Starfinder FAQ

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NPCs with the encumbered or overburdened conditions have their speeds reduced, take a –5 penalty to Strength- and Dexterity-based skill checks, and ignore the reduction to maximum Dexterity bonus to Armor Class (an NPC's Armor Class is not calculated the same way as a player character's).

Yes. For example, to deal additional damage with the plasma sheath revelation (a photon revelation), a solarian must be photon-attuned.

First and foremost, the GM can usually quickly decide whether a creature has cover based on the circumstances of the encounter. Common sense rules the day!

If the GM is unsure, they can use the rules for measuring cover provided in the Core Rulebook. For these purposes, a measuring line that passes along a wall (but not a creature) is considered to pass through a square or border that provides cover.

When you use the overcharge mechanic trick with a powered melee weapon, subtract 3 rounds (18 seconds) from the powered weapon’s duration (instead of using additional charges). This trick can’t be used if the weapon’s battery does not have at least 3 rounds of duration left.

When an effect describes Hit Point damage or a loss of Hit Points, that value is subtracted directly from a character’s Hit Points and does not affect their Stamina Points.

Fusions can be placed on any ammunition; such a fusion functions until the standard number of charges/cartridges (listed in the ammunition's table entry) have been used. For example, a fusion on a high-capacity battery lasts for 40 charges and then is destroyed, regardless of whether or when the battery is recharged.

Fusions placed on ammunition cease functioning if used in a weapon disallowed by the fusion, or if used in a weapon when the total levels of the weapon and ammunition's fusions exceeds that of the weapon.

Fusions with limited usage apply to ammunition as well and are considered on a per-weapon basis. For example, a given weapon can benefit from the entangling fusion only once per day, whether that fusion is on the weapon itself or its ammunition.

Yes, until the telepathic creature ends communication.

The special unarmed strike made with powered armor does not count as archaic and can be improved by the Improved Unarmed Strike feat.

A character with multiple unarmed strikes can choose which to use, though note that Large or larger powered armor requires the use of all of a character’s hands, and that may restrict some characters to certain unarmed strikes.

The armor storm soldier’s hammer fist ability is optional; the soldier can use other unarmed strikes available to them instead.


Armor upgrades installed in light armor do not function while their wearer is wearing powered armor. Augmentations function normally.

Effects (including abilities and spells) that change a creature’s speeds do not affect the speeds of powered armor that creature is wearing; the powered armor's speeds replace the creature's. A creature wearing powered armor can use the speeds (both type and distance) only of its powered armor.


Yes. If a creature moves or is moved out of its space, it provokes attacks of opportunity (unless otherwise stated).

No. Once you have stabilized, you no longer lose Resolve Points (unless you take damage again). The full rules for Injury and Death on page 250 are correct.

The entry on page 167 is correct. You can carry up to half your Strength score in bulk without being encumbered.

No. When determining what abilities affect an android, and how, replace the first sentence of the constructed ability with the following. "For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types)."

Yes. If you spend 1 Resolve Point when using this ability, you grant +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet.

Once per day, a mechanic can take 10 minutes to repair their drone, which then recovers 10% of its Hit Point maximum. Additionally, any time a mechanic takes a 10-minute rest and spends a Resolve Point to recover their Stamina Points, they can also choose to repair their drone as part of that same time period. This is an exception to the normal rule that you cannot perform any tasks while taking a 10-minute rest to recover your Stamina Points. The repair drone mechanic trick increases the amount the mechanic's drone recovers when it is repaired (in either way) to 25% of its maximum Hit Points.

No, a hover drone is an exception to the normal rules for weapons built for Tiny creatures. Combat, hover, and stealth drones with melee weapon arms or weapon mounts can use weapons designed for Small or Medium creatures without penalty for their size.

A drone that takes the flight system mod twice gains perfect maneuverability. This allows hover drones to hover.

The target is flat-footed only against the single attack roll of the trick attack. Once the operative is 4th level and gains the debilitating trick class feature (page 94), the operative can additionally cause the target hit by a trick attack to have the normal flat-footed or off-target condition until the beginning of the operative's next turn.

Yes, you can use any appropriate skill (those granted by the trick attack ability or your specialization anytime you attempt a trick attack) to determine if your trick attack does extra damage and applies any penalty.

If you have debilitating sniper, or any other special ability that specifically allows you to use trick attack with a sniper weapon, using trick attack with a sniper rifle counts as taking a move action to aim the weapon to use the range increment listed in the sniper weapon special ability. You can do this even with unwieldy sniper weapons.

You must attempt the bull rush to get the fire damage. You cause the fire damage even if the bull rush fails.

Creatures take the fire damage for every square they enter that is part of the trail of flames.

An armor upgrade from this bonus slot sells at 10% of the reduced cost. If you move an armor upgrade from this bonus slot to another slot, you must pay the difference between the armor upgrade's reduced cost and its normal cost.

Either skill can identify hybrid items, using the same DCs as for technological (for Engineering) or magic (Mysticism) items.

Thrown weapons includes all weapons with the thrown special weapon property (such as carbonedge shurikens), and all weapons that note they are thrown weapons in their description (such as grenades). Thrown weapons add the attacker's Strength modifier to attack rolls, and calculate the save DC of any critical effect or explode special property as 10 + half the weapon's item level + attacker's Strength modifier, unless they specify otherwise.

The exception to the normal rules for calculating the save DC of thrown weapons is grenades. As stated on page 183 in the description for grenades, the save DC for a grenade equals 10 + half the grenade's item level + attacker's Dexterity modifier.

No. Each personal upgrade you have must apply to a different ability score.

The save DC of a spell from a spell ampoule or cast from a spell gem equals 10 + spell level + the modifier of the user's key ability score.

No. Grenades are single-use weapons that are destroyed when used.

No. Attacks made with melee weapons with the operative weapon special property can add either your Strength or Dexterity modifier to attack rolls, but always add your Strength modifier to damage rolls.

Ignore the implication in "Significant Enemies" that inspiring boost can be used multiple times on the same ally. It cannot, as per the ability description.

Of course.

Assume your ship has a Pulse Gray power core (100 PCU) and Basic 20 shields. After some starship combat, your Shield Points are down to forward 0, port 5. starboard 3, and aft 1. The engineer succeeds at the divert action and restores a total of 5 SP. As some examples, the engineer could place them all into the forward quadrant and bring up the forward shields to 5, split the shields up between two section so that they are now forward 3, port 5, starboard 3, and aft 3, or even spread around the points so they're forward 2, port 6, starboard 4, and aft 2.

Outside of combat, you can choose to change what systems are powered freely. However, you have to decide what exactly is powered on your ship as combat begins and you can't change it during combat, as it requires too much fiddling with wires, switches, programs, and such.

The power core critical effect affects the ship as normal. Taking a power core critical damage effect means the whole power system of the ship is damaged in some fashion. Basically, multiple power cores are pretty much "wired together" to power the ship.

No. When actions taken in starship combat call for a skill check, any class feature that grants bonuses to or allows rerolls with the relevant skill applies when using that skill as part of starship combat. This is an exception to the rule.

  • Page 16–17: In the Step 9 section, in the Carrying Capacity subsection, in the second sentence, delete both instances of the words “equal to or”.

  • Page 18: In the Buying Ability Scores section, in the Step 4 bullet point, in the second sentence, change “class and theme” to “race and theme”.

  • Page 23: Replace the third sentence in Stabilizing with the following.
    If you don’t have enough Resolve Points to stabilize when you are dying, you lose Resolve Points as per the dying rules (see Injury and Death on page 250).


  • Page 26: In the Step 1 section, in the second paragraph, change the last sentence to the following.
    If at 5th level he increases his Intelligence score to 18, he’ll have a modifier of +4, and thus get 8 skill ranks to spend from this level forward—but he’ll also get 4 additional ranks to assign, reflecting the ranks he would have received if he’d had an Intelligence score of 18 at his first 4 levels.

  • Page 31: In the third sentence of the icon's theme knowledge ability, change “increase” to “reduce”.

  • Page 42: Replace the first sentence of Constructed with the following.
    For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).

  • Page 50: Replace the text of blindsense with the following.
    Shirrens' sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—with a range of 30 feet. See page 262 for more information about blindsense.

  • Page 52: Replace the text of Natural Weapons with the following.
    Vesk can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Vesk gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).

  • Page 61: In the envoy improvisation class feature, in the second paragraph, in the last sentence, delete the words “or requires an enemy to attempt a skill check”.

  • Page 63: Replace the fourth sentence of Improved Get 'Em with the following.
    If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet.

  • Page 69: In the mechanic's custom rig ability, in the first paragraph, in the seventh sentence, change “Mk 1 comm unit” to “personal comm unit” and change the parenthetical reference afterward to “see page 218”.

  • Page 74: In the second paragraph of the Drones section, add the following after the second sentence.
    Drones have the construct immunities and unliving universal creature rules (see Starfinder Alien Archive).

  • Page 74: Add the following at the end of the third paragraph of Drones.
    Once per day, you can take 10 minutes to repair your drone, which then recovers 10% of its Hit Point maximum. Additionally, when you take a 10-minute rest and spend a Resolve Point to recover Stamina Points, you can also choose to repair your drone as part of that same time period.

  • Page 75: In the Drone Chassis sidebar, in the Hover Drone column, add the following sentence and change "average" to "perfect" in the speed entry.
    A hover drone with melee weapon arms or weapon mounts can use weapons designed for Small or Medium creatures without penalty.

  • Pages 77–78: Change the last sentence of the Riding Saddle drone mod to the following.

    You no longer need to attempt the Survival check to fight from a combat-trained mount (see page 149 for more information).

  • Page 78: In the mechanic's Drone Mods section, in Advanced Mods, replace the second sentence of Echolocators with the following.

    The drone gains blindsense (sound) with a range of 60 feet.

  • Page 78: In Advanced Mods, change the last sentence of Flight System to the following.
    You can select this mod a second time; in this case, the drone’s fly speed increases to its full land speed, its maneuverability increases to perfect, and there is no limit on the amount of time it can fly.

  • Page 79: In the wireless hack exocortex ability, in the first sentence, change “Instead of combat tracking” to “On any round you don’t use combat tracking”.

  • Page 93: In the specialization class feature, in the specialization power entry, change “the specialization you chose at 1st level” to “your specialization”.

  • Page 93: In the trick attack class feature, in the fifth sentence, add “against your attack” to the end of the sentence.

  • Page 94: Change the first sentence of Debilitating Trick to the following.
    When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn.

    Change the text of Double Debilitation to the following.
    When you succeed at both the skill check and attack roll of your trick attack, you can apply two of your debilitating trick effects.

  • Page 94: In the ghost operative specialization, in the associated skills entry, in the second sentence, change “+4” to “+1”.

  • Page 96: Replace the text of Debilitating Sniper with the following.
    You can use trick attack with sniper weapons; this counts as aiming the weapon for the purposes of the sniper weapon special property. You do not add trick attack damage to your attack, but the target can still be made flat-footed, and you can use debilitating tricks.

  • Page 101: In the second paragraph of Solar Armor, in the third sentence, add “or powered armor” after “heavy armor”.

  • Page 102: In the first sentence of the second paragraph of Solar Weapon, add “with an item level equal to your solarian level” after “advanced melee weapon”.

  • Page 105: Replace the second sentence of the second paragraph of Stellar Rush with the following.
    If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether you succeed.

  • Page 112: In the first sentence of the arcane assailant soldier's secret of the magi style technique, the word "ethereal" should be deleted and "ghost killer" should be added to the list of weapon fusions.

  • Page 113: Replace the text of Enhanced Tank with the following.
    You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities or a powerful patron giving you gear not available to the general public. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount and sells for 10% of the reduced cost. If you move an upgrade from this bonus slot to another slot, you must pay the difference between the upgrade’s reduced cost and its normal cost.

  • Page 113: Change each instance of “unarmed attack” to “unarmed strike” in the following sections.

    Hammer Fist
    Smash Through
    Mobile Army

  • Page 119: Replace the first sentence of the second paragraph of Spell Cache with the following.
    If your spell cache is damaged, it is restored to full Hit Points the next time you regain your daily allotment of spell slots.

  • Page 122: Replace the fourth sentence of Magic Negation with the following.
    If the spell’s level is higher than you can cast or the item’s level is greater than your level, you can’t suppress it.

  • Page 123: In Spellshot, change the third sentence to the following.
    You can fire the weapon as part of the standard action to cast the spell, dealing damage as normal if you hit.

  • Page 135: Replace the last sentence of Hover with the following.
    If you have average maneuverability and at least 5 ranks in Acrobatics or if you have perfect maneuverability, you can hover automatically without attempting a check; this does not require a move action.

  • Page 138: Replace the text of Detect Fake Shell with the following.
    If you have access to a computer, but not root access, you may actually only have access to a fake shell (see page 217). If you succeed at the check, which takes a full action, you realize that you have accessed a fake shell. The DC is equal to the DC to hack the computer + 5 (see Table 7–22: Computer Tiers on page 214).

  • Page 138: Replace the first sentence of Access Unsecured System with the following.
    As a standard action, you can use Computers to access an unsecured computer system’s most basic functions.

  • Page 142–143: In the first sentence of the Identify Technology section, change “technological items” to “technological and hybrid items”. In the first sentence of the Identify Magic Item section, change “magic items” to “magic and hybrid items”.

  • Page 143: In the Long-Term Stability section, replace the third and fourth sentences with the following.
    If you succeed, the unconscious creature gains a +2 bonus to its Constitution check and, if its Constitution check result is less than 10, can treat its result as if it were 10. See Long-Term Stability on page 251 for more information.

  • Page 149: Make the following changes to Ride a Creature and its actions.

    Introduction
    • Change the third sentence to the following.
    As a move action, you can either mount, ride (using the mount’s speed instead of yours), or dismount from a creature; you must use one hand to ride a creature.

    •Change the second paragraph to the following.
    The following actions do require Survival checks and can be performed only while mounted.

    Cover
    • Replace the third and fourth sentences with the following
    If you fail the check, you don’t gain the benefit of cover, and you can’t attack or cast until you pull yourself back up. In either case, pulling yourself back up takes a move action and doesn’t require a check.

    Fight from a Combat-Trained Mount
    • Replace “When” in the first sentence with “Each round”

    Guide with Knees
    • Replace the text with the following.
    As part of a move action to ride, you can guide your mount with your knees, keeping your hands free. If you fail the check, you must still use one hand to guide your mount, dropping and item or changing grip if necessary. If you fail the check, you must still use one hand to guide your mount, dropping an item or changing grip if necessary.

    Leap
    • In the first sentence, add “to ride” after “As part of a move action”.
    • Replace the second sentence with “If you succeed at the check, the mount must still succeed at an Athletics check to jump, but it can use your Survival bonus in place of its Athletics bonus, if that number is greater.”

    Soft Fall
    • In the second sentence, replace "form" with "from".

    Spur Mount
    • In the first sentence, replace "As a move action" with "As part of a move action to ride”.

    Stay Mounted
    •Remove “or when you take damage”.

    Action Table
    • Change "Fight with a combat-trained mount" to "Fight from a combat-trained mount"

  • Page 156: In the benefit of Connection Inkling, change the third sentence to:
    "For these spells, your caster level is equal to your character level and the key ability score is Wisdom."

  • Page 157: Replace the benefit text of Enhanced Resistance with the following.
    Choose one kinetic damage type (bludgeoning, piercing, or slashing) or one energy type (acid, cold, electricity, fire, or sonic). If you choose a kinetic damage, you ignore damage of that type equal to your base attack bonus; this doesn’t stack with DR. If you choose an energy type, you gain energy resistance against that type of energy equal to your base attack bonus.

  • Page 157: In the first sentence of Harm Undead’s benefit, add “as a full action” after ”When you use your healing channel”.

  • Page 158:  In Improved Unarmed Strike, change each instance of “unarmed attack” to “unarmed strike”, and add the following after the first sentence of the benefit section.
    Your unarmed strikes don’t count as archaic and can deal lethal damage.

  • Page 159: In the first sentence of the Medical Expert benefit, add “(DC 25)” after “as a full action”.

  • Page 161: In the Shot on the Run feat, make the following changes.
    Change the first sentence to “You can move, make a ranged attack, and move again before your foes can react.”
    Change the Normal line to “You can move only before or after making a ranged attack, not both.“

  • Page 163: In the benefit of Technomantic Dabbler, change the third sentence to:
    "For these spells, your caster level is equal to your character level and the key ability score is Intelligence."

  • Page 171: In the Special column, add the thrown special property (with parenthetical range increment) to the following weapons:
    club (10 ft.)
    baton (20 ft.)
    knife, survival (20 ft.)
    knife, tactical (20 ft.)
    dagger, ultrathin (20 ft.)
    dagger, zero-edge (20 ft.)
    dagger, molecular (20 ft.)
    baton, advanced (20 ft.)

  • Pages 173, 176, 179: In the Special column, add the analog special property to the following weapons:

    Small Arms
    flame pistol

    Longarms
    crossbolter, tactical
    crossbolter, dual

    Special
    carbonedge shuriken
    bow


  • Page 176: In Table 7–4: Longarms, in the shock category, change the pulsecaster rifle's capacity to 20 charges and its usage to 1.

  • Page 178: In the Special column, change "analog" to "—" for the following weapons.
    NIL grenade launcher, merc
    NIL grenade launcher, squad

  • Pages 178–179: In Table 7–7: Grenades, adjust the prices of the following grenades as below:

    Frag grenade I 35 (unchanged)

    Shock grenade I 50

    Smoke grenade 40 (unchanged)

    Stickybomb grenade I 80

    Flash grenade I 120

    Incendiary grenade I 140

    Frag grenade II 310

    Screamer grenade I 320

    Shock grenade II 290

    Stickybomb grenade II 300

    Cryo grenade I 600

    Flash grenade II 620

    Incendiary grenade II 580

    Frag grenade III 1,260

    Incendiary grenade III 1,380

    Screamer grenade II 1,340

    Cryo grenade II 2,350

    Frag grenade IV 2,700

    Shock grenade III 2,500

    Stickybomb grenade III 2,500

    Flash grenade III 4,800

    Incendiary grenade IV 4,300

    Screamer grenade III 5,200

    Cryo grenade III 9,400

    Frag grenade V 8,400

    Shock grenade IV 10,500

    Flash grenade IV 24,300

    Frag grenade VI 20,500

    Incendiary grenade V 20,200

    Screamer grenade IV 20,000

    Cryo grenade IV 54,100

    Frag grenade VII 48,400

    Incendiary grenade VI 54,300

    Frag grenade VIII 132,000

    Shock grenade V 110,000 (unchanged)

  • Pages 178–179: Adjust the explode property of the listed grenades as follows.
    For each cryo grenade, change "staggered" to "staggered 1 round".
    For each incendiary grenade, change "XdX burn" to "burning XdX".

  • Page 179: In Table 7–8: Special Weapons, add the following text to the nyfiber net's Special column.

    Analog, entangle, thrown

  • Page 181: Replace the text of Bright with the following.
    Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.

  • Page 181: Add the following after the third sentence of Explode.
    If you score a critical hit, it applies only to the creature closest to the targeted intersection (you choose the creature if several are equally close).

  • Page 181: Replace the first sentence of the Injection property with the following text.
    This weapon or its ammunition can be filled with a drug; a contact, ingested, inhaled, or injury poison; or a medicinal compound.

  • Page 181: In the Weapon Special Property and Critical Hit DCs sidebar, replace the parenthetical with the following.
    (Dexterity for a ranged weapon, and Strength for a melee or thrown weapon).


  • Page 182: Replace the first sentence of Thrown with the following.
    Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property and a listed range increment.

  • Page 183: In Grenades, replace the third sentence with the following.
    Some grenades apply conditions to creatures in the explosion radius that fail a Reflex save against the grenade. If a grenade has other effects, its description defines when they take effect. 

  • Page 183: Replace the last two sentences in Weapon Descriptions with the following text.
    Other groupings include grenades (see below), weapons with the operative special property (see page 184), and weapons without weapon categories (see Uncategorized Weapons on page 187). Solarian weapon crystal descriptions appear on page 186, and ammunition descriptions appear on page 190.

  • Page 184: In Smoke Grenade, replace the last sentence with the following.
    Regardless of the armor a character wears, smoke obscures vision, providing concealment.

  • Page 189: Add the following sentence at the end of Nyfiber Net.
    Attacks with the net target KAC.

  • Page 191: In the Installing and Transferring Fusions section, replace the first sentence with the following.
    A fusion can be installed in a chosen weapon (including a grenade) or piece of ammunition when it’s purchased or at any point afterward.


  • Page 192: Replace the third sentence of the Price section with the following.
    Installing a fusion into a grenade or a piece of ammunition costs half the normal price of a weapon fusion for a weapon of the same level.

  • Page 197: Change the prices of the following suits of armor to those listed below.
    AbadarCorp travel suit, platinum: 30,750
    Hardlight series, squad: 37,500

  • Page 198: Replace the first two sentences of Temperature with the following.
    Armor’s environmental protections reasonably protect you against both cold (temperatures as low as –20° F) and heat (temperatures as high as 140° F). This prevents you from having to attempt most Fortitude saving throws to avoid damage from the environment, and it prevents