The Sand Sage

Ithnaar's page

95 posts. Alias of Andy Schroder.




On pg. 73 it lists the Advanced Domain Powers and their costs to use.

The majority of the powers have a listed cost of (1) or (2).

Nine of the powers have a listed cost of (3):

Dreaming Potential (3)
Word of Freedom (3)
Lucky Break (3)
Retributive Pain (3)
Safeguard Secret (3)
Wanderer's Guile (3)
Master's Illusion (3)
Glimpse the Truth (3)
Prepare for Battle (3)

In the spell descriptions later in the book however, all those powers are listed as having a cost of Power 2.

Either the chart or the descriptions must be wrong (or I am misinterpreting something).

- Also the Might Domain Advanced Power is listed in the chart as 'Enduring Strength', whereas in the spell description section it is 'Enduring Might'.


1 person marked this as a favorite.

I really wish they had spent a little more effort in telling us how the Drift works. The snippets we have are awfully hard to weave together without a pattern, and a bunch of questions that are pretty important for telling a story are unable to be answered without just guessing:

We know that a ship must disable its thrusters for one minute prior to entering the drift. We also know that a round of space combat has no set duration, so... Can you enter the Drift in combat? If a foe does the same, are you near each other in the Drift? Or can entering the Drift be used as a form of escape?

Can the Drift itself be navigated? Is it possible to return to a derelict spacecraft that you discovered in the Drift before? Would you have to follow the exact same route to find it?

Do points in the Drift correspond with points in the normal space? If you activate your Drive in a certain spot in normal space, will you always appear in the same place in the Drift? And vice-versa?

Finally, this is the hardest one to wrap my head around: reconciling faster and slower Drift drives with the statements that ships use their thrusters to move through the Drift and that the Drift itself is one, single alternate plane.

What happens if two ships with different classes of Drift drive leave at the same moment to travel the exact same route (from each ship's viewpoint)? One ship's journey requires 10 days, the other ship needs only two days. How exactly do they interact in the Drift?


The 'Pull the Pin' feat mentions this:

"The grenade explodes at the end of your current turn, unless it has a delayed fuse that causes it to go off 1 round or more after it is activated."

This leads me to believe that (at least some) grenades can have delayed fuses.

Is this a standard feature or does a grenade timer cost extra?

Are there set durations (0 rounds, 1 round, 5 rounds) or can it be variable? If so, how long is the maximum timer?

One presumes a grenade is primed in some way immediately before being thrown, but would setting a timer require a separate action or is it included in the throw action?


11 people marked this as FAQ candidate. 1 person marked this as a favorite.

P.245 : Ranged Attacks with a Thrown Weapon : "With a thrown weapon or a grenade, you can make a ranged attack at a target..."

(Next PP) Targeting a Grid Intersection : "When using a thrown weapon that has an area effect, such as a grenade, you target a specific grid intersection on a tactical battle map, rather than a specific creature."

Question #1 : So which is it? Can you choose to target an enemy's KAC, or do you have to target a grid intersection? Is the "or a grenade" an artifact from a previous rules incarnation?

Question #2: Can a grenade score a critical hit (targeting that AC 5 grid intersection) that does 2x damage to all targets in the radius (possibly mitigated by a successful reflex save)?

p.181 - Explode : "When you attack with this type of weapon or ammunition, aim at a grid intersection."

Question #3: Is the Plasma Cannon intended to *only* target a map intersection (as written)?


4 people marked this as a favorite.

With only two combat-dedicated suits of Powered Armor available, getting that feat or proficiency isn't too exciting, as you'll be spending a lot of levels with gear that is much lower Level than your CR. So I came up with a reasonably simple system for upgrading any suit of Heavy Armor into Powered Armor.

1. Select base Heavy Armor from list.

2. Determine Powered Armor Size And Weapon/Armor Upgrade slots:
Total Slots = Heavy Armor Upgrade Slots - 1 (minimum 2)
Medium Size if Total Slots = 2 or 3
Large Size if Total Slots = 4 or 5
Huge Size if Total Slots = 6+
A Huge suit may be converted to Large size by reducing total slots to 5.
A Large suit may be converted to Medium size by reducing total slots to 3.
You cannot convert a smaller suit into a larger one.

Allocate Total Slots amongst Weapon Slots and Armor Upgrade Slots.
Both Weapon Slots and Armor Upgrade Slots have a minimum value of 1.

3. Cost = Heavy Armor cost x 1.2

4. AC Modifications:
Medium Size : EAC +1, KAC +2
Large Size : EAC -1, KAC +2
Huge Size : EAC -3, KAC +2

5. Speed : Reduce penalty by 5 if Medium Size (cannot go above zero), Increase penalty by 5 if Huge Size .

6. No Max Dex change.

7. Armor Check Penalty increases by 2 (gets worse).

8. Strength = (Level +13) if Medium Size, (Level +14) if Large, (Level +15) if Huge.

9. Damage = Die or dice whose average is (Level / 3) +4

10. Power Consumption :
Medium Size : (Level /5) = Charges per Hour
Large Size : (Level x 4) = Charges per Hour
Huge Size : (Level x 6) = Charges per Hour

11. Bulk = (Level x 2) +10 if Medium Size, (Level x 2) +13 if Large, (Level x 2) +18 if Huge.

It's certainly not a perfect system (Lashunta Ringwear V ends up being quite the bargain over the Jarlslayer), but it is simple and easy to use, and at the very least might serve as a guideline to build your own system from.


The size chart on p.256 makes no mention of it being any harder to hit a diminutive creature nor easier to hit a gargantuan one. Nor is there any mention of it in the Combat Modifiers section. This is a pretty radical departure from Pathfinder.

Are we to assume that this is no longer "a thing", or are we to assume that those penalties are "baked in" to any applicable Starfinder stat block (meaning we have to take that into consideration when converting monsters from Pathfinder)?


1 person marked this as a favorite.

"For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse)."

Seeing as 'Construct' was not clearly defined, I have a few questions:

Can Androids benefit from Morale Bonuses ?
(I suspect the answer is 'no' based on the Envoy's 'Expanded Attunement' improvisation.)

Can Androids benefit from the Mending spell ?
(If they are considered as Constructs, the answer is Yes. If they are considered as Humanoids, the answer is No. If they have to pick the worse effect between 'Yes' and 'No', that would be 'No'.)