
HWalsh |
Basic Puchasing Plan:
The cost of regeneration seems slightly out of scale. 5th level spells are only 2 Fame, but this 6th level spell (without material components) costs 6. (Could be 4?)Never mind, just re-read the spellcasting services costs. The non-linearity of Starfinder costs keeps throwing me off.
- Raise dead - should the Fame cost be the same for a PC that has been turned into an undead?
- Add remove radiation as an option for Fame purchase. (2 Fame?)
Information Sharing:
- Clarify that the new character does not need to meet the prerequisites to use the boon being shared.
And of course add the Starship and Race options for PCs with the the Exo-Guardians and Wayfinders capstones.
Why should Exo-Guardians and Wayfarers get special boons of those specific types?

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Why should Exo-Guardians and Wayfarers get special boons of those specific types?
All of the capstones allow for something unique.
Second Seekers it has been hinted that perhaps your new character becomes a First Seeker.
Acquisitives you start a new character with 10 reputation.
Dataphiles you can pick any boon and transfer it to a new character.

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HWalsh wrote:Why should Exo-Guardians and Wayfarers get special boons of those specific types?All of the capstones allow for something unique.
Second Seekers it has been hinted that perhaps your new character becomes a First Seeker.
Acquisitives you start a new character with 10 reputation.
Dataphiles you can pick any boon and transfer it to a new character.
Yeah, I'm not suggesting new boons. Those boons are the capstone (Reputation Tier 4) boons for Exo-Guardians (ship) and Wayfinders (race). The boons themselves are already in the Guide, however the details on the ship and race are not.

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Bret Indrelee wrote:Yeah, I'm not suggesting new boons. Those boons are the capstone (Reputation Tier 4) boons for Exo-Guardians (ship) and Wayfinders (race). The boons themselves are already in the Guide, however the details on the ship and race are not.HWalsh wrote:Why should Exo-Guardians and Wayfarers get special boons of those specific types?All of the capstones allow for something unique.
Second Seekers it has been hinted that perhaps your new character becomes a First Seeker.
Acquisitives you start a new character with 10 reputation.
Dataphiles you can pick any boon and transfer it to a new character.
I suspect that is to allow the people who get there some latitude on what they choose.
I think it should Fairie Dragon, either as a name of a ship or a race!

Hiruma Kai |
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1) Can the guide clarify whether crafting using UPBs can be done during an adventure or not, as well as clarify if so, if another character can do the crafting with someone else's UPB and hand the results back.
Currently there is nothing stating that skills are restricted from being used for crafting during an adventure. Also, I have found no rules suggesting the master crafter feat can't be taken in SFS. Normally feats which don't do anything in PFS are restricted from being chosen, correct?
Its quite possible to have a tech workshop available on the Pegasus and sufficient time to do crafting (i.e. days during a trip).
However, it might be implied from the fact you have the option to skip a day job check to craft instead that you can't craft during an adventure.
2) Clarification on whether trade goods can be sold for 100% of value or not, per page 232 of the core rulebook. Currently UPB's are trade goods (per page 233 of the CRB) and normally sold for 100% value.

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Why should Exo-Guardians and Wayfarers get special boons of those specific types?
Exo Guardians are all about saving the pact worlds from external threats. External threats are likely to arrive vie spaceship. AND BE MET IN GLORIOUS DESTRUCTION BEFORE THEY SET ONE FOOT ON OUR SACRED SOIL!
Wayfarers are all about meeting new people and making friends. Signing one of them up as a new recruit makes sense.

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2) Clarification on whether trade goods can be sold for 100% of value or not, per page 232 of the core rulebook. Currently UPB's are trade goods (per page 233 of the CRB) and normally sold for 100% value.
Thank you so much for pointing this out!
*puts on some clothes*
The Guide shouldn't need to clarify something that's clarified in the Core Rulebook, but spreading the word so that newbs like me know about it is much appreciated ^_^

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No. You can turn items into 10% UPB reduction in UPB cost of a related item, so same effect.
EDIT: No to the second question.
EDIT: You can spend every 1000 credits on UPBs if you want. The downside is UPBs have Bulk where credits do not.
EDIT EDIT: I forgot what thread this was. But the answers stand as they're from the Core rulebook and FAQ.

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The issue I have with the whole ruling on UPBs is that in the setting description/explanation of UPBs, they're described as alternative currency.
1 credit = 1 construct potential (able to create something of 1 credit value)
So, if I'm out of credits, I should be able to dump 260 UPBs on a weapons dealer to pick up a tactical semi-auto pistol.

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Yeah, I think the "bought per 1000" thing is awkward and should probably be dropped.
^ 100% this.
Every character of mine going forward will just convert their initial 1000 credits to UPBs and never have to worry about them again.
Scenario grants 750 credits? Cool, I sell 250 of my UPBs for credits and buy another 1000 UPBs.

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Lau Bannenberg wrote:Yeah, I think the "bought per 1000" thing is awkward and should probably be dropped.^ 100% this.
Every character of mine going forward will just convert their initial 1000 credits to UPBs and never have to worry about them again.
Scenario grants 750 credits? Cool, I sell 250 of my UPBs for credits and buy another 1000 UPBs.
Curious why you want to this. I am not seeing the advantage.

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Nefreet wrote:Curious why you want to this. I am not seeing the advantage.Lau Bannenberg wrote:Yeah, I think the "bought per 1000" thing is awkward and should probably be dropped.^ 100% this.
Every character of mine going forward will just convert their initial 1000 credits to UPBs and never have to worry about them again.
Scenario grants 750 credits? Cool, I sell 250 of my UPBs for credits and buy another 1000 UPBs.
No advantage. Just cutting out the crud.
Previously in this conversation I had a character craft an item for 40 credits. I was told that, since UPBs are only sold in lots of 1000, I'd have to effectively spend 1000 credits on my 40 credit item.
I was obviously miffed, and it's still a situation I openly criticize to this day.
But upon the revelation that UPBs are trade goods, and bought/sold on a 1:1 basis, I no longer have to worry about spending 1000 credits every time I want to craft something of a lesser value.
And so, as Ascalaphus pointed out up thread, the whole notion that UPBs must be bought in lots of 1000 should probably just be dropped all together.

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I can totally understand why UPB would be available for purchase in units of 1000, same reason why you can't buy rice by the grain. When I buy a 100kg bag of rice I pay the bulk price, when I buy a small 1kg bag or scoop it out of the bulk bin I pay a premium.
If sold as a "trade good", as a GM I'd say you'd have to sell it as a 1000 UPB bag too. Anything less, ie an open bag of UPB, would be like trying to sell loose rice back to the market.
I imagine in Starfinder, UPB isn't a common household item. Most people purchasing it are likely manufacturers. Sure, I could buy the exact components I need for an electronics project from digikey.com but I pay a premium for small quantities so Digikey can cover their processing costs. If I want the bulk price I need to buy every component in qty 1000 or more. Even then I'd be paying more than Apple would for the same component by going through a distributor rather than the manufacturer.
So I'd also be in favor of providing it at a custom amount for a higher retail cost, eg by weight scooped out of a bulk bin for say 20% above bulk cost. There's got to be a market for DIY'ers on Absalom Station. It seems completely reasonable to pay eg 48 credits for 40 UPB to make a cheap item.
Or better yet, provide UPB found in scenarios (eg AP1) on chronicle sheets for purchase in smaller quantities similar to purchasing wands with fewer than 50 charges in PFS.

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The real world bag/grain of rice analogy doesn't work since UPBs are a 1:1 ratio to credits.
A better analogy would be gems in Pathfinder. 1000gp gets you 40 onyx. But you can then go back and trade 1 of those onyx for 25gp.
In the real world, you'd also get a bulk discount on onyx, and 1 would cost you a higher rate.

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I think clarification / direction within the guide about how to handle UPB will go a long way to clear this up.
That's actually what we're discussing/objecting to. The proposed clarification to be placed in the guide is that they're bought in 1000 UPB lots.
To borrow a phrase from another poster, that's creating a new problem to fix a problem that never existed.
If there is an organized play or mechanical reason (not real world analogies or fictional setting hypotheticals) why buying UPBs in 1 unit grains creates an imbalance or problem that is fixed by requiring purchase of 1000 UPB lots, please let me know.
It can't be the weight. Sure, I buy 999 UPBs and its bulk is L bulk, but I can't buy 5 x 999 UPBs and say I have 5 x L bulk things, I have 4995 UPBs total, which is 4 + 1 x L bulk.

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From what I can tell, there are 2 camps.
One feel that the UPB lots are 1000 and can only be bought/sold in lots of 1000.
The other camp wishes to deal with UPB on a 1 cr : 1 UPB basis.
This is what I think could use clarification / direction.
If I was running a home game I would only allow UPB be bought/sold in lots of 1000.

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If I was running a home game I would only allow UPB be bought/sold in lots of 1000.
And this is the stance I vehemently disagree with, because it completely removes any interest in crafting by creating a needless barrier.
I'll use my real SFS character to highlight why:
There are Augmentations that require you to wear Custom Clothing.
Custom Clothing cannot be purchased; it must be crafted.
Clothing is cheap; I think the outfit I wanted was 40 credits.
You would require me to essentially spend 1000 credits on a 40 credit item.
My character proceeds to adventure naked in silent protest.
I realize that:
There is a Boon that grants you 500 UPBs
Armor can still be worn without clothing
I may some day want to craft something else
But
That isn't the point. Why are you creating a problem in the first place? There is zero mechanical advantage to crafting in SFS. In some cases, you *need* to craft, because purchasing isn't an option. By creating an artificial limit on someone's ability to craft you're just going to aggravate people (case in point).

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Gary Bush wrote:If I was running a home game I would only allow UPB be bought/sold in lots of 1000.And this is the stance I vehemently disagree with, because it completely removes any interest in crafting by creating a needless barrier.
And this is why I hope for clarification in the next guide.
FYI. I don't think your wrong.

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While I'm greatly in favor of seeing the rule changed , the current rule is is needs to be bought in lots of 1,000
For whatever reason that rule exists, that rule is meaningless if they can be sold off in lots of 1, so i'm pretty sure you can't currently do it.
What you can currently do if you have the science/engineering ranks is hold onto your 999 UPBs and then the next time you buy something that costs say, 1700 credits is to instead buy another 1,000 upbs instead and then you're only out 299 credits for your custom duds and your dayjob check.

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While I'm greatly in favor of seeing the rule changed , the current rule is is needs to be bought in lots of 1,000
For whatever reason that rule exists, that rule is meaningless if they can be sold off in lots of 1, so i'm pretty sure you can't currently do it.
Your underlying assumption here is that the rules are internally consistent and correct. And that "we just don't understand". I think it's the other way around: an accidental inconsistency slipped into the rules.
The core book makes much of the use of UPBs as currency:
UPBs are so ubiquitous that they are usable as currency in many major settlements and trade hubs. While credsticks are a more convenient and secure way to carry value, UPBs have the advantage of direct utility and untraceability. They are a popular way to pay smugglers and criminals, but they are also useful for trade missions to systems with UPB technology that don’t use credits as currency. The value of the Pact Worlds’ credit is based on the economic utility of a single UPB.
This says nothing along the lines of "you can only spend your nickels in lots of 1000".
The "you must buy per 1000" seems to be based on the table later in the page, which explains that 1000 UPBs constitute 1 bulk. Since they don't want "Bulk: 0.0001" in the book, they describe the weight per 1000; that doesn't mean it was intended you could only buy or sell them per 1000; the paragraph describing what UPBs are expressly points out that a single UPB already has economic utility (to create an 1-credit item like a sandwich).

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I'll toss my hat in for clarifications on Known Quality. Does it replace the existing multiplier for Profession checks, or does it stack with it? If it does stack, how? More discussion in this thread.
I second this. Maybe an example breaking it down would be for the better.

GM Elinnea |

I'd suggest a clarification of the race section of character creation. Right now it says that to use races approved in Additional Resources you need to own the resource it comes from, but it doesn't say that about races available from boons.
The question came up recently (I have a boon for this race, but do I need to own the book it's from?) and I couldn't find a specific quote saying that you do.

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Hirelings
• Clarify that Hirelings cannot take 10/20
Does being unable to take 20 also mean being unable to retry checks that can normally be retried?
I ask because taking 20 is just an abstraction for speeding up gameplay - when performing an action that can be retried, you just take 20 times as long to do it, and at some point during that time, you rolled a 20, with lots of failed rolls in the process.
If hirelings are unable to take 20 on an action that can be retried normally, is anything preventing them from just retrying until they get a 20? If they are not forbidden from retrying, then I would ask you not forbid them from taking 20, since that just slows down gameplay unnecessarily. If they are forbidden from retrying, please clarify that in the guide.
Hirelings
• Clarify: Higher levels of Hireling Access require the previous versions be purchased. You cannot sell back the previously purchased, lower level, version of this boon, as those boons are prerequisites to use this boon. If you do so, then the higher level boon cannot be used.
As it is currently written in the guide, higher-level versions of Hireling Access have the previous level as a prerequisite, as well as Basic Hireling Access with the relevant skill set as a special requirement. So, if you have the following boons:
• Basic Hireling Access (Set 1)• Basic Hireling Access (Set 2)
• Amateur Hireling Access (Set 1)
You are able to purchase Professional Hireling Access with either Set 1 or Set 2. If this is intended, can you please clarify that? If it is not intended, can you please update the requirements to prevent it?
Or do higher-level versions of Hireling Access even need a specified skill set? The "this boon acts as Basic Hireling Access" makes it seem that they inherit the need to specify a single skill set for the boon. If that is not the case, please clarify that as well.

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I mean, people should feel free to throw anything that they think is missing from the Guide (that hasn't already been mentioned above) in this thread. >_>
This topic has come up a few times on the forums;
Racial languages
Starfinder has an ever growing list of playable races and many have a unique racial language with "linguist" boons to allow any of a player's PCs to learn it (eg, Ghibrani and Morlamaw). This is the most clear.
Others have example PCs whereas they share a racial language with another race but not specified in the racial block or in any boon. Eg, the pregen PCs in Skittershot all speak Vesk even when they lack a positive Int modifier or rank in Culture so we can derive that Skittermander's racial language is Vesk.
This is less clear though, some have argued that these pregens know Vesk because its their home world language as they were all born in the Veskarium, thus a Skittermander born on Absalom Station would only start knowing Common.
Some more recent examples are even more difficult. Most recently, Stellifera (AP8) are described as having a unique racial language but this is neither listed on the race block nor with the boon that enables playing them. Would a Stellifera born on Parin (home world language: Azlanti) and another born in the oceans of Castrovel (home world language: Lashunta) they have a racial language to share with each other?

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On a similar topic...
Then I prepped the scenario and saw that the Yetis don't actually speak Yeti. They speak Aklo. But the gnolls speak Yeti.
So is the Yeti language in the gnoll statblock a typo, is its absence from the yeti statblock a typo, and in either case is it available to learn?

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When discussing Skittershot, one of our players suggested that in most cases racial languages are assumed in the stats and thus don't need to be explicitly stated. If so, its done so inconsistently.
Eg, of the playable races in Alien Archive the example Contemplatives, Draelik, Formians, Grey, Ikeshti, Nuar, and Skittermanders don't have a racial language listed but the example Maraquoi, Reptoid, and Shobhad do. I expect the same in Alien Archive 2.
The easiest solution to this is to include a sentence that clarifies that each playable race has a racial language unless otherwise specified. If you're playing a Formian you speak Formian. If you play a Skittermander, you speak Skittermander.
Also, it'd be great to see more linguist boons.

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Clarifying in the Guide (or FAQ) whether two different Chronicles of the same scenario count as two different "sources" when it comes to the various racial boons.
Timeline of events thus far:
• People assumed different Chronicles were different sources
• Thurston confirmed in a GM Discussion thread that they were
• Thurston contradicted himself on Facebook
• Paizo made a statement that nothing on Facebook is official
Different people have different recollections of answers depending on when they first encountered the discussion.

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Clarifying in the Guide (or FAQ) whether two different Chronicles of the same scenario count as two different "sources" when it comes to the various racial boons.
Timeline of events thus far:
• People assumed different Chronicles were different sources
• Thurston confirmed in a GM Discussion thread that they were
• Thurston contradicted himself on Facebook
• Paizo made a statement that nothing on Facebook is officialDifferent people have different recollections of answers depending on when they first encountered the discussion.
I plan on addressing this in the guide update. Please put away the pitchforks and expect a definitive answer when the guide gets its update.
Thanks. :)

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Also, for those disappointed by the delay on a full response to that: you have my apologies.
As Nefreet has summarized above, sometimes my zeal for answering questions results in inconsistencies that create more problems than the solutions I wanted to offer. I'm taking my time with this and will compile an official answer in the latest rendition of the guide.
Thanks for your patience! :)

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Also, for those disappointed by the delay on a full response to that: you have my apologies.
Completely understandable, and you're right its better to get a final answer out of the gate. Here's a few questions you'd likely see on the forums if not addressed in the guild guide;
Easiest case: I unlocked my second Nufriend Skittermander boon (one from GMing, one from playing). Can I apply this second boon to get a +2 ability score on my existing Skittermander?
For the rest I assume the guild guide will allow us to add +2 to one ability score that's currently 14 or less for any existing classic race PCs. I also assume the text will look similar to the current Dwarf/Halfling/Halforc Admittance boons in that we can only do this for a single ability score.
So if we already have a classic race PC with the +2 ability score, will we be able to "detach" one of the boons (replaced by the bonus granted by the new guild guide) and use it to get the +2 ability score on a new PC of that race? Or is the second copy of the boon already applied wasted?
Similarly, my -705 PC has Half-Orc Admittance stacked with RSP GM#1 to get the +2 ability score (not two copies of the same boon). Will I be able to "detach" one (eg my GM RSP#1) to create a new PC? Eg create a Gnome and get the +2 ability score bonus?
I've unlocked but haven't used the "Tier 1" bonus from GM RSP#1, and I know other GMs are still working to unlock Tier 2 & 1 (we have until Feb 1 2019, after all). So if this boon is used to create a new classic race PC after the new guild guide is out, will we be able to apply a +2 bonus to that PC?

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I'd like to see the corrected starship combat DC's added to the guide. Players and GMs are more likely to find it there than the Starfinder FAQ page. At least it gives people another chance to see it.
I'd like to re-iterate this - for example, a reprint of the starship combat roles cheat sheets from the appendix of 1-00 Claim to Salvation, with updated DCs, would be amazing, if included as an appendix in the Org Play Guide!
I've had multiple scenarios stalled because the GM was looking at the CRB's DCs, someone else was looking at the FAQ, another person was looking at some user-created supplement, and no one was sure what was, definitively, the right answer. (We all know the FAQ is correct, but it steals a few minutes to get everyone on the same page nonetheless.)

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Here are the starship cheat sheets that we printed out and laminated for the tables we run. They have the correct DCs!
Hmm

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Thurston Hillman wrote:
I mean, people should feel free to throw anything that they think is missing from the Guide (that hasn't already been mentioned above) in this thread. >_>This topic has come up a few times on the forums;
Racial languages
Starfinder has an ever growing list of playable races and many have a unique racial language with "linguist" boons to allow any of a player's PCs to learn it (eg, Ghibrani and Morlamaw). This is the most clear.
Others have example PCs whereas they share a racial language with another race but not specified in the racial block or in any boon. Eg, the pregen PCs in Skittershot all speak Vesk even when they lack a positive Int modifier or rank in Culture so we can derive that Skittermander's racial language is Vesk.
This is less clear though, some have argued that these pregens know Vesk because its their home world language as they were all born in the Veskarium, thus a Skittermander born on Absalom Station would only start knowing Common.
Some more recent examples are even more difficult. Most recently, Stellifera (AP8) are described as having a unique racial language but this is neither listed on the race block nor with the boon that enables playing them. Would a Stellifera born on Parin (home world language: Azlanti) and another born in the oceans of Castrovel (home world language: Lashunta) they have a racial language to share with each other?
Arc Riley, thanks for bringing this up! My name is Charli Poshkettle and I want to learn the languages of all my friends so thatI can welcome them into Manifold Host!