going to include a lot of specifics like what each class, theme, race, skill, or feat does, although there may be a few featured if I feel that it is worth mentioning that are different. Stuff in blue is from my most recent update. Basic Game Terms - Tier: This is term for "level" when describing the power level of computers and starships, as some other elements as well. - KAC: Kinetic Armor Class, used for protecting yourself against physical attacks, such as bullets. - EAC: Energy Armor Class, used for protecting yourself against energy attacks, such as lasers. - SP: Stamina Points. These are generally lost before taking damage to Hit Points. SP amounts are modified by consitution. - HP: Hit Points. Starting hit points are determined by (Race HP + Class HP). HP amounts are not modified by constitution. - RP: Resolve Points. Basic Rules - Movement is pretty much the same. Most races (including small races) start with 30 ft. unless something modifies it. - If you have temporary hit point from an effect, they are lost even before SP is lost. - Fraction of the general "Round down" rule unless otherwise stated just like in Pathfinder. - Take 10 and Take 20 on skill checks work the same as Pathfinder. - Knowledge checks to identify creatures is slightly harder. It is now (Rarity Modifier + (1.5 x CR)) to identify. The Rarity Modifier is still 5 for common, 10 for uncommon, and 15 for rare. As well, those knowledge skills are called something different now, so I would recommend looking at the Knowledge chart on page 133 of the book. Otherwise, the "bits of information" part of it remains unchanged (including an extra piece for each 5 you are above the DC). - A natural 20 on an attack roll is automatically a hit. If the total of the attack roll (with the natural 20) is enough to hit the target, it’s a critical, so it is possible to get a natural 20 and not critical. All criticals are x2 and some weapons have an added effect on a critical. - A natural 1 on an attack roll is automatically a miss. Character Creation - Both race and class will determine HP. HP is not modified by Constitution. - Class will determine SP. SP is modified by Constitution. - Your RP are equal to (Half Character Level (Rounded Down, Minimum 1) + Keyed Ability Score Modifier for class). If you are multiclassed, you use the highest of the keyed ability scores of all classes you have. - Both EAC and KAC start at 10 and add your Dexterity modifier. They are further modified by armor. - Your AC versus combat maneuvers is KAC + 8. - Languages work almost exactly the same. The book says typically you know Common, your racial tongue, the language of your home world, plus more based on your Intelligence modifier. There are also Signed and Tactile versions of each language which can be learning it as a bonus langauge or putting a rank in Culture. - Saving throws work exactly the same as Pathfinder. Ability Scores - You start assuming ability scores of 10. You add in racial modifiers and points for your theme BEFORE starting your point buy. - There is no chart for separate degrees point buys. Every stat is bought on a 1 for 1 point basis regardless of how many points you put into it. You cannot start with an ability score above 18. As with the above bullet point, even with racial modifiers, there's no way to get above 18 starting with a character. (The base model says you get 10 points to spend, but I don't know if that's the SFS way) - In the core rules, you can reduce an ability score, but you don't get any benefit from doing so. Don't know if this will make it into SFS. - Ability modifiers work exactly the same as PFS. - At levels 5, 10, 15, and 20, you get to increase your ability scores. The way this works is you simply choose 4 different ability scores. If the ability score is 17 or higher already, it gains 1 point. If it is 16 or lower, it gains 2 points. This leveling process can let an ability score go beyond 18. You cannot choose the same ability score twice for a particular level. Strength - Affects melee attack rolls and rolls made with thrown weapons, including grenades. - Affects damage rolls with melee weapons and thrown weapons, but not grenades. Dexterity - Affects ranged attack rolls made with projectile and energy weapons, as well as some spells. Constitution - Affects amount of SP (but not HP). Feats - Feats are gained like Pathfinder. Every odd-numbered level. Themes - Themes are a part of character creation. They create a background for your character. - All of them provide a +1 bonus to an ability score. - They have a power you gain at first level as well. - Themes advance in power at 6th, 12th and 18th. - There is a "Themeless" option which still has benefits and allow more freedom of choices, but it is less powerful than the other options. Skills - It is worth mentioning that skills are more consolidated, but the basis of how class skills work and how they are calculated (including ranks, +3 bonus to class skills, armor penalties, there being trained-only skills, and minimum 1 skill per level when having a negative Int modifier) are basically the same as Pathfinder. Alignment - This works much the same as Pathfinder. Leveling Up - HP: You gain a number of HP equal to the amount listed on your class (but don't add your constitution modifier to this). You don't gain any from your race on leveling up. - SP: You gain a number of SP equal to the amount listed in your class plus your Constitution modifier. - RP: Your RP is always (Half Character Level (Rounded Down, Minimum 1) + Keyed Ability Score Modifier for class). If you are multiclassed, you use the highest of the keyed ability scores of all classes you have. (So, if one class has Strength keyed and another Intelligence keyed, and your Intelligence was higher than Strength, you would use Intelligence for this calculation) - Feats: You gain a feat at every odd level. - Theme: Your theme advances at 6th, 12th, and 18th character levels. - Ability Scores: You gain ability score bonuses at 5th, 10th, 15th, and 20th. The rules for that are outlined in the Ability Scores section. - Multiclassing: Multiclassing works exactly the same as Pathfinder, including how BAB and saves add together. Important Skill Changes - Tumbling is now DC (15 + (1.5 x CR)). Moving through is DC (20 + (1.5 x CR)). - Feint is now DC (10 + Sense Motive) or (15 + (1.5 x CR)), whichever is higher. - Bluffing for lieing is now modified by the attitude of the creature towards you. - Diplomacy to change attitude DC is (15 + (1.5 x CR)) or (10 + Opponent's Diplomacy) whichever is higher, and then is further modified by attitude of creature towards you. - Engineering can be used to repair technological items - Intimidate can be used to make a creature's attitude instantly helpful. The DC is (15 + (1.5 x CR)) or (10 + Opponent's Intimidate) whichever is higher. - Intimidate to demoralize has the same DC as above, but otherwise works exactly the same as Pathfinder. - DC to identify items, both technological and magical, is (15 + (1.5 x item's level)). - Profession is based on different stats based on what you pick as your profession. It's unclear how this will work in SFS. - Sense Motive to discern a mental control effect is "generally 25" but can be "higher or lower" depending on GM. It is left open ended here. However, you can only do this now if they are within 30 ft. - Stealth is pretty much unchanged. - Lots of DCs on Survival have changed, and it has Ride and Handle Animal incorporated in it. Skill Changeovers (Warning: These are approximate and don't encompass all the skill's usage, but it's useful for when you're like "Where did Disable Device go?") - Disable Device (mundane), Knowledge (Engineering) -> Engineering - Disable Device (magical), Spellcraft -> Mysticism - Linguistics -> Culture - Monster Knowledges -> Life Sciences & Mysticism (Occasionally Engineering too) - Day Jobs -> Profession - Heal -> Medicine - Survival, Handle Animal, Ride -> Survival Feats - Deadly Aim now is both Deadly Aim and Power Attack. It is also a static -2 attack rolls for (+1/2 BAB, minimum 1) damage rolls. - Dodge no longer exists. You can get Mobility without Dodge. - Spell Focus now applies to all spells, not a specific school. - There is no weapon finesse. Instead, Operative weapons can use your Dex instead of Str for melee attack rolls (but not damage). - There is no combat reflexes, or anything that gives something similar to that. - You gain a feat at every odd level, like in Pathfinder. Spellcasting - For determining caster level, you add up all levels from spellcasting classes (for example, mystic and technomancer). - Save DCs are calculated exactly the same. - Bonus spells are calculated exactly the same. - It is explicitly stated that you can use higher level spell slots to cast lower level spells. - All spellcasting works like Sorcerers. It's spontaneous. - There is no "casting defensively." - There are no spell components. As such, you can cast spells even with both hands full. Uses of Resolve Points - Regain Stamina Points: You can spend one RP along with 10 minutes of uninterrupted consecutive rest to regain all of your SP. If you get interrupted during the process, you neither lose your RP point nor gain any SP. - Stabilizing: If you are dying, you can spent 1/4 of your Maximum RPs (minimum 1, maximum 3) to immediately stabilize, which means you are no longer dying but remain unconscious. If you don't have at least 3 RPs when dying, you cannot take this action. - Staying in the Fight: If you are stable and have RPs, or were knocked out with nonlethal damage, you can spend 1 RP at the start of your turn to heal 1 HP. You are no longer dying and immediately become conscious and can take your turn. You can only spend it in this way if you are at 0 HP and stable. You cannot take this action and Stabilize in the same round. Classes - Unless otherwise noted, DCs to resist abilities for classes are (10 + half class level + keyed ability modifier for class) - There's also another DC a lot of classes list. If you have an ability that forces a skill check, the DC is usually (10 + (1.5 x class level) + keyed ability modifier) unless otherwise stated. - Every single class gets Weapon Specialization at 3rd level for all weapons that class grants proficiency with. This grants either level to damage or half level to damage, depending on the weapon. - It's worth mentioning there's not really "Sneak Attack," but the Operative's "Trick Attack" works a lot like it except it's more of a skill challenge for the Operative than worrying about positioning. It's is a full round action to use, which allows a move as part of it an allows you to attack once. Archetypes - Archetypes work a little differently in that a lot of them can be applied to multiple different base classes. - Archetypes just say they replace a certain level of ability. For each class, there's a list of what is the ability that gets replaced at each level. This way, it's very easy to write new archetypes as each class is set in what they lose at each level for every archetype. (For example, Envoy gives us an Envoy Improvisation at most levels if an archetype replaces something of that level, and loses an additional Skill Expertise if it happens sto be at 9th level) - You can never choose more than one archetype for a class. The only way to have more than one archetype is to multiclass. - If you multiclass, you cannot choose the same archetype more than once no matter how many different classes you have. Resting - Up to once per day, characters can regain any spent RPs by getting 8 hours of uninterrupted rest. Items - Credits are the currency of Starfinder. There are also credit sticks that hold a certain amount of credit. Most of people's wealth is kept in banks, though. - Carrying capacity is WAY different. Each item has an amount of "Bulk." It will have either a number, "Light," or "Negligible." 10 light bulk equals 1 full bulk (always round down, so 19 light bulk rounds down to 1 bulk). Negligible counts for no bulk. - You can carry an amount of bulk equal to half of your strength score without being encumbered. You are encumbered between half and full strength score. Above your strength score, you are overburdened. Weapons - Weapon sizes are the same for Small and Medium creatures, so they have the same statistics in every way. Tiny or Large weapons, a small or medium creature gets -4 to attack rolls with it. Any sizes bigger or smaller than those can't be used by small or medium creatures. (There's no talk of changing the amount of hands weapons use based on size) - Some weapons use batteries now. It takes 1 minute per charge to restore a battery from a generator. It takes 1 round per charge for a recharging station. - Weapons that deal energy damage target EAC and weapons that deal kinetic damage target KAC. - Solarions get unique crystals they can use to modify their Solarion weapon. - All weapons have a level with represents when you have easy access to that weapon. You can use any weapon you find of any level at any time (assuming you have proficiency). It just restricts access to those weapons. The book says that you can get up to character level + 2 available in a major city, but I don’t know how this will translate into SFS. - A natural 20 on an attack roll is automatically a hit. If the total of the attack roll (with the natural 20) is enough to hit the target, it’s a critical, so it is possible to get a natural 20 and not critical. All criticals are x2 and some weapons have an added effect on a critical. - Weapons that have battery capacities or ammunition capacities list them in the weapon chart. They also have a usage to tell you how much ammunition is consumed per attack. - The DC to resist a grenade’s effect is (10 + ½ grenade’s level + user’s dex modifier). - For Operative weapons, you can add your Dex modifier instead of Str for melee attack rolls (but not damage). - Cold Iron, Silver, and Adamantine all still exist for weapons. I don’t see other materials listed. - Adamantine now ignores hardness less than 30. - There are lots of new weapon qualities, weapon types, and weapons as it’s a complete different setting. I won’t be going through all of those. - Wielding a weapon you are not proficient with gives you -4 to attack rolls with that weapon and -4 to any DCs from that weapon. Weapon Fusions - Weapon fusions are how weapons become magical in Starfinder. A weapon with any weapon fusion at all counts as magical. - You can place as many fusions as you want on a weapon, but a weapon can hold only a certain amount of fusions equal to the weapon's item level. Each fusion has its own level. For example, if you have a level 4 weapon, it can be both Anarchic (level 2) and Holy (level 2) as that is within the weapon's limit of 4. It could not be Bane (level 5), however, because that is too high for the weapon. - Some weapon fusions are named the same as ones in Pathfinder (for example, Holy) but work way differently. Read carefully. - Installing a fusion to a weapon is dependent on the weapon's item level, NOT the fusion's item level. If you want to transfer a fusion you own to another weapon, you pay half the cost the fusion would normally cost for a weapon of the new weapon's level to apply. (Not sure this will make it into SFS. This seems like a loophole to get weapon fusions for cheaper than intended.) - Fusion Seals are also available for purchase for a little more (110%). Their main purpose is to affect the ascetic of the weapon as well as function as a weapon fusion. They are also easier to transfer between weapons. (Again, not sure how transferring will work in SFS due to loopholes) Armor - Armor in Starfinder grants both KAC and EAC. It still has a Max Dex, Armor Check Penalty, Speed Adjustment, and Bulk (Weight). Like other items, it has levels too. - There are three types of armor. Light, Heavy, and Powered. Each require proficiency to not incur a -4 EAC and KAC penalty. Wearing powered armor without proficiency is even more severe. You take the normal -4 EAC and KAC, but also are off-target and flat footed while wearing it. - Donning arrmor takes 4 rounds for light, 16 rounds for heavy, and a full action for powered armor. 8th level and above armor takes half the time for light and heavy, and 16th and above takes one-quarter. You can don light or heavy armor hastily in half the time with the armor check, max dex, and EAC/KAC bonus being 1 worse. - There's rules about having to adjust armor not tailored for you. Not sure this will make it into SFS. - Armor has rules about reducing speed, which is similar to Pathfinder. For Powered Armor, it looks like it just sets your speed to the Powered Armor amount. - All armor protect you from environmental hazards. They can do it for a number of days equal to the item level. Activating and deactivating this feature is a standard action. You can activate a helpless creature's suit for this feature as a full round action, but deactivating a helpless creature's suit requires hacking with a Computers check equal (13 + (4 x (item level / 2, rounded down))). You can expend the suit's environmental functions in hour increments, and the suit needs to be recharged at a spaceship or environmental recharge station to regain charges. It recharges at a rate of 1 minute per day of protection. - The environmental protections are that you can breath in many areas, but doesn't allow you to breathe in a corrosive atmosphere without taking the acid damage if there is any. It can also help protect from radiation. You are immune to low levels of radiation and gain +4 to saves against radiation. Armor of level 7 and above make you immune to medium levels of radiation and gain +6 to saves against radiation. Armor can also protect you from cold and hot temperatures. This does not protect you from cold or fire damage. All these features only work when the armor is in environmental mode. - Powered armor has a lot of rules about using batteries. Read carefully if you plan to use them. Armor Upgrades - Armor Upgrades can be added to armor. Your armor can hold a maximum number of upgrade slots equal to the number of upgrade slots on the armor. Upgrades can be shifted between armor at no cost with a process that takes 10 minutes per upgrade. - Some armor upgrades take up more than one slot, and some will add weight as well. Some have requirements on what kind of armor it can be placed on. Some are magical, others technological. Some have batteries and use charges and others don't. Armor upgrades vary quite a bit so read carefully. Other Items - Augmentations are technological or biological gear you can enhance yourself with. These work more like traditional magic items with how many you can have. Each one takes up a "System" (or, slot) and you can only have one upgrade per system. - Personal Upgrades are an Augmentation and what you use to upgrade ability scores. They come in three forms: Mk1, Mk2, and Mk3 giving +2, +4, and +6 respectively. You can only have one of each model (Mk) at a time, so you couldn't have two +2 items at the same time but could have a +4 and +2. These are upgrade-able from Mk1 -> Mk2 -> Mk3 for the difference in price. - Computers are a completely new thing. I would recommending giving them a read over. - Technological items are just that. There are other mundane items under "other purchases." - It's worthy of note that a backpack is a pretty standard purchase as even a standard one increases the amount you can carry and itself doesn't count against your weight when strapped on properly. - Since rations come up a lot in games, it's 1 credit per week of food and 1 bulk per week of food. Incredibly cheap and light in the future! - In the book it's outlined for a recharging service at a recharging station, it costs half the price of a battery or cell. - There's also a section for vehicles that might be worth a readover. - Since Crafting is allowed in Starfinder, it's good to note that it doesn't save you anything. It makes it easier to repair the item, and it's more hardy. But it's a lot easier as it only takes the Engineering or Mysticism skills to craft (or Computers specifically for Computers, although those can be built with Engineering as well). Magic Items - Magic items are similar to Pathfinder. They are magical and there are wearable, wield=able, and consumable items. There are far less magic items available in Starfinder. - It's important to note that while you can have as many consumable and wield-able magic items as you want, you can only have 2 wearable magic items active. - "Serums of Healing" are pretty much the replacement for Wands of Cure Light Wounds. Speaking of which, there are no Wands in Starfinder. - Rings of Resistance are the new Cloak of Resistance. The difference is that Rings of Resistance only affect your lowest total save and not all saves. - Spell Ampoules are basically potions, although they are injectable instead of drinkable. A Spell Amp can only have up to a level 3 spell in it, can only have a beneficial spell (spell with "harmless" in its Saving Throw or Spell Resistance entry), and their item level and caster level are equal to three times the spell level it duplicates (or 2nd level if it's a level 0). - Spell Gems are the new scrolls. They follow the same rules of a DC (CL + 1) to cast a spell from the spell gem if it's on your spell list. - There is a "Hybrid Items" section as well which are items that blend magic and technology. The most worthy thing of note here is that Hybrid Items take up one of your wearable magic slots if it's wearable. Combat - Initiative rolls work exactly the same. Combat rounds are also assumed to be 6 seconds. - Surprise rounds works the same. You can take a standard action or move action in that round. You can also take a swift action. - Saving throws work exactly the same as Pathfinder in every way, including a natural 1 always failing and a natural 20 always succeeding. The only difference is that you can now voluntarily fail a saving throw against anything instead of just a spell. - You count as your own ally. The GM is the arbiter of which other figures are enemies or allies. - Unless otherwise stated, if you have a reroll, they must be used before the GM tells you the result. You cannot apply more than one reroll to the same check, although there's a clause saying an enemy and ally could cause a reroll. In that case, rerolls cancel out and you roll once like normal. - You can't take AoOs with a weapon with the unwieldy trait, nor can you use a full action to attack twice with them. - The Massive Damage rules are in effect in for SFS. If a person takes damage and it is enough to "wrap back around" to their maximum HP, they instantly die. For example, if a character has Maximum HP of 10 and are currently at 3 HP, if they take 13 damage for an attack, they instantly die from Massive Damage. - Grenades can only be thrown at an intersection. They explode and do their listed damage to all enemies within their radius, with a reflex save for half (DC 10 + half of grenade's item level + thrower's dexterity modifier) - For grenades, any attack penalty you incur also applies to the DC for your grenade (which is 10 + half of grenade's item level + thrower's dexterity modifier). Only penalties you incur apply to the DC, not any bonuses your enemies got (like from Cover). Attack Rolls & Damage Rolls - Melee weapon attacks & damage rolls use strength. Two-handed weapons don't add 1-1/2 Strength to damage like they do in Pathfinder. All melee weapons just add 1x Str to damage. - Thrown weapon attack & damage rolls use strength (Grenades are an exception. They use it for attack rolls but don't add strength to damage rolls) - Ranged weapons attack rolls use dexterity. (They do not add dexterity to damage) - Attack rolls are resolved vs. KAC if it is physical or EAC if it's energy. - Charging is now a penalty to both attack rolls and AC. -2 AC and -2 attack rolls Damage - Damage is always applied to Stamina Points first before it rolls over to Hit Points. If someone's SP reaches zero and there's still damage leftover, that damage is applied to HP. - Multiplying damage works the same. For example, if you critical (which all SF weapons are x2), you roll your damage twice and adds your modifiers twice. - If you would deal less than 1 damage, you deal 1 nonlethal damage instead. - Nonlethal damage is counted the same as regular damage. The difference is that if the last hit on an enemy was nonlethal, then that enemy is knocked out. (As a note, this makes it very hard to knock out an enemy with a mix of lethal and nonlethal as you have to guess when they are going to fall) RE: Starfinder Differences - Edward McGee - 08-10-2017 A few notes on combat. Charging now gives a -2 to attack instead of a +2. It still has a -2 penalty to AC. Normally on your turn you get a move, standard, and swift action. Some things are done as a full action and they use up all 3. So for example all PCs can attack twice at -4 to both attacks as a full action but you can't move or use a swift action that turn. Flat-Footed now just grants enemies +2 to hit you and you can't take a reaction. You only get one reaction a turn and it is mostly used to take an attack of opportunity. There is no Combat Reflexes. Only 3 things provoke an attack of opportunity. 1. Casting a spell. 2. Moving out of a threatened square. 3. A ranged attack. Things like retrieving an item, using a serum, standing from prone. etc... don't. Ship combat will be fairly common in SFS and is fairly complex. But there are 5 roles to fill on a ship. Captain - Only one of these. You'll want to have social skills such as Diplomacy, Intimidate, and Bluff. Pilot - Only one of these. You want to be good at the Pilot skill. Gunner - One per weapon mount. You want either the Pilot skill or good BAB + Dex. Science Officer - A ship can have any number of Science Officers. Oddly the skill you'll want in combat will be Computers. Engineering - A ship can have any number of Engineers. You want the Engineering skill. RE: Starfinder Differences - liamfisher - 08-11-2017 (08-10-2017, 09:41 PM)Edward McGee Wrote: A few notes on combat. I think combats will be longer, it will be harder to kill characters. There will be less mechanical overstacking of bonuses. Due to the way that stats progress, deep specialists will be less of an occurrence. A character without useful skills will be a burden on the party. Oddly enough, the computers most likely run the ship, so computers will be a handy day-to-day skill for all characters. RE: Starfinder Differences - Andrew Roberts - 08-17-2017 Added a few more rules. This week did not give me as much time to do this as I liked. RE: Starfinder Differences - Edward McGee - 08-17-2017 2 handed weapons don't deal 1.5 str dmg normally. Gear sells back for 10% not 50%. RE: Starfinder Differences - Bartgroks - 08-18-2017 1 page SFS cheat sheet http://paizo.com/paizo/blog/v5748dyo5lk2n?Starfinder-Cheat-Sheet RE: Starfinder Differences - Rlockwood - 08-26-2017 You can only sell items back for 10% of its base cost. Thats going to make it expensive when trading up to better weapons. RE: Starfinder Differences - liamfisher - 08-26-2017 No re-rolls in SFS just yet - it looks like they will be a merch slot boon at some point since they call out merch slot boons in the society guide, but don't have any up on the web site yet. RE: Starfinder Differences - TheMaskedFerret - 08-26-2017 (08-26-2017, 03:20 PM)liamfisher Wrote: No re-rolls in SFS just yet - it looks like they will be a merch slot boon at some point since they call out merch slot boons in the society guide, but don't have any up on the web site yet.And they will never be available on the first quest series, unless they change the quest series itself RE: Starfinder Differences - Doonamis - 09-01-2017 What are the "Spend your first two prestige points on a cure light wounds wand" of Starfinder? |