Starfinder Armory

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Starfinder Armory

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Gear Up!

It's a dangerous universe out there, and often the difference between survival and being the next meal for an angry ksarik is having the right equipment. From guns to augmentations to high-tech and magical devices for every imaginable situation, Starfinder Armory is your guide to everything you need, whether you are a frontline fighter, stealthy spy, or scholarly spellcaster. Inside this book you'll find the following:

  • Scores of new weapons, filling out the options for weapons of every category, level, and type and rules to customize your weapons through weapon accessories, weapon fusions, and different weapon manufacturers.
  • New suits of armor, including light, heavy, and powered armor for nearly every level and numerous armor upgrades.
  • A wide range of new equipment-themed player options, including class features for every class!
  • Dozens of new pieces of technological, magic, and hybrid items, as well as numerous personal items, new augmentations from cybernetics to magitech and necrografts, and more!

978-1-64078-041-5

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More options than I could shake a stick at except


...I'm pretty sure there's a self shaking stick in here somewhere.

Lots of weapons. Okay I was expecting that.

As mentioned the armor was the one thing that was lacking a bit. Most everything seems to be a little bit of a tweak off of whats already around. (I was hoping for a Low AC armor with lots of slots)

But great googley moogley the customization options. Scopes, enchantments, manufacturers, sights, rails, bipods tripods armor mods... there's even office gods. (yes. really) Three different ways to customize a weapon, magic items that can go in armor slots.. my characters have saved up their entire wealth for this moment and I think I'm still short of cash just for the odds and ends.

The weapons aren't just good a lot of them are fun. You can gain proficiency in a weapon through profession skills (Hint: do not mess with miners they are proficient with some very nasty weapons)

And my favorite tools and miscellaneous odds and ends. Chemical analyzers, cameras, the starfinder backpack (accept no cheap knockoffs)

All lots of crunch with just enough flavor spread throughout to give even your gear a little bit of soul. Well done (like a vesk steak)


The book is fantastic. You should buy it.

*****

First. :P

I have been skimming the book off and on since Monday (I can't believe I got it 'early' this month, I'm usually one of the last ones). This book goes a long way toward fleshing out the game in a number of ways. Up until this book, the only way characters really felt different was with their choice of race/class (and even then, some were starting to feel same-y). Now, you can do a lot more with gear and class options, and that's going to vastly improve a lot of the differentiation needed to keep the game feeling new and fresh for another year or two.

I think the weapon section is, by far, the most robust and useful part of the book. I was 3 or 4 pages into it when I made the mental decision that it was very much 'worth it' for me. This section alone is like 60 pages of the books material. I no longer feel like my weapon choices are set at level 1-10 for every character, and I feel more free to experiment with different builds/concepts when making characters.

The armor section is, unfortunately, nowhere near as large. There's still plenty of stuff in there to be excited about, but at less than 20 pages, it feels a bit of a let-down when skimming the book from front to back.

That being said, there's plenty of stuff spread throughout the book that are all excellent and very little of it seemed in any way 'broken' or likely to become mundane (there is one weapon fusion that likely will be ubiquitous, in the spoilers).

I was honestly disappointed by some of the material, and there's stuff I think the game could still use that the book had none of. That being said, if you're considering buying the PDF, it's absolutely worth the $10. Even if half the content ends up being society legal, that content is easily worth the $10. As a subscriber paying full price for the book, I'm absolutely satisfied with the purchase and feel like I got my money's worth. $10 is a steal.

The Fantastic:

Off the top of my head...
-The Soulfire weapon fusion greatly reduces the MAD of the Weapon Solarian class by allowing you to add Charisma to damage with your Solar Weapon. Paired with new level 1 solarian weapon crystals, it potentially doubles the Weapon Solarian's DPR at level 1 while still allowing them to actually have resolve points for only 265cr (total). That's huge.
-The Advanced Melee weapons with the Operative property makes a lot of builds (like melee operatives and mystics) far more viable.
-The weapons with the Profession tags reduce feat taxes.
-The bombarding fusion makes grenade based characters far less expensive, and gives you a reason to have a grenade with a fusion on it.
-New revelations that work only for Armor Solarians are great.
-New soldier style looks fun as heck.
-New operative exploits and style look fun.
-More weapons/armor to pick from greatly helps people 'feel' more unique.
-Technomancers and Mechanics both got a bunch of useful features.
-A bunch of the mundane gear was essential, given that stuff like the datapad seems to be mentioned in every AP/Scenario but never listed a price or what it did.
-Wonder Grenades.
-Summoning Grenades.
-Lots of amazing art to steal borrow to make new tokens in roll20.

The Meh:

Off the top of my head...
-Power armor upgrade rules were a bit of a let down. It's way more expensive to upgrade power armor than just heavy (even if you're literally buying new armor every level). It doesn't do anything to make Power armor any less niche. That being said, I do still see uses for it, like making Weapon Solarians even less MAD (they can basically all but dump str now).
-The food stuff was a lot less than what I was wanting. It's basically just 5 paragraphs long. I was hoping for 2-3 full pages.
-The new mystic connection is a load of meh.
-I was really hoping for a way to make Armor Solarians more like weapon solarians (like Solarian Armor crystals, or something), to help flesh them out.
-I was really hoping for something that made non-operative small arm users actually viable. It's a trope in Science Fantasy/Space Opera for everyone to walk around with a side-arm. Noone in this game that doesn't have 'operative' in their class entry does that, which is dissapointing.
-There are ZERO feats in this book.
-There are a handful of typos and mistakes in the book that will need to be errata'd/clarified. Not all the item levels in the tables match those in the text (Power Armor, for example), some of that impacts those things usefulness, so watch out for that.

I think the book, overall, could have definitely used another 20-40 pages of material (and I likely would still feel like something was missing). But, I'd definitely recommend the purchase. I can't wait to sit down with my physical copy and just read.


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One bit of artwork in particular is both deeply troubling and hilarious: the Advanced Shell Knuckles on p. 47. Its an excellent illustration by all means, except... the scattergun shells are pointed at the wearer...


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
Tyler Livengood wrote:
One bit of artwork in particular is both deeply troubling and hilarious: the Advanced Shell Knuckles on p. 47. Its an excellent illustration by all means, except... the scattergun shells are pointed at the wearer...

A lot of the gun art, granted its sci-fi so I can be a bit more lenient, as well as gun mechanics reveal they were created by individuals with not a great working knowledge of firearms sadly :P


Pathfinder Starfinder Adventure Path Subscriber

I got the book today and enjoy the diversity of the equipment, but noticed a small slip-up that's a bit disappointing this early in the system:
The new Electron crystal, shard in Armory costs more than the Tauon crystal, least from Pact Worlds and does less. (Tauon has the same stats plus a critical hit effect.)


I don't know if this is the correct forum thread, If it isn't please move it to the correct one. -Thanks

On p. 111 in table 1-26 Magic Items there is an entry:

Item: Clearsight trinket Level: 5 Price: 2,750 Bulk: L

The Clearsight trinket doesn't have a description entry anywhere in the Starfinder Armory.

What does it do?


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Vonyar wrote:

I don't know if this is the correct forum thread, If it isn't please move it to the correct one. -Thanks

On p. 111 in table 1-26 Magic Items there is an entry:

Item: Clearsight trinket Level: 5 Price: 2,750 Bulk: L

The Clearsight trinket doesn't have a description entry anywhere in the Starfinder Armory.

What does it do?

Take another look at the left column of page 100.

Edit: You are right; there is no specific entry for the Clearsight Trinket, but the table entries foe Clearsight Goggles and the Clearsight Trinket are too similar for them to be separate items. But at some point we should ask which set of stats is correct.


David knott 242 wrote:
Vonyar wrote:

I don't know if this is the correct forum thread, If it isn't please move it to the correct one. -Thanks

On p. 111 in table 1-26 Magic Items there is an entry:

Item: Clearsight trinket Level: 5 Price: 2,750 Bulk: L

The Clearsight trinket doesn't have a description entry anywhere in the Starfinder Armory.

What does it do?

Take another look at the left column of page 100.

Edit: You are right; there is no specific entry for the Clearsight Trinket, but the table entries foe Clearsight Goggles and the Clearsight Trinket are too similar for them to be separate items. But at some point we should ask which set of stats is correct.

What is worse is that the Clearsight *GOGGLES* entry actually refers to them as a "trinket" But the Goggles are clearly tech while the Trinket is listed as a magic item which have limitations.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
Vonyar wrote:
David knott 242 wrote:
Vonyar wrote:

I don't know if this is the correct forum thread, If it isn't please move it to the correct one. -Thanks

On p. 111 in table 1-26 Magic Items there is an entry:

Item: Clearsight trinket Level: 5 Price: 2,750 Bulk: L

The Clearsight trinket doesn't have a description entry anywhere in the Starfinder Armory.

What does it do?

Take another look at the left column of page 100.

Edit: You are right; there is no specific entry for the Clearsight Trinket, but the table entries foe Clearsight Goggles and the Clearsight Trinket are too similar for them to be separate items. But at some point we should ask which set of stats is correct.

What is worse is that the Clearsight *GOGGLES* entry actually refers to them as a "trinket" But the Goggles are clearly tech while the Trinket is listed as a magic item which have limitations.

Really love this game but I am beginning to get very frustrated and disappointed at all the typo's and errors in these books. The first few books I could understand but at this point it seems like they would be proof reading them better than this.


The Powered Armor upgrade rule is brillant :D

I haven't read ever single entry, but as a summary, it's a great book ^_^


Dear Proof readers / editors,
Please do simple maths.

EAGLE EYES

description:
SYSTEM: Eyes PRICE 4,000 LEVEL 6
You gain a +2 circumstance bonus to Perception checks to notice a creature using Stealth and to pierce disguises. You can use Perception to visually search areas up to 10 feet by 10 feet as a move action or up to 30 feet by 30 feet in 1 minute.

searching a 10 by 10 area using move actions is 2000 sqr ft searched in 1 minute which is more then twice the 900 sqr ft of a 30 by 30 area.

math:
10x10=100^2 ft / move action
30x30=900^2ft / minute
a standard action can be used as a move action (Action types: Core p244) therefore there are 20 move equivalent actions in 1 minute.


An Auto-CPR Unit costs 850 cr

AUTO-CPR UNIT:

AUTO-CPR UNIT LEVEL 2
This device monitors your blood pressure, heart rate, respiration, and temperature. When one or more of these vital signs falls below an acceptable level, the device administers aid, injecting you with stimulants and resuscitating you with a defibrillator as necessary. If you have 0 Hit Points and are dying, at the end of your next turn the auto-CPR unit attempts to stabilize you, attempting a Medicine check to administer first aid to stabilize you with a +5 total skill bonus. If you have a computer interface (see page 82), you can have the computer control activate the auto-CPR unit to attempt first aid when you have the bleed condition, and you add the tier of the computer in the interface to the auto-CPR unit’s total Medicine bonus.

There are a some major problems with this item.
1) because the medical check is at the END of your turn if it fails you can NOT spend Resolve to stabilize... i.e. you died. So you will only use the Auto-CPR unit when you are out of Resolve points.
2) A computer control module gives a base medical skill of 2.5 x tier. versus +1/tier.
3) The unit does not cover all of the conditions that a Medpatch can with 5 less bonus to the medicine roll.

Unless I've missed something...?
A medpatch (50 cr) with a tier 2 computer (250 cr), AI (25 cr) and a control module (5 cr) can be deployed by the computer on its' action with a medicine skill bonus of +15 and cover multiple conditions. And it doesn't use an armor slot. The computer interface upgrade would give an additional +2.

Medpatch:
Medpatch
A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks.

Control Module:
Control
The control module allows the computer to operate a complex device, to which it must be in some way connected. (Simpler devices can be controlled as part of a computer’s basic functions.) Some countermeasures might make use of a computer’s control modules when activated. Gaining control of a computer allows the user to activate the devices in any way allowed by the control module. The price of a control module depends on the complexity of the object being controlled. The control module for a more complex device, such as a spy drone, starship, vehicle, or weapon turret, costs 10% of the device to be controlled.

When controlling a basic device that essentially has an on/off switch, the computer simply gains access to that switch and can activate or deactivate the connected device as instructed. When in charge of a device that can already operate autonomously (such as a robot or another computer), the controlling computer can give orders to that device. When operating a device that requires a skill check or attack roll (such as a computer hooked to a med-bed or weapon), the controlling computer can either allow a creature with authorized access to attempt a skill check or attack roll, or attempt the skill check or attack roll itself. When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2-1/2 × its tier. Such controlled objects are normally mounted to a specific location (such as a controlled longarm placed in a turret with line of sight to the computer’s terminal), in which case the mount and related components are included in the control unit price.


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Mimski wrote:

I got the book today and enjoy the diversity of the equipment, but noticed a small slip-up that's a bit disappointing this early in the system:

The new Electron crystal, shard in Armory costs more than the Tauon crystal, least from Pact Worlds and does less. (Tauon has the same stats plus a critical hit effect.)

I have to agree, The Speed Suspension costs less, can be upgraded and works with all armor type which the Longstrider module can't be.

Longstrider Module armor upgrade:
Longstrider Module Level: 4 Cost: 2200

This actuator system mimics the action of leg muscles and tendons when you run, providing assistance and support at the ankles, knees, and hips. This grants you a +10-foot enhancement bonus to your land speed.

This upgrade can be installed only in light armor.


Speed Suspension Cybernetic augmentation:
Speed Suspension
SYSTEM: All legs
MODEL LEVEL PRICE
Minimal 4 1,900
Standard 8 8,800
Complete 12 32,900
You increase your land speed by replacing joints and tendons in your legs with high-performance cybernetics. A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. A standard suspension is more invasive and increases your land speed by 20 feet. Replacing all your leg joints and tendons with a complete speed suspension increases your land speed by 30 feet. You can install a speed suspension into prosthetic legs. Extra speed from these augmentations is treated as an enhancement bonus.


A benefit of the long strider module is that it can be swapped out in 10 minutes. Or, have a cheap piece of light armor that you have multiple movement-enhancing augments on for scouting. Niche, but some benefits vs the speed suspension.


Now I have a question... There was no explicit mention one way or another that I saw, but is there any chance of the new drone mods being allowed for the Exocortex Mods class feature?


I have to say, I'm definitely more than a little disappointed that hand cannons are single shot only, although I understand it's to balance out the high damage small arm.


Looking at the power armor upgrade rules, a key thing to note is it says the cost to upgrade to the next level becomes the base price of the armor. so although it'd cost several million to upgrade all the way through, just buying say level 20 celerity rigging would be 1.1 million which is right in line with the starguard


Soooo... I was reading every entry for every weapon on both the Core rule book and the Armory, checking effects and stuff like that, when I came across the description for the foam granade (page 39) that states "This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round(...) this ends the burning condition or corrode effect if it reduces the amount of damage to 0", and then it lists no amount. That's fine, or it would be if the listed ties for the foam granade on page 26 had any listed amount of damage reduction, but they have nothing except "Explode (extinguish, [number] ft.)". The only number in there is for the radius of the explosion, but nothing for how much it diminshes the damage. The entry for the "extinguish" effect isn't any better, since it comments on expending charges, among other things (it's clearly meant for the "Cryospike" weapon), although it does comment on what happens when you extinguishes flames in an area. So... any errata for this part of the book? Anyway, until someone officially comments on it, I will assume that the "extinguish" special property functions for the granade as well, in such a way that it ends the burn condition regardless of it's damage output. Is either that or coming up with an appropriate amount, and for that I would have to compare the burn effect on incendiary granades of similar level/radius/price to have an idea what a coherent progression would be like...

[On one hand we have three tiers of Foam Granades, levels 3 to 15, at an even six levels apart, each tier with an increasing raidus of +10ft (so the tier three, at level 15 and costing 26k has an aoe of 30ft.). On the other, we have six tiers of Incendiary Granades, levels 2 to 18, at roughly 2~4 levels apart, with the first tier (lvl 2) at 5ft. radius, 1d4 burning damage (I'll not consider the regular fire damage, since the Foam Granade will not interact with it), the second and third tiers (lvl 6 & 8) at 10ft. radius, 1d6 burning damage, and the remaining tiers (lvl 12, 16 & 18) at 15ft. radius, and advancing from 3d6->5d6->6d6 burning damage. Comparing these two granades, what do we have? A radius x2 larger for the Foam Granade, compared to a similar lvl Incendiary Granade and... that's it. Now we have to see what a fair progression should look like. The mk1 Foam Granade should handle the mk1 Incendiary, the mk2 Foam should handle at least the mk3 Incendiary, and the mk3 Foam should be able to handle the mk5 Incendiary, on an basis of damage output... So shall we give the same dice for the foam granade? 1d4 for the mk1, 1d6 for the mk2 and 5d6 for the mk3? Or maybe we should consider their lvl has how much the damage is mitigated? Surprisingly, that would accomplish roughly the same result as the previous method, with the mk2 extinguishing a little bit more damage (it would be 3 for mk1, 9 for mk2 and 15 for mk3)]

...and that would take too much of my time

Dark Archive

cachorro8urubu wrote:

Soooo... I was reading every entry for every weapon on both the Core rule book and the Armory, checking effects and stuff like that, when I came across the description for the foam granade (page 39) that states "This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round(...) this ends the burning condition or corrode effect if it reduces the amount of damage to 0", and then it lists no amount. That's fine, or it would be if the listed ties for the foam granade on page 26 had any listed amount of damage reduction, but they have nothing except "Explode (extinguish, [number] ft.)". The only number in there is for the radius of the explosion, but nothing for how much it diminshes the damage. The entry for the "extinguish" effect isn't any better, since it comments on expending charges, among other things (it's clearly meant for the "Cryospike" weapon), although it does comment on what happens when you extinguishes flames in an area. So... any errata for this part of the book? Anyway, until someone officially comments on it, I will assume that the "extinguish" special property functions for the granade as well, in such a way that it ends the burn condition regardless of it's damage output. Is either that or coming up with an appropriate amount, and for that I would have to compare the burn effect on incendiary granades of similar level/radius/price to have an idea what a coherent progression would be like...

[On one hand we have three tiers of Foam Granades, levels 3 to 15, at an even six levels apart, each tier with an increasing raidus of +10ft (so the tier three, at level 15 and costing 26k has an aoe of 30ft.). On the other, we have six tiers of Incendiary Granades, levels 2 to 18, at roughly 2~4 levels apart, with the first tier (lvl 2) at 5ft. radius, 1d4 burning damage (I'll not consider the regular fire damage, since the Foam Granade will not interact with it), the second and third tiers (lvl 6 & 8)...

Thank you for all the work you put into this cachorro8urubu!

It looks like Gen Con 2018 had the same negative effects on the Starfinder Armory, as Gen Con 2017 had on the Starfinder Core Rulebook - very short editing time, as it "had" to be ready for Gen Con...

How does the price of the foam grenades compare to the incendiary grenades?
If roughly the same, the foam should automatically put out the fire, as it is a very niche application imo.


Marco Massoudi wrote:

Thank you for all the work you put into this cachorro8urubu!

It looks like Gen Con 2018 had the same negative effects on the Starfinder Armory, as Gen Con 2017 had on the Starfinder Core Rulebook - very short editing time, as it "had" to be ready for Gen Con...

How does the price of the foam grenades compare to the incendiary grenades?
If roughly the same, the foam should automatically put out the fire, as it is a very niche application imo.

Let's see... the prices for the Foam Granades are as follow: mk1 (lvl3) 410; mk2 (lvl9) 3,520; mk3 (lvl15) 26,100.

At the same time, the prices for the Incendiary Granades are: mk1 (lvl2) 375; mk2 (lvl6) 1,040; mk3 (lvl8) 2,800; mk4 (lvl12) 9,380; mk5 (lvl16) 44,00; mk6 (lvl18) 108,800.

Comparing the ones I've considered in the same tier, we have
Foam Granade...............Incendiary Granade
mk1/lvl3 410...............mk1/lvl2 373
mk2/lvl9 3,520.............mk3/lvl8 2,800
mk3/lvl15 26,100...........mk5/lvl16 44,00

The only major diference in pricing is on the third tier, but it is consistent with price gaps between lvls 15 and 16, and it is consistent with my assumptions of mk1 foam negating 3 damage (negating 75% of mk1 incendiaries), mk2 foam negating 9 damage (negating 100% of mk3 incendiaries and lower) and mk3 foam negating 15 damage (negating 100% of mk3 incendiaires or lower, 90% of mk4, less than 25% of mk5 and less than 10% of mk6).

After all this, I think I would use the rule of decreasing damage per lvl (mk1 3, mk2 9 & mk3 15) instead of negating damage on lower level granades, because the latter method wouldn't allow for any number of foam granades to extiguish a mk4 and above incendiary one, while the former would allow for x2 mk3 foams to garantee the extiguish of x1 mk4 or x1 mk5 incendiary, or for x3 mk3 foam to extinguish x1 mk6 (yeah, in this case you would be spending less credits on foam granades than was spent on the mk6 incendiary (and only in this case, since on the former, x2 mk3 foam against mk4 or mk5 incendiary, you spent more), but not by a long margin, and you would still be using 3 turns/actions to put out that fire that took only 1). Or you could use the dice values I've assign (mk1 foam 1d4, mk2 foan 1d6, mk3 foam 5d6), but I don't think it would fit quite as nicely.

Shadow Lodge

The gunnery harness refers to a reduce strength score for being proficient with heavy weapons that it never gets around to.

Also, there are no interdimensional ysoki cheek pouches. Seriously? :)


Pathfinder Starfinder Roleplaying Game Subscriber
Dark Midian wrote:
I have to say, I'm definitely more than a little disappointed that hand cannons are single shot only, although I understand it's to balance out the high damage small arm.

That's only true of the first one. The later level models have increasingly higher capacities.


I'm stupidly happy about all the talk of food.


Any word on what is legal for Society play yet?


Brew Bird wrote:
Dark Midian wrote:
I have to say, I'm definitely more than a little disappointed that hand cannons are single shot only, although I understand it's to balance out the high damage small arm.
That's only true of the first one. The later level models have increasingly higher capacities.

I don't know how I missed that. Thank you, booze birb.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Gleaming Terrier wrote:
Ravingdork wrote:

Wait, wait, wait. Hold up now.

It's going to cost me 3,213,062,882 credits to get a battle harness upgraded to level 20? WTF! Even 20th-level characters only have 3,775,000 credits to spend!

I think you mathed that wrong. By my count, it's a cumulative 4,643,353 to get it to level 20. Still not worth it, but it's not putting Absalom Station into deficit spending to outfit a 20-th level SWAT team.

I think the main beneficiaries will be power armors with something special to them. I'm looking at the flight frame, which at level 17 is roughly comparable in cost to the level 20 Starguard, but can still fly.

https://docs.google.com/spreadsheets/d/1-fIQMa-wRBPYsgBQ4iiAm1Cv146TIL0g1vf 6Yr6t8PY/edit?usp=sharing

Yeah, seems you're right. I mathed wrong.

Level 20 Battle Harness
Total Cost 4,524,839 Cr
EAC/KAC 27/30
Max Dex +5
Strength 24
U. Slots 4

Grand Lodge

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*ahem*

SKAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATES

HOVER SKAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATES

I CAN BUILD MY ICON ROLLER DERBY OPERATIVE.

SKAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATES

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