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!

ISBN-13: 978-1-64078-041-5



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Other Resources: This product is also available on the following platforms:

Hero Lab Online
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SoundSet on Syrinscape
Archives of Nethys

Note: This product is part of the Starfinder Roleplaying Game Subscription.

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Yup, it's an armory alright

5/5

Must-have.


4/5


Something for Everyone

3/5

In some respects, Armory is Starfinder's version of Pathfinder's Ultimate Equipment: a book filled to the brim with weapons, armors, adventuring gear, and magical items. However, unlike Ultimate Equipment, Armory isn't a compilation of equipment that has appeared in other books--it's mostly all new material and also includes some new class options. It's the sort of book that certain types of gamers will absolutely love (spending hours poring over the detailed entries for how to best outfit their PC) and others will find a relatively boring reference book to be pulled out occasionally. I should also note at the beginning that it's only 159 pages, continuing the Starfinder trend of comparatively short but expensive books compared to the first edition of Pathfinder.

The book starts with a two-page overview that's essentially a series of very general, sentence-long descriptions of each section of the book. It can be safely skipped without missing out on anything.

Formally, the entire book contains only two chapters: "Equipment" and "Class Options". But each of these chapters is broken down into several sections--the "Equipment" chapter, for example, has fifteen sections and is 137 pages long. A book like this isn't exactly a joy to read cover to cover--much of it is table after table of gear, with occasional two-page spreads of artwork and brief descriptions. I have to give credit to the writers of the equipment descriptions--I don't know how often people actually read the fluff (compared to just evaluating stats), but some of it is pretty interesting! As an aside, I find Starfinder's economy hilarious at times--you can buy something like seven armed helicopters for the price of one set of spiked knuckles that do 6d10 damage. Anyway, here are some very brief comments on each section.

CHAPTER 1: EQUIPMENT

* WEAPONS: The section introduces dozens of new weapon special properties, such as "free hands", "guided", and "subtle". There are also some new critical hit effects, including some really powerful ones like "suffocate." I'm glad the disintegrator line of weapons from Dead Suns made it in. The section also includes some basic "legacy" type weapons like greataxes, lances, and mauls. I've never taken the time to use them, but there are some new special manufacturer modifications that can be added in to any weapon. In sum, there's something like 50 pages just on new weapons, which gives you a sense of how much gear is crammed into the book.

* WEAPON ACCESSORIES: These are things like scopes, collapsing stocks, flash suppressors, etc. I don't like how bayonet brackets make every pistol-wielding character able to take AoOs, and I've also encountered problems in games due to bipods and scopes/sights serving as very cheap and easy ways to negate cover.

* WEAPON FUSIONS: There a lot of clever, useful ones here. I particularly like "advancing", "conserving" (a life-saver for one of my PCs), and "guarded".

* SPECIAL MATERIALS: These provide pretty minor changes--I probably wouldn't bother.

* ARMOR: I like the description and artwork in this section. There are a lot fewer types of new armor then new weapons, but there's also a lot fewer variables to work with. I've used the new "mining jack" on a dwarf PC and "regimental dress" on a Steward PC. As an aside, I've never really noticed before that around level 8 or so, the difference between light and heavy armors of the same price isn't very significant.

* POWERED ARMOR: This section has a special new rule that makes all powered armors upgradeable to any level (if you have the credits to pay for the alterations). It also introduces several new suits of powered armor, and there are some cool concepts here, though I've never tried any of them.

* ARMOR UPGRADES: There's over 70 new armor upgrades here, and although there are definitely some "meh" ones, there's bound to be some good ones too. I particularly like the auto-CPR unit, the auto-injector, and the computer interface ones.

* AUGMENTATIONS: Be the Bionic (Wo)Man! Some good choices here, including regenerative blood and synchronous heart. My favourite might be the optical laser just because I love the image (even though it doesn't really do much damage).

* TECHNOLOGICAL ITEMS: A ton of stuff here, and something for everyone. Dermal staplers, grenade scramblers (!), and a lot of useful drones. Tool kits are overpowered, giving really big bonuses to some skills for a very cheap price. It's also weird that every single thing you can buy here gives some sort of mechanical bonus, even goofy things like board games.

* MAGIC ITEMS: There's a good selection of some classic and some new ones here. Consumables are still way over-priced for what they do. A couple of items, like the containment tesseract and the trafodi paradox, would make for good plot devices.

* HYBRID ITEMS: These are techno-magical items. The captive star amulet is useful, and I like the creator capsule. Mischievous folks will have lots of fun with wonder grenades.

* PERSONAL ITEMS: If you want to buy an umbrella, some perfume, or a sleeping bag, this is the place. Aerosol spray is a really cheap way to find invisible foes!

* DRUGS: My drug-addicted solarian would like to note that drugs are still way-overpriced for what they do. It costs 23,500 credits for just one dose of an excitant to gain immunity to sleep effects for four hours! That's more than it costs to own outright a Level 8 Armored Transport vehicle.

* OTHER PURCHASES: This catch-all section actually has some really important information. There are rules for buying medical treatment and for hiring NPCs to serve crew roles on starships (great for small gaming groups). I like the little capsule descriptions of the different cuisines of the Core Rulebook races.

* VEHICLES: I've never really done anything with vehicles in Starfinder, but if you have 3,750,000 credits to buy a Level 20 Ultimatum Hover Carrier, this would be the place.

CHAPTER 2: CLASS OPTIONS

This section is 16 pages long and contains two pages dedicated to each of the Core classes. A two-page intro contains a new archetype, "Augmented", which is a Verces-themed option for characters who are heavily into artificial personal upgrades. It's passable.

* ENVOY: They receive some new improvisations and expertise talents, and overall there are some good additions to the game.

* MECHANIC: Some new tricks; "Tech Tinkerer" adds a lot of versatility to a character. Many of the options also help with starship combat. For drone fans, there are four new mods.

* MYSTIC: There's a new mystic connection, "Geneturge", which is all about DNA. Two new spells support the connection. Kinda fun, and I like the idea of having a self-help guru Mystic.

* OPERATIVE: I'm firmly of the opinion that operatives should be stripped of options rather than getting more. Anyway, this section contains several new exploits, with Trap Spotter extraordinarily useful (providing an automatic chance to detect traps just by getting close to one). There's a new operative specialization, "Gadgeteer", that's fine (and fun when combined with the "utility belt" exploit).

* SOLARIAN: Several new stellar revelations and a couple of new zenith revelations. Solarians who use stellar armor get a couple of nice choices. I love the quantum entrapment zenith revelation--send a foe out of reality for a few rounds!

* SOLDIER: Several new gear boosts accompany a new fighting style called "Shock & Awe". It's kinda silly, but fun to imagine.

* TECHNOMANCER: Four new magic hacks and three new spells. The "enchanted fusion" magic hack could be useful in helping to exploit particular enemy vulnerabilities.

And that's the end of the book. To be honest, if I wasn't a collector/subscriber, I probably wouldn't buy this book--all of the gear and class options will appear on Archives of Nethys anyway, and there's no major campaign setting details or other flavour that can be found only in the PDF or physical copy. Starfinder Society players, however, will no doubt find it handy to have so many additional options.


Worth the price

5/5

Got mine today and am very impressed. Read it through cover to cover and wow, does this ever fill in gaps that were glaring. Some new goodies that will be very welcome, especially for beefing up a Solarian. Will probably get the PDF too to have it handy.


Space Equipment Galore!

5/5

Simply a great and useful book with, of course, a LOT of equipment, but also good info' for backgrounds, creating deeper characters.
Really adds to the scope of the story.


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Can you tell us about heuristic programming, and cybernetic bridge from the mechanic?


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Charabdos, The Tidal King wrote:
Big Lemon wrote:

"Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast"

Just saying: Nothing in there about how thick it is, just that it is powerful enough to penetrate multiple objects.

Sorry, I didn't mean the fluff on Plasma Weapons in general, I meant the fluff on Plasma Pistols and Plasma Rifles specifically, which fire lines of plasma, as opposed to something like the Plasma Caster, which fires bolts like the Plasma Guns in Fallout or the Blasters in Star Wars.

And it doesn't actually say anything about plasma being able to penetrate multiple objects under the fluff for Plasma Weapons in general.

Well, perhaps you're right. Multiple targets are not *explicitly" called out in the general plasma flavor text, so there's no reason why a single target plasma gun can't or shouldn't exist.

One of your complaints, correct me if I'm wrong, is that plasma guns in SF function like irl flamethrowers, yes? If that's true, then I bring you back to the fact that there'as no description for how wide the beam of plasma is. It can very well be a tiny, narrow beam that penetrates all targets in a line, or an incredibly wide, flamethrower-like shot that engulfs all targets in a line. It's all theater of the mind. You can imagine it whichever ways suits you best

If you were actually getting at something else, then my mistake.


So what's going on with this book? I was charged for it a while ago but it hasn't shipped and I don't have a PDF.


What's the new Technomancer ability Summon Cache do? Is it to do with summoning or with storing spells?


Big Lemon wrote:
Well, perhaps you're right. Multiple targets are not *explicitly" called out in the general plasma flavor text, so there's no reason why a single target plasma gun can't or shouldn't exist.

Oh, single target plasma guns already exist in Starfinder, but there's only 1 type, and it's a high level gun with only 2 tiers to it. It's called a Plasma Caster and it comes in a 13th level version and a 17th level version.

All I was saying is that I hope the Armory adds more single-target plasma variants besides the Plasma Caster, whose gimmick is that it deals loads of damage at the cost of loads of charges.

Big Lemon wrote:


One of your complaints, correct me if I'm wrong, is that plasma guns in SF function like irl flamethrowers, yes? If that's true, then I bring you back to the fact that there'as no description for how wide the beam of plasma is. It can very well be a tiny, narrow beam that penetrates all targets in a line, or an incredibly wide, flamethrower-like shot that engulfs all targets in a line. It's all theater of the mind. You can imagine it whichever ways suits you best

If you were actually getting at something else, then my mistake.

Multiple creatures can share a space, so it's probably big enough to hit many creatures. If a line was made entirely of squares filled with 4 pixies each, all spread out instead of lined up in any way, a plasma pistol or rifle would still hit all of them.


Out of curiosity, how many hand cannons are there, and do they have any neat effects?


Charabdos, The Tidal King wrote:


Multiple creatures can share a space, so it's probably big enough to hit many creatures. If a line was made entirely of squares filled with 4 pixies each, all spread out instead of lined up in any way, a plasma pistol or rifle would still hit all of them.

Remind: Line weapons still target AC, meaning it's possible to fire it and miss all targets in a line, or only hit one of them. The beam is not large enough to guarantee damage (or target Reflex saves).

Of course, the way SF handles AC is a lot more abstract than PF. A large ooze and a tiny pixie of the same CR have roughly the same AC and hitpoints, so are equally difficult to harm. The numbers just means different things.


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Fuzzypaws wrote:
So what's going on with this book? I was charged for it a while ago but it hasn't shipped and I don't have a PDF.

It can still take 1-2 weeks for it to actually leave the warehouse, which is when we get the pdfs. Mine took exactly 14 days last time.


Big Lemon wrote:
Remind: Line weapons still target AC, meaning it's possible to fire it and miss all targets in a line, or only hit one of them. The beam is not large enough to guarantee damage (or target Reflex saves).

The attack roll on a Line isn't separate for each target. You only roll it once and compare it to the AC of every creature in a line. So a line of Sprites (I forgot Pixies are Small, not Tiny, so pretend I said Sprites before) all share the same AC and so it's all or nothing when it comes to hitting them.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Big Lemon wrote:
Fuzzypaws wrote:
So what's going on with this book? I was charged for it a while ago but it hasn't shipped and I don't have a PDF.
It can still take 1-2 weeks for it to actually leave the warehouse, which is when we get the pdfs. Mine took exactly 14 days last time.

According to a thread linked earlier about July subscriptions:

First the order is created, you are charged, and a confirmation email is sent out. This happened around the 12th.

Then they begin preparing orders for shipment. This takes one or more weeks because they're doing it for all the subscribers (and probably some non-subscribers as well).

Orders began shipping on the 18th. They will continue shipping until the 27th at which point they SHOULD all be shipped unless it takes longer than expected - which it may.

When your order ships, you will get an email confirming that the shipment has left the warehouse and you will then receive your PDF in your downloads.

And then... there will be *peace*.


VoodooSpecter wrote:
Big Lemon wrote:
Fuzzypaws wrote:
So what's going on with this book? I was charged for it a while ago but it hasn't shipped and I don't have a PDF.
It can still take 1-2 weeks for it to actually leave the warehouse, which is when we get the pdfs. Mine took exactly 14 days last time.

According to a thread linked earlier about July subscriptions:

First the order is created, you are charged, and a confirmation email is sent out. This happened around the 12th.

Then they begin preparing orders for shipment. This takes one or more weeks because they're doing it for all the subscribers (and probably some non-subscribers as well).

Orders began shipping on the 18th. They will continue shipping until the 27th at which point they SHOULD all be shipped unless it takes longer than expected - which it may.

When your order ships, you will get an email confirming that the shipment has left the warehouse and you will then receive your PDF in your downloads.

And then... there will be *peace*.

Charged is technically the wrong terminology here. You are not charged, money is actually taken out of the account, till the order actually ships. On July 12th the order was created but I had no money taken out of my account.

So all but 1 of my orders has taken 2+ weeks to be fulfilled. I hate that I have to wait so long to get my PDF.


Charabdos, The Tidal King wrote:
Big Lemon wrote:
Remind: Line weapons still target AC, meaning it's possible to fire it and miss all targets in a line, or only hit one of them. The beam is not large enough to guarantee damage (or target Reflex saves).
The attack roll on a Line isn't separate for each target. You only roll it once and compare it to the AC of every creature in a line. So a line of Sprites (I forgot Pixies are Small, not Tiny, so pretend I said Sprites before) all share the same AC and so it's all or nothing when it comes to hitting them.

You're right, but I don't see how that is definitive, more just a failing in the way that harm is abstracted into AC.

If just one of those sprites is 1 CR higher (or has the solarian template, boosting its AC) it's not longer an all-or-nothing. Even though they are occupying the same square, it can all, none, or just few of them, depending on how many the tougher sprite is "behind".


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Pathfinder Lost Omens, Rulebook Subscriber
Fuzzypaws wrote:
So what's going on with this book? I was charged for it a while ago but it hasn't shipped and I don't have a PDF.

if your like me they are trying to line up shipping dates so we get it close to August second. I have 4 to 8 business days shipping which means it should ship tomorrow to get to me on time. Other wise we would get the books before release date.


If mine takes much longer to leave the warehouse I'm not going to get it until after the street date if it takes the same number of days in transit.

Exo-Guardians

Hmmm. My Vesk Armor Storm Soldier is nearly 6th level and will be getting his 2nd Gear Boost at 7th level.

These are what I am curious about:

Unarmed Mauler

Unyielding Bulwark.

Considering that he spends a good amount of his time standing next to large, dangerous things punching them in the craw, these two are probably what I'll be choosing between.

Anyone have a line on these?


question 1 ...does any of the new drone mods also apply to exocortex?

question 2 ...is the Augmented archetype different enough from the Cyberborn theme to account for its existence?


Pathfinder Starfinder Roleplaying Game Subscriber

Another day going to bed without the armory. I hope tomorrow is the day.


Charabdos, The Tidal King wrote:
Big Lemon wrote:
Remind: Line weapons still target AC, meaning it's possible to fire it and miss all targets in a line, or only hit one of them. The beam is not large enough to guarantee damage (or target Reflex saves).
The attack roll on a Line isn't separate for each target. You only roll it once and compare it to the AC of every creature in a line. So a line of Sprites (I forgot Pixies are Small, not Tiny, so pretend I said Sprites before) all share the same AC and so it's all or nothing when it comes to hitting them.

Hmmm... It might not. Wouldn't those behind the first Sprite get a cover-bonus to AC?


Franz Lunzer wrote:
Charabdos, The Tidal King wrote:
Big Lemon wrote:
Remind: Line weapons still target AC, meaning it's possible to fire it and miss all targets in a line, or only hit one of them. The beam is not large enough to guarantee damage (or target Reflex saves).
The attack roll on a Line isn't separate for each target. You only roll it once and compare it to the AC of every creature in a line. So a line of Sprites (I forgot Pixies are Small, not Tiny, so pretend I said Sprites before) all share the same AC and so it's all or nothing when it comes to hitting them.
Hmmm... It might not. Wouldn't those behind the first Sprite get a cover-bonus to AC?

Dont believe soft cover applies to line weapons. I dont have a quote on that, but they wouldn't really function if it did.


Right... Line weapons are weird that way.


Franz Lunzer wrote:
Right... Line weapons are weird that way.

Yeah, the only thing that can stop a line weapon attack is a target that is hit but doesn't take damage (DR, Emnergy Resistance or Hardiness). If you roll low on the attack, it just means that everybody dodged the attack, but it wasn't stoped. I guess that's why they made it be one attack against everyone's AC. The only thing I didn't figure is the ocasion of total cover. It's one thing the cover blocking the attack because you didn't surpassed it's hardness, but what is going on if you don't hit it's AC, but hit the one behind it? It doesn't stop your attack, according to the text, but it doesn't make sense for a wall to dodge...

Wait! Does a wall even have AC?, i though so, but whent back to the rules of breaking objects and found noting for walls (and other structures). Sooooo... I guess it's solved, walls can't dodge the line attack, but can stop the attack if you can't surpass it's hardness (that goes from 5 in a wooden wall up to 35 in a starship's bulkhead).


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Fingers crossed that today will be the glorious day that was foretold in the prophecy. May the blessings of Su'scrib Sh'un, whose eyes see the future, fall upon us all and bring our people a bountiful harvest. In space.


VoodooSpecter wrote:
Fingers crossed that today will be the glorious day that was foretold in the prophecy. May the blessings of Su'scrib Sh'un, whose eyes see the future, fall upon us all and bring our people a bountiful harvest. In space.

May his wisdom be ever in your downloads.


What new melee attack feats in Starfinder Armory?

One of my players runs a melee Vesk upgrading to Level 7 by our next session on 8/3. They’re hoping the Armory releasing on 8/2 adds some melee-focused feats. Especially something that helps with their attack roll -they’re already doing pretty good damage.

Plan B: I recommended we could work together and invent a feat that’s mathematically in-line with RAW and narratively justified for the character.

Thanks for any new feat info!

Sovereign Court

Why does this book reference "sneak attack" when there is no such ability in Starfinder?


James Krolak wrote:
Why does this book reference "sneak attack" when there is no such ability in Starfinder?

Seems like a copy and paste error. Trick Attack is the Starfinder version of Sneak Attack. While they are similar they are not the same.

So maybe they did a copy an paste and forgot to change it to trick attack. Or maybe they are adding sneak attack in Starfinder that will be different enough from Trick Attack.


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potus98 wrote:

What new melee attack feats in Starfinder Armory?

One of my players runs a melee Vesk upgrading to Level 7 by our next session on 8/3. They’re hoping the Armory releasing on 8/2 adds some melee-focused feats. Especially something that helps with their attack roll -they’re already doing pretty good damage.

Plan B: I recommended we could work together and invent a feat that’s mathematically in-line with RAW and narratively justified for the character.

Thanks for any new feat info!

I was wandering if there were any feats in this book. I haven't seen any mention of feats in the book. I to am looking for things to beef up my Nuar Blitz soldier.


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Micheal Smith wrote:
potus98 wrote:

What new melee attack feats in Starfinder Armory?

One of my players runs a melee Vesk upgrading to Level 7 by our next session on 8/3. They’re hoping the Armory releasing on 8/2 adds some melee-focused feats. Especially something that helps with their attack roll -they’re already doing pretty good damage.

Plan B: I recommended we could work together and invent a feat that’s mathematically in-line with RAW and narratively justified for the character.

Thanks for any new feat info!

I was wandering if there were any feats in this book. I haven't seen any mention of feats in the book. I to am looking for things to beef up my Nuar Blitz soldier.

Previous commentor teased at least 2 new soldier gear boosts that are melee focused (one specifically for unarmed, one for TWF, and another that sounded like it is for melee energy weapons)


Paizo Superscriber; Pathfinder Companion, LO Special Edition, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

As I understand it, the "charge" when you get your authorization email isn't a charge, it's Paizo asking the bank "does he have enough today to cover this amount?" Sometimes that results in a hold on that amount on the card for some period (a week?), sometimes it doesn't. When you get your shipping email, your card is charged.

Sovereign Court

Man, the editing on this book really fell short. I'm less than 1/2 way through it and I've found so many typos and mistakes in terminology.


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Big Lemon wrote:
Micheal Smith wrote:
potus98 wrote:

What new melee attack feats in Starfinder Armory?

One of my players runs a melee Vesk upgrading to Level 7 by our next session on 8/3. They’re hoping the Armory releasing on 8/2 adds some melee-focused feats. Especially something that helps with their attack roll -they’re already doing pretty good damage.

Plan B: I recommended we could work together and invent a feat that’s mathematically in-line with RAW and narratively justified for the character.

Thanks for any new feat info!

I was wandering if there were any feats in this book. I haven't seen any mention of feats in the book. I to am looking for things to beef up my Nuar Blitz soldier.
Previous commentor teased at least 2 new soldier gear boosts that are melee focused (one specifically for unarmed, one for TWF, and another that sounded like it is for melee energy weapons)

Right I got that. I was looking for feats not gear boosts. I did ask for 2 of the gear boosts and they weren't what I was looking for. Then the 2 that i believe you are referencing have not be spoiled.

I asked for:

Spoiler:

Massive Momentum

I haven't seen what:

Spoiler:

Raw Lethality
Unstoppable Strike
Unyielding Bulwark
Unarmed Mauler


Pathfinder Starfinder Roleplaying Game Subscriber

Another day without the armory to keep me up all night. Hopefully tomorrow is the day.


Paizo Superscriber; Pathfinder Companion, LO Special Edition, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber
James Krolak wrote:
Man, the editing on this book really fell short. I'm less than 1/2 way through it and I've found so many typos and mistakes in terminology.

Editing is a dying, if not dead, art. :-(

Grand Lodge

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

There are some cool character options in Armory, though no feats that I noticed when poking through! My favorite so far is the Gadgeteer Operative with a toolbelt exploit.


Ed Reppert wrote:
James Krolak wrote:
Man, the editing on this book really fell short. I'm less than 1/2 way through it and I've found so many typos and mistakes in terminology.
Editing is a dying, if not dead, art. :-(

To be completely honest, Paizo's GenCon books generally have this problem: They have to be shoved out the door in order to make the convention, and a lot of the time they don't get the quality checks that they need. The fact that a Pathfinder-only term like sneak attack made its way into Starfinder is really, really sloppy.

But don't worry, you can get the updated version if everyone pays them enough money and they sell out this printing. ;)


Tectorman wrote:

*Crosses fingers for an extra page, paragraph, sidebar, or something that gives a satisfactory answer to why shields and armor work they way they do; i.e., why your shields don't take damage until after your armor has already failed to do its job despite shields being traditionally envisioned as OUTSIDE and IN FRONT OF the armor.

It's not a gameplay issue at all; it's a world immersion issue.

Your armor value takes into account your dex and ability to dodge attacks or move out of the way.


considering that usually takes 2/3 weeks for my sub orders to arrive (strangely enough, regular come withing a week) i'll be seeing this mid august T_T


so.. Can I please has my book please? Guess Im on the tail end of shipping this month. Unfortunately this is like the book I want most lol.

Aggravating to hear about so many typo's and omissions this late in the dev cycle for Starfinder. I really hope they step up their game for next years books. I love the game but those type's tend to lead to way to many misinterpretations of the rules sometimes.

Regardless super looking forward to this book. Hoping I get my shipping notification soon so I can use the PDF before my next session this weekend. Was hoping to seed some of my encounters with the new level appropriate loot for my group. They are coming up on the end of Book one of the AP.


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This book actually got EXTRA time for gencon, it was supposed to be early July but got pushed to accommodate the convention.

I'm disappointed that there are more mistakes in this book, from the sounds of it (still don't have the PDF yet), because the original Starfinder book is loaded with mistakes and ambiguity. We still haven't got an FAQ on whether mechanic drones can participate in starship combat or if needlers can use healing serums and whether or not they still deal damage when they inject one or if the injection replaces the usual damage. I have a whole huge list of things I wanted errata for. It feels like they could use more editing resources for Starfinder.

My excitement for this release is undeminished. Soon. Soon the day will arrive.


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VoodooSpecter wrote:

This book actually got EXTRA time for gencon, it was supposed to be early July but got pushed to accommodate the convention.

I'm disappointed that there are more mistakes in this book, from the sounds of it (still don't have the PDF yet), because the original Starfinder book is loaded with mistakes and ambiguity. We still haven't got an FAQ on whether mechanic drones can participate in starship combat or if needlers can use healing serums and whether or not they still deal damage when they inject one or if the injection replaces the usual damage. I have a whole huge list of things I wanted errata for. It feels like they could use more editing resources for Starfinder.

My excitement for this release is undeminished. Soon. Soon the day will arrive.

. . . how are either of those "mistakes and ambiguity"?

1. "Whether mechanic drones can participate in starship conbat": the rules unambiguously say "if a class ability doesn't say it can be used in starship combat, it can't". There is an errata explaining that skill bonuses are an exception, because they *are* an exception.

2. "if needlers can inject. . .": why, exactly, would a different content magically cause the needles to not do damage? They are still the same needle ammo.

The FAQ does not need a long list of "Yes, the rule actually does mean what it says it means" entries.


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Metaphysician wrote:

. . . how are either of those "mistakes and ambiguity"?

Even so, there are quite a number of mistakes and ambiguous sections of the CRB.

Like "does an unarmed attack using Natural Weapons require a hand free as suggested by the "Normal" entry of Improved Unarmed Strike?"

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Any Bows?


Why no more answers?


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Are there any ship options in the book? New frames, new bay options, etc?


I ordered this two weeks ago! Why hasn't it shipped yet?

Liberty's Edge

Pathfinder Lost Omens, Rulebook Subscriber
Shamus Nicholson wrote:
I ordered this two weeks ago! Why hasn't it shipped yet?

I'm a subscriber and it hasn't shipped yet. Just sit back and wait while people who can go to the con get it before you do, I guess.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yeah I was about to say the same thing, both Gencon and the playtest happening at the same time is bound to create some delay.......two weeks since pending for me starting tomorrow. It almost feels like I’m on one of those calls with a business and they have me on hold with the elevator music playing.


Is it usually to wait over the 1-7 business days or is it just that nothing matters but Gencon at this time of year?


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UGH WHY ISN'T IT THE 2ND YET?

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