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Colette Brunel wrote:

A doshko for a vesk, maybe. A doshko for an ysoki is another story.

As well, page 168 stipulates that weapons with standard ammunition come preloaded. But what do they come preloaded with? A pulsecaster rifle costs 100 credits and has a capacity of 40; does that mean it comes with a 330-credit, 40-charge, high-capacity battery?

Small and medium creatures use the same weapon size.


IonutRO wrote:


Small and medium creatures use the same weapon size.

You are correct; it is armor that has to be resized.

That still does not prove doshko volume. One cubic foot is more generous than some think, and certain doshkos could very well fit in that range.


Colette Brunel wrote:
IonutRO wrote:


Small and medium creatures use the same weapon size.

You are correct; it is armor that has to be resized.

That still does not prove doshko volume. One cubic foot is more generous than some think, and certain doshkos could very well fit in that range.

Doshko are not foldable. You cant stick a 4 ft long pole in a 1 ft cube without breaking the pole and folding it.


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lakobie wrote:
The the book has an error as RAW you can stack them

The choice of language by the authors might not have been the most clear, but when the book states "Be sure to keep track of what upgrades you have applied to which ability scores" in the same paragraph...that, to me, reads that a character cannot have multiple upgrades to the same ability score.

If they clarified that in a blog, even better, but personally I see no RAW problems on this one.


Colette Brunel wrote:
For that matter, is there any rule concerning free batteries with purchased equipment? Having to spend 60 credits for each battery-powered item can be deceptively costly with 1st-level wealth being 1,000 credits.

I think it's in the weapons section, but somewhere in the Core it does state that items requiring charges are purchased fully charged, and items using rounds come with a full cartridge/clip.


Ignore me at this post, I misread something. *whistles and walks away*


Walk the Void (page 88) states "You also gain a fly speed of 20 feet while in space." Anyone got an idea what the manoeuvrability should be?


Alfray Stryke wrote:
Walk the Void (page 88) states "You also gain a fly speed of 20 feet while in space." Anyone got an idea what the manoeuvrability should be?

Fly isn't a skill in Starfinder so Maneuverability isn't a thing either (to my knowledge maneuverability only added to Fly checks).


Alfray Stryke wrote:
Walk the Void (page 88) states "You also gain a fly speed of 20 feet while in space." Anyone got an idea what the manoeuvrability should be?

I'd assume average but yeah it really should state that.

Rysky the Dark Solarion wrote:
Fly isn't a skill in Starfinder so Maneuverability isn't a thing either (to my knowledge maneuverability only added to Fly checks).

Fly got rolled over into Acrobatics, and maneuverability got simplified into clumsy(-8)/average(+0)/perfect(+8).

I just found something odd, an offensive readied action occurs after the triggering event(p249), but the text from the "Concentration and Interrupted Spells" section(p331) says, "You are most at risk of taking damage while casting when...... a foe readied an action to attack you when you began to cast." Which seems to imply you can, either that or you can ready an action to attack when a caster starts casting which then hits after the "begins casting" but before the "finishes casting" action, which is weird.

Also there doesn't seems to be any answers to these rather important questions:
How much damage does ramming a spaceship do?
What action is it to identify a creature?
Can items be upgraded or do you have to craft/buy a new item each time?

Also:

  • p363 Keen Senses spell says that "Targets that have low-light vision double the distance they can see under the effects of this spell." But there's no distance limitation on low-light vision it just makes dim light count as normal light


lakobie wrote:
Ithnaar wrote:

Soldier Theme, level 6 ability is "Grunt"

"Treat your Strength as 1 higher when determining your bulk limit."

Seeing as bulk limit is determined by half your Strength (and you always round down), there is a 50/50 chance this ability has no effect.

Wondering if it is a holdover from Pathfinder, where every point of strength increased your carrying capacity.

Perhaps that 1 should be a 2.

Nope its specifically a benifit for people in power armor (the strongest of which sets your str to 29) with side benefits to players with low odd numbered str

That's certainly possible, but I suspect it is unlikely to be the intent, because:

1. Out of the five total suits described, Jarlslayer is the *only* powered armor with an odd STR stat. If the idea is to benefit Powered Armor users, it is not doing it well :-p

2. Powered Armor starts off at STR 18 and goes up from there. That's 9 bulk before a penalty; more than enough to carry the largest weapons, best Armor Mods and a huge amount of gear. Power Armor doesn't really *need* any help in the Encumbrance Dept.


You might want to include clarification that Glide does not stack with the default pilot +Pilot Ranks to your defences in a spaceship. As right now, rules as written, the ultimate pilot seat is a la-z-boy as he takes no actions and lets the gunner make glide actions.

Since Glide just requires no pilot actions be taken, not that you can't have a pilot giving the passive +Pilot Ranks to defence in the slot.


IonutRO wrote:
Colette Brunel wrote:
IonutRO wrote:


Small and medium creatures use the same weapon size.

You are correct; it is armor that has to be resized.

That still does not prove doshko volume. One cubic foot is more generous than some think, and certain doshkos could very well fit in that range.

Doshko are not foldable. You cant stick a 4 ft long pole in a 1 ft cube without breaking the pole and folding it.

The tactical doshoko I believe is shown in a picture folded


lakobie wrote:
IonutRO wrote:
Colette Brunel wrote:
IonutRO wrote:


Small and medium creatures use the same weapon size.

You are correct; it is armor that has to be resized.

That still does not prove doshko volume. One cubic foot is more generous than some think, and certain doshkos could very well fit in that range.

Doshko are not foldable. You cant stick a 4 ft long pole in a 1 ft cube without breaking the pole and folding it.

The tactical doshoko I believe is shown in a picture folded

The image on Pg. 188 shows one with an obvious joint/hinge but I haven't found a picture of it folded. That said, the other problem is that nothing actually has sizes/volume in the book, just bulk.

The CRB does mention weapon sizes can be customized for smaller races so I can absolutely see a hamster-with-a-carrot Ysoki walking around.


  • p364 Make Whole Says "and single-use items (such as potions and grenades)" but potions don't exist

  • p61 The Envoy's DC for skill "attacks" aren't the same as the other classes. That said it doesn't actually have any abilities that would use it, but still.

Text for Comparison:
If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.

If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier.

If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.

If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier.


Yeah, that's weird. Save and skill bonuses aren't even vaguely equal.

Even 1.5 x level as a DC is extremely low for a skill check, since characters can wander into the game with a +10, and get into mid teens if not 20s if they work at it (with stat mod).

Grand Lodge

In Starship Weapons:

In Light Weapons (pg 302)
Light Torpedo launcher appears to be missing "Limited Fire 5"
In Capital Weapons (pg 303)
Nuclear Mega-Missile launcher is missing Irradiate. I would assume that would be Irradiate (High)


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Solarion has a 2nd level Revelation that allows them to have a Radiation aura as a standard action. It says it's low-level Radiation, but then says that the radiation causes nearby creatures to Fortitude saves or be sickened - which is not the same as how low-level Radiation as a hazard works.

Any kind of armor, even if it provides +0/+0 AC, makes you immune to low-level Radiation, and gives you a +4 bonus on saves against higher levels of radiation.

Given the discrepancy, is the Solarion radiation a magical/alternative form of radiation, or are any armored creatures whatsoever immune to it? (If they are, that's a waste both of a revelation and of a standard action unless fighting monsters that aren't immune to radiation.) If not immune, do armored creatures receive a +4 to save against this ability or not? If a monster is immune to Radiation, but not to the sickened condition, do they still need to make the save?

Edit: Additionally, is it supposed to be that the low-level radiation and the sickened condition are two separate things that occur from the ability?


p198 Armor environmental protection from temperature seems incorrect, it says that it "protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F)." However you start taking environmental damage starting at <40°F or >90°F. Thanks to Zombie Lord for pointing this out.


  • p154, 162-163 Both in the chart and in the descriptions the "Strike Back" feat is out of alphabetical order.


  • p298 The continuation of the "Computer" chart lists "BCU" instead of "PCU"

    Also more questions:

  • What exactly does "linking weapons"(p301) do?
  • Are the drift "tunnels" specific to each ship or is it possible to share/intercept another ships drift space?
  • Does a ship being held by a tractor beam take any penalties to it's AC and TL?
  • Can you shoot down a tracking weapon other than the last ditch effort with a "point" weapon?
  • Why is it faster to use the "Divert" engineer action(p323 5% of pcu/one round) to repair shields than it is to wait for them to naturally recharge(p302 1-64/one minute) out of combat?


  • sunderedhero wrote:

    What exactly does "linking weapons"(p301) do?

    Linking weapons allows both the weapons to hit and deal damage on the same gunnery check ("Gunnery Check" on page 320, in parenthesis). Basically allows you to fire two guns without needing to "Fire at Will".

    Edit: Got ninja'd on this one:

    sunderedhero wrote:
    Why is it faster to use the "Divert" engineer action(p323 5% of pcu/one round) to repair shields than it is to wait for them to naturally recharge(p302 1-64/one minute) out of combat?

    Role actions can only be taken during starship combat.


    gigyas6 wrote:


    Linking weapons allows both the weapons to hit and deal damage on the same gunnery check ("Gunnery Check" on page 320, in parenthesis). Basically allows you to fire two guns without needing to "Fire at Will".

    But does it require one attack roll or two? Also is it considered a single source of damage for things like "Damage Threshold"? And finally:

    • p292 Damage Threshold says, "If an attack deals less damage less than this value, that damage isn’t counted against the ship’s total Hull Points"

    gigyas6 wrote:


    Edit: Got ninja'd on this one:
    sunderedhero wrote:
    Why is it faster to use the "Divert" engineer action(p323 5% of pcu/one round) to repair shields than it is to wait for them to naturally recharge(p302 1-64/one minute) out of combat?
    Role actions can only be taken during starship combat.

    Do you have a page number for that because that makes no sense whatsoever. I lose the ability to boost my shields because someone isn't shooting at me? If that's the case then you wouldn't be able to have the ship ever fly anywhere since moving is a pilot action.


    sunderedhero wrote:

    But does it require one attack roll or two? Also is it considered a single source of damage for things like "Damage Threshold"?

    "(except for linked weapons, which are resolved using one action and a single gunnery check; see sidebar on page 301)."

    One attack roll.
    Damage Threshold states if an attack deals less damage, then it doesn't go through (pg. 292). Since linked weapons resolve as a single attack roll, I would then assume it goes through DT with its full damage (of both weapons) since DT is based on damage per attack. Note that things like Broadside resolves separate attack rolls.

    sunderedhero wrote:
    Do you have a page number for that because that makes no sense whatsoever. I lose the ability to boost my shields because someone isn't shooting at me? If that's the case then you wouldn't be able to have the ship ever fly anywhere since moving is a pilot action.

    Page 322: "You can take one action (usually defined by your role) per round of starship combat." You can't take crew actions out of starship combat, as on the same page: "As starship combat progresses, the various crew members aboard each vessel can take the actions their roles allow." That's pretty clear that you have to be in starship combat to use any crew action.

    Further, see Significant Enemies on page 242. Using Divert all the time out of combat seems in clear contradiction of the spirit of that stipulation, even if there wasn't a ruling.

    This actually makes perfect sense - Divert is you using auxiliary power from other systems. If you just kept that on all the time to fully recharge your shields, you'd drain your ship or end up having to divert that power from other systems that are important non-combat functions (like, you know, life support).

    Shields regenerate pretty quick, anyway. I'm going to go ahead and assume most of the time starship combat isn't going to happen back-to-back, since that would otherwise be resolved as a single starship combat. 1 point per minute out of combat may not seem like a lot, but you've got a good chance of it taking an hour or longer between fights, meaning you'll be back up to full shields by then typically. Even traveling other places on the same planet in a starship takes a couple hours. Most time I can see that being an issue is if you just fought a blockade coming into a planet and they then started firing anti-air as you started coming in range, but there's no rules for anti-air weaponry at the moment anyway.


    Pathfinder Adventure Path Subscriber

    Page 98, Sample Build for Hackers suggests taking Skill Focus (Computers). However, since Computers and Engineering are the associated skills for a Hackers, they get skill focus in those skills as bonus feats at level 1.


    By RAW, computers with less than 1 bulk (e.g. from miniaturization) can have zero user interfaces. See page 213. Is this correct?


    Colette Brunel wrote:
    By RAW, computers with less than 1 bulk (e.g. from miniaturization) can have zero user interfaces. See page 213. Is this correct?

    In the real world, things that are remote-controlled don't always need a user interface. The remote controller (which has a separate computer) provides the user interface.

    Liberty's Edge

    Maybe I'm reading this the wrong way, but in page 136 in the Tumble description, the DC is calculated as 15 + 1 - 1/2 * opponent CR. As I understand, that would make higher CR easier to tumble through.

    CR 2 -> 15 + 1 - 2/2 = 15 + 1 - 1
    CR 10 -> 15 + 1 - 10/2 = 15 + 1 - 5 = 11
    CR 20 -> 15 + 1 - 20/2 = 15 + 1 - 10 = 6

    Doesn't make a lot of sense to me, since a more difficult enemy should be more difficult to tumble through, not easier. I must he reading the equation incorrectly or the equation should be 15 + 1 + 1/2 * CR.


    Ladis wrote:
    Maybe I'm reading this the wrong way

    You are, 1-1/2 means 1.5.

    Liberty's Edge

    sunderedhero wrote:
    Ladis wrote:
    Maybe I'm reading this the wrong way
    You are, 1-1/2 means 1.5.

    Excuse my ignorance, but how is that? Is that some kind of notation? First time I see it, and a find it fairly confusing. I would appreciate some info about it, as I see it used in many other places.


    It's a way of doing stacked notation without special characters, it expresses 1½. Personally, improper (3/2) or decimal (1.5) would be much easier.


    That's old-fogey notation from before pocket calculators were invented. It's more useful for fractions like 1/3 or 1/7 which cannot be exactly represented by a finite number of decimal digits.

    Liberty's Edge

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    The Sideromancer wrote:
    It's a way of doing stacked notation without special characters, it expresses 1½. Personally, improper (3/2) or decimal (1.5) would be much easier.

    Thanks for the info, it must be something used in the USA, as it's the first time I see it. Using 1.5 would be easier in my opinion, specially to avoid the confusion due to the - symbol. At least now I know what it means. Thanks again!


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    Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Is anyone else coming up with errors trying to rebuild the Example ships?
    Kevolari Venture is 57 points (2 over) for a Tier 1.
    Idaran Vanserai is 124 (9 over) for a Tier 4.
    Thaumtech Omenbringer 468 (18 over) for Tier 14.


    Nyfiber nets lack the entangle property, meaning they are literally useless.


  • p316 Can you Aid Another during starship combat? What about Captain and Pilot that can only have one person in the role? If you can't, there are some DCs that can't be made.

  • p322 Under actions "Class features and items affect crew actions only if specifically noted in the class feature or item." this means the Operative's Edge and Mechanic's Bypass abilities don't apply. Is this intentional? If so, there are some DCs that can't be made.

    There are a variety of issues with the Starship role action DCs as pointed out in this thread. My math is shown HERE.


  • p66 The Military Officer envoy build has "Quick dispiriting taunt" listed as an improvisation but doesn't have the prerequisite "Dispiriting Taunt" improvisation

  • p81 The Starship Engineer mechanic build has the feat "Grenade Proficiency" however mechanics are already proficient with grenades.

  • p98 The Hacker operative build has the feat "Skill Focus (Computers)" but that is granted automatically by the hacker specialization.

  • p99 The Trailblazer operative build has the feat "Weapon Focus (special weapons)" despite not being proficient with any special weapons.

  • p117 The Sniper soldier build has the feats "Special Weapon Proficiency (sniper rifles)" and "Weapon Specialization (sniper rifles)". The Soldier automatically gets proficiency and specialization with sniper rifles, in addition "sniper rifles" isn't even a valid choice for the "Special Weapon Proficiency " feat.

  • p125 The Thaumaturge technomancer build has the feat "Agile Cast" but doesn't have the prerequisite feat "Mobility"


  • Page 74-75: Drones mention to use their level in regards to determining their Hit Dice, but Hit Dice don't exist in Starfinder.

    Similarly, no mention is made in regards to what type of creature a drone is or if it's an object, what happens when it hits 0 HP, or how it recovers HP if at all.

    Edit: Creature type is defined in the "Drone" section on Page 74. Hit points question still remains.


    Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    pg 312 STARHIVE DRONE MK III, crew quarters are listed as "basic" not common.

    The Titan Hauler pg 313 freighter costs 240 out of its allotted 230 build points.

    Dark Archive

    Colette Brunel wrote:

    1. The bonuses and penalties rules in pages 266-267 would, in fact, seem to allow multiple personal upgrades to the same ability score to stack. This seems highly abusable. Would this not mean a +12 bonus to one ability score from personal upgrade stacking?

    2. Do thrown weapons and grenades use Strength or Dexterity for the attack roll?

    3. Do thrown weapons and grenades use Strength or Dexterity for their DCs?

    4. Do operative melee weapons allow you to use Dexterity instead of Strength for the damage roll, as the rules for ability damage apply?

    5. Are grenades reusable?

    page 245: Ranged Attacks with a Thrown Weapon

    With a thrown weapon or a grenade, you can make a ranged attack at a target that is within the weapon’s maximum range and in your line of effect (see page 271).You add your Strength modifier to your ranged attack rolls with a thrown weapon, and to your damage rolls with weapons with the thrown special property. Do not add your Strength modifier to damage rolls with grenades. (seems like it would make more sense to use Dex to make the attack roll, but I guess Starfinder simplified things a bit).

    Page 183: Grenades
    Grenades are thrown weapons that detonate in an explosive
    radius when they reach the target. A grenade’s listing on Table
    7–7: Grenades shows its explosion radius. Some grenades have
    additional effects, such as blinded or entangled, that apply
    only to creatures in the explosion radius that fail a Reflex save
    against the grenade. The DC of the save is equal to 10 + half the
    grenade’s item level + your Dexterity modifier. Any penalty you
    take to your attack roll also applies to this save DC. (Grenades use Dex for their DC, though some like the smoke grenade use Fortitude since the explosion isn't damaging)

    Page 184: Operative Weapons
    Operative melee weapons are basic in design, but they are
    capable of dealing precise damage when wielded by a trained
    combatant. An operative can use the trick attack class feature
    with a weapon with the operative special property. Additionally,
    any character can add her Dexterity modifier rather than her
    Strength modifier to melee attack rolls with these weapons.(They use their Dexterity bonus on the attack roll, but like other melee weapons still use their strength modifier for additional damage.)

    Page 192: You can install a fusion into a grenade, a piece of ammunition, or another consumable item; (this implies a grenade is consumable and not reusable).

    Dark Archive

  • p316 Can you Aid Another during starship combat? What about Captain and Pilot that can only have one person in the role? If you can't, there are some DCs that can't be made.

    Page 322: OTHER ACTIONS IN STARSHIP COMBAT
    While your role determines what actions you can take during a
    starship combat encounter, on occasion you might want to perform
    some other kind of action, such as casting a spell or using a class
    feature. The GM has the final say on what kind of regular actions
    you can take, but generally, you can take only a move or standard
    action in a single round, and you can take only a minor crew action
    (see page 326) during that round. You aren’t assumed to be adjacent
    to any of your allies during starship combat, so the GM might also
    decide that you need to take an additional round to get close enough
    to an ally to affect him with an ability or spell. Any such action is
    resolved at the beginning of the round, before the engineering phase.
    So Tldr: It's up to your GM. But it seems reasonable that your crew can do it at least once during each phase if they haven't taken any other actions.

  • p322 Under actions "Class features and items affect crew actions only if specifically noted in the class feature or item." this means the Operative's Edge and Mechanic's Bypass abilities don't apply. Is this intentional? If so, there are some DCs that can't be made.

    From Mechanic:BYPASS (EX) 1st Level
    You are skilled at getting inside computer systems and
    electronic devices. At 1st level, you gain a +1 insight bonus to
    Computers and Engineering skill checks. At 5th level, every 4
    levels thereafter, and at 20th level, this bonus increases by 1.

    Page 323: Engineer Actions
    As an engineer, you can take any of the following actions,
    depending on your ranks in the Engineering skill. These
    actions can be taken only during the engineering phase.
    Unless otherwise noted, each action can be performed only once
    per round, no matter how many engineers are on a starship.

    This implies that bonuses apply to the appropriate skill checks on starships, without specifically saying so. It's also possible that if you have multiple engineers on a starship they could choose the one with the highest skills and bonuses to make the engineering check, and everyone else in the engineering role could use the aid other action to buff the total.

  • Dark Archive

    sunderedhero wrote:
  • p66 The Military Officer envoy build has "Quick dispiriting taunt" listed as an improvisation but doesn't have the prerequisite "Dispiriting Taunt" improvisation

  • p81 The Starship Engineer mechanic build has the feat "Grenade Proficiency" however mechanics are already proficient with grenades.

  • p98 The Hacker operative build has the feat "Skill Focus (Computers)" but that is granted automatically by the hacker specialization.

  • p99 The Trailblazer operative build has the feat "Weapon Focus (special weapons)" despite not being proficient with any special weapons.

  • p117 The Sniper soldier build has the feats "Special Weapon Proficiency (sniper rifles)" and "Weapon Specialization (sniper rifles)". The Soldier automatically gets proficiency and specialization with sniper rifles, in addition "sniper rifles" isn't even a valid choice for the "Special Weapon Proficiency " feat.

  • p125 The Thaumaturge technomancer build has the feat "Agile Cast" but doesn't have the prerequisite feat "Mobility"
  • I'm guessing a lot of those are some serious formatting errors on whoever did the page layout. Surprised they didn't catch it during proofreading.

    Sovereign Court

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    DC 70 starship checks that are only reasonably makeable as an operative or envoy with amazing rolls and min/maxed characters.

    Vehicle chase rules that favor buying level 1 vehicles because the checks are so much easier. Further the chase rules take nothing into account for the 28mph goblin junkcycle trying to chase a level 4 car that can go 55mph. Regardless of that the checks favor the cycle at DC11 versus DC14.


  • p222 The "Spell Ampoule" for level 3 spells has a item level of 10, but the text on p224 says: "A spell amp always has an item level equal to three times the level of the spell it duplicates (treat as a 2nd-level item for spell amps with 0-level spells)"
  • p224 Spell Gems have no mention as to what caster level the spell is cast at. (I'm guessing the item level but it doesn't say)


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  • p191 Transfering a fusion from a low-level weapon to a higher level weapon lets you pay half the cost that the fusion would normally be. Maybe you should only be able to transfer fusions to equal or lower level weapons. Thanks to FLite.


  • p107 The Miniture Star zenith revelation areas are weird. The first area says 10-ft radius but then describes a area that violates the normal rules for radius area attacks and is a 7.5ft radius, not 10ft. The level 17 upgrade says 15-ft radius but then describes a area that violates the normal rules for radius area attacks and is a 12.5ft radius, not 15ft also saying that it fills 21 squares total. I may be missing something but I don't see how that's possible.


  • p364 The Mending spell says "This spell repairs damaged objects and constructs" but the targets line says "one object of up to 1 bulk"
  • p178 Cryo grenades don't list a duration for the staggered effect


  • Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Ringworks Wanderer, according to my spreadsheet it costs 25 build points which is fine for 1/4 tier, but it does that running a Micron Light 50 PCU power core, but according to the Power Core chart the smallest Power Core designed for a Small starship is the Arcus Light at 75 PCU and 7 Build Points putting the Wanderer 3 BP over.

    p310.


    Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Page 293 under crew it says page 316 will tell us how to stat out the crew of a starship. Page 316 lists the roles but does not tell you skills or ranks. The paragraph on Crew level on page 326 seems to be it.


    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.


    sunderedhero wrote:
  • p178 Cryo grenades don't list a duration for the staggered effect
  • This is covered under the Staggered condition listing in the weapons section itself. Staggered lasts one round.

    See Staggered on page 182.

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