Potential errors / layout issues


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Pathfinder Starfinder Roleplaying Game Subscriber

I think that the Gunnery values given in the starship stat blocks (p306-315) are mistakes.

The Gunnery modifiers follow the same progression as the recommended skill modifiers for enemy crews on p326 (4+1.5*tier (ranks) for good skills, 9+1.5*tier (ranks) for master skills). But...

1. Gunnery modifiers aren't skill modifiers, they're attack modifiers (usually: BAB + dex bonus).

(Using the skill modifier table for Gunnery modifiers is akin to using the suggested skill value progression for monsters to determine their attack bonus -- something which (it seems) advances according to a different progression.)

2. It seems Gunnery modifiers should be much lower than skill modifiers.

(This is because the Gunnery modifier doesn't benefit from any of the extra boosts skills get, like the bonus for being a class skill, insight bonuses (from Skill Focus or class abilities), racial bonuses, theme bonuses, and the like.)

3. Contrary to what the text on p326 suggests, the Gunnery modifiers given in the stat blocks are higher (and sometimes much higher) than it's possible for PCs to obtain.

(On p326 it says "Most starship combat encounters are between characters of roughly equal level and skill". So the modifiers assigned to the crew of a tier X ship should be roughly comparable to the values an optimized PC of level X could have.

But while it's possible for PCs to have skill modifiers as high as those given for "master skills" -- 9+1.5*level, for every level from 1-20 (a Lashunta Operative with a maxed out attribute in the relevant skill will do the trick), it's impossible (math worked out here) for PCs to have Gunnery modifiers even close to 9+1.5*level -- the maximum PC Gunnery modifier starts off 5 behind that mark at level 1, and the gap grows to 10 by level 20.)


Pathfinder Starfinder Society Roleplaying Guild Subscriber

Yeah i found a very similar issue here when doing the second quest from 1-1. The enemy gunners have gunnery +7. Using lvl1 pregens the highest mod I had was for Iseph at +5, but since he was the pilot, everyone else was +1, +2, or +3. This seemed a bit unfair even with two gunners on the PC ship vs only one of the 2 gunners on the enemy ship.


The Environment section has some issues with Perception:

Text from pages 397-398:

Stealth and Detection in a Forest: "in a Forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 (not 1) per 10 feet"

Stealth and Detection in Hills and Mountains: "The DCs of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not 1 per 10 feet."

Stealth and Detection in Urban Terrain: "In addition, settlements are often noisy, making Perception checks that rely on sound more difficult; this increases the DC of any such checks by 2 per 10 feet."


  • However there is no rule stating a increase of visual or audio Perception DCs for distance to begin with.


  • p177 Plasma Cannons have the "Burn" critical hit effect but are explode weapons that can't crit. Thanks to Ithnaar for pointing this out here.


  • sunderedhero wrote:
  • p177 Plasma Cannons have the "Burn" critical hit effect but are explode weapons that can't crit. Thanks to Ithnaar for pointing this out here.
  • Are we sure weapons that target grids don't crit on a 20? "Man, the ground really reflected the hell out of that explosion, way to land it in that shallow depression that magnified it!"

    The Exchange

    Gayel Nord wrote:
    P. 143 Identify a spell DC is 10 +5/level of the spell. This mean that you need a 40 to identify a spell level 6.

    Pretty sure this isn't a mistake. Level 6 spells only come into play in the top levels of the game where DC 40 isn't that hard to get to.

    Silver Crusade

    Core Book, page 225.

    The Serum of Enhancement (Sensate) seems to have the wrong value for its effect. Every other serum gives a +2 insight bonus to at least two skills, and provides some other effect, but the Sensate version only provides a +1 insight bonus. Are Life Science and Mysticism such powerful skills that they merit getting half the benefit of the other serums for the same price?

    Silver Crusade

    Page 181, sidebar says that you add dex to your attack roll for thrown weapons, but Starfinder changes that to strength (unlike Pathfinder).


    Identify Spell, page 361 wrote:
    This spell allows you to attempt to identify the function of a magic item (with Mysticism) or technological device (with Engineering) each round. You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell.
    Mysticism skill, page 143 wrote:
    As part of the action to cast detect magic, you can use Mysticism to identify the properties and command words of magic items.
    Engineering skill, page 142 wrote:
    You can use Engineering to identify the properties and uses of technological items and devices such as starships and weapons, as well as alien technology.

    The highlighted part of the Identify spell regarding "command words or passwords" is consistent with the Mysticism skill for identifying magical items, but inconsistent with the Engineer skill description for identifying technological items.

    Either (1) the Identify Spell should be edited to remove any reference to identifying passwords [likely], (2) the Engineering skill should be edited to include the identification of passwords as something the skill can do [bizarre], or (3) there should be a FAQ that clarifies that with Identify, but only Identify, a check can be made to discover passwords [preferred].


    Magic can give you the password, technology can't; seems reasonable


    I don't know if this is an error or not, but it seems like the following weapons should have the Analog flag:
    Flame Pistol/Rifle
    Crossbolter
    All of the grenades (maybe?)
    Shuirken
    Net
    Bow
    Unarmed(?)


    Should the enervation and bestow curse spells mention that they target EAC and that the caster has the option of adding their casting stat to the attack roll instead of their STR/DEX?


    Should bestow curse also not provoke an attack of opportunity?


    The second example in the Cover illustration on p. 253 is either in error, or makes for some really awkward cover situations. The full discussion is here, but the gist of it is that a line that run alongside but don't actually cross a border probably shouldn't give cover bonuses.


    Owen, any chance to review the grenades prices in a upcoming errata? Please, it's just TOO EXPENSIVE.

    It just make grenade focused characters impossible to play :'(

    I really hope it's just an error, and the price shown for grenades are actually to buy 10 units of the listed grenade in the table.


    Kudaku wrote:
    but the gist of it is that a line that run alongside but don't actually cross a border probably shouldn't give cover bonuses.

    And that's basically example #1 on page 253 (which those arguing for cover in a 5 foot corridor seem to be ignoring)

    Liberty's Edge

    "Descendants" is misspelled on page 425 of the Core Rulebook. Literally unplayable.


    Reincarnation spell. Last line, Miracle or Wish are required to restore to original body. These 2 spells do not exist in this book.


    Andy Brown wrote:
    Kudaku wrote:
    but the gist of it is that a line that run alongside but don't actually cross a border probably shouldn't give cover bonuses.
    And that's basically example #1 on page 253 (which those arguing for cover in a 5 foot corridor seem to be ignoring)

    I don't want to sidetrack this thread but I'm having a hard time understanding your point. I'd appreciate it if you could elaborate, either in the thread I linked or via a PM. :)


    Wilda9282 wrote:
    Reincarnation spell. Last line, Miracle or Wish are required to restore to original body. These 2 spells do not exist in this book.

    Yes, they do.


    Miracle is on pg 366 (left column, middle-ish). Wish on 385 (Left column, at the bottom). Neither has a spell level attached to it, perhaps that's the source of the confusion, but they do exist.

    Liberty's Edge

    Both are currently only available as capstone abilities (for Technomancer and Mystic, respectively), but they do indeed exist, and are listed as spells.


    On page 99 of the Alien Archives it lists Diasporan sniper rifles, and the Tactical has a capacity of 10 while the ultra and imperial have capacity of 30. There are no batteries for sell that have 10 or 30 charges and per the core rulebook page 190 weapons list the higest capacity battery they can hold, so with the Diasporan Tactical are you stuck using and recharging the same battery forever? And the other two can use a 20 instead but it seems odd.

    Dark Archive

    Drones (page 74-75) have no bulk (page 167) given.

    Which becomes a problem if they need to be transported.

    The "mending" spell (page 364) also works only on objects of up to 1 bulk.

    The only comparable info i could find about this is about a "Spy drone" (pages 219 & 221), which has Bulk L and is tiny like the hover drone, but has no weapon mount.

    10 light (L) items add up to 1 bulk.
    So a "Hover Drone" & probably even a "Stealth Drone" should be less or up to 1 bulk and the "mending" spell should work on them.

    A combat drone (medium) is most probably too big and heavy to use "mending" on.


    Marco Massoudi wrote:

    Drones (page 74-75) have no bulk (page 167) given.

    Which becomes a problem if they need to be transported.

    The "mending" spell (page 364) also works only on objects of up to 1 bulk.

    The only comparable info i could find about this is about a "Spy drone" (pages 219 & 221), which has Bulk L and is tiny like the hover drone, but has no weapon mount.

    10 light (L) items add up to 1 bulk.
    So a "Hover Drone" & probably even a "Stealth Drone" should be less or up to 1 bulk and the "mending" spell should work on them.

    A combat drone (medium) is most probably too big and heavy to use "mending" on.

    All of the drones can mount longarms and 2-handed weapons with bulk 1+. A stealth drone can have a riding saddle which can carry a Ysoki.

    Dark Archive

    whew wrote:
    Marco Massoudi wrote:

    Drones (page 74-75) have no bulk (page 167) given.

    Which becomes a problem if they need to be transported.

    The "mending" spell (page 364) also works only on objects of up to 1 bulk.

    The only comparable info i could find about this is about a "Spy drone" (pages 219 & 221), which has Bulk L and is tiny like the hover drone, but has no weapon mount.

    10 light (L) items add up to 1 bulk.
    So a "Hover Drone" & probably even a "Stealth Drone" should be less or up to 1 bulk and the "mending" spell should work on them.

    A combat drone (medium) is most probably too big and heavy to use "mending" on.

    All of the drones can mount longarms and 2-handed weapons with bulk 1+. A stealth drone can have a riding saddle which can carry a Ysoki.

    No, only a combat drone can have longarms or two-handed melee weapons (page 75 at the base of the page in the three boxes).


    That's the starting statistics, you're expected to modify your drone to fit your needs. A stealth or hover drone can use two-handed weapons and longarm, but they need to pick up a second weapon mount upgrade first.

    Hover drones actually make for pretty good sniperbots since they start off with a high dexterity and can use elevation to shoot over cover. :)


    If they could hover and shoot...


    one thing i noticed is that none of the races have a speed entry in their descriptions. its a minor error but could be problematic for new players unfamiliar with the D20 style system.

    i know their is a spot in the book that says most medium creatures have a 30' movement, and small creatures have usually a 20' movement.

    clarification under each race would be ideal for future prints (like other d20 products), plus it may be better to know exactly how fast each character moves right from the get go.


    Pathfinder Card Game, Roleplaying Game, Starfinder Roleplaying Game Subscriber

    p.81 Saboteur mentions Skill Focus (Computers) and Skill Focus (Engineering), which don't stack with bypass and Mechanic, unlike Operative, doesn't have an ability that makes this worthwhile after 9th level.


    jimmy Herman wrote:

    one thing i noticed is that none of the races have a speed entry in their descriptions. its a minor error but could be problematic for new players unfamiliar with the D20 style system.

    i know their is a spot in the book that says most medium creatures have a 30' movement, and small creatures have usually a 20' movement.

    clarification under each race would be ideal for future prints (like other d20 products), plus it may be better to know exactly how fast each character moves right from the get go.

    That’s wrong all races in the crb have a base speed of 30 unless otherwise noted


    Starfinder Charter Superscriber

    Cross posting here something I noted for the soldier:

    Quote:

    The soldier's arcane assailant fighting style gives the Secret of the Magi ability at level 5. (Page 112, Core Rulebook.) Among the weapon fusions it says a soldier can add to his runed weapon is one called ethereal.

    There is no ethereal weapon fusion listed in Chapter 7. There also isn't one with that name in any of the Paizo published source material to date. Did the authors perhaps mean the ghost killer weapon fusion (page 194, CRB) instead?


    The curve blade, dimensional slice (listed in Table 7.2, p173 CRB) is Powered (capacity 40, usage 2). It appears that this is a duplication of the Special entry for the curve blade, buzzblade (in the same table) as all other dimensional slice and dimensional edge weapons have the Analog property.


    No clue if intentional or not, but seems like it might be left out on accident.

    Pg112 Rune of the Eldritch Knight (Su) adds 5 levels for the purposes of calculating item HP and Hardness, but unlike the Durable fusion, it doesn't improve the item's saves.

    Only really matters against spells like disntegrate, which bypass hardness and item HP, allowing the item only a Fort save.


    Pathfinder Card Game, Roleplaying Game, Starfinder Roleplaying Game Subscriber

    The spell, identify, states on page 361, "You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell."

    The spell description could be interpretted to mean, that it will give you a +10 to hack/access to any computer by casting identify on it first. Was that the intention?


    Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

    The mystic class ability is called "mind link"--two words, but the spell itself is called mindlink--only one word. Which is supposed to be correct, one or two words?

    Surely what is written currently is a mistake.

    Sczarni

    I'm not gonna pretend I read through the whole thread but these are the errors/inconsistencies I've found:

    - The nuclear mega missile launcher doesn't have the irradiate special while all other nuclear missile launchers have it. (SCR pg. 302-303)

    - The bows and shuriken in the Core Rulebook don't have analog, but the bows in Dead Suns AP 4 do. (Nets say in their description that they automatically tighten when they hit something so I'm leaving those off) (SCR pg. 179; DS4 pg. 44)

    - The Improved Unarmed Strike feat says in the description "You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks." However, the benefit does not list that your unarmed strikes can be lethal, and it specifically says you need either your hands or legs free to make unarmed attacks (no head-butts?). (SCR pg. 158)

    - The Burning Archipelago (on the Sun) has a percentage of efreet inhabitants listed, yet there are no stats for efreet in any of the books. (PW pg. 12)

    - There are half-orcs as a race in the Core Rulebook, but no mention of orcs that I could find anywhere else. (SCR pg. 510)

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