Tool Kit price error?


Rules Questions


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After getting started in Starfinder, I absolutely fell in love with how the Tool Kits (page 221) worked. At the cost of only 20 credits, there was absolutely no reason not too grab these for almost all of my Starfinder Society characters that did anything with the skills the existing kits aided!

Now that I've had time to fully digest Pact Worlds, I came across the "Xhinti Holdings" tool kits (page 198), which refer back to the Core Rulebook. The bonuses are the same and the skill-usage for the kits also seem to be similar in scope.

The price in Pact Worlds, however, is 200 credits.

Now, 20 vs 200 isn't a huge deal when you're playing past levels 1-4 or so. But, with credits being slightly harder to come by (10% sell-back value of gear versus the 50% from Pathfinder v1), that discrepancy could make a big difference for a starting character!

So, having not seen any other threads asking, I wanted to see if there is, in fact, an error in either in the Starfinder Core Rulebook or in Pact Worlds.

Thanks very much in advance!


I question whether credits are actually harder to come by. IIRC, the wealth tables still have you getting approximately the same wealth per encounter. You just can't sell your old gear for nearly as much.

If the GM is counting every single piece of dropped gear as full value, despite them being useless and inevitably sold? Your GM is in error; loot that is not expected to be used by the PCs is supposed to only count at the 10% rate.

The Exchange

2 people marked this as FAQ candidate.

Huh. That's interesting. At first glance I'd say it's a typo (extra zero, supposed to be 20 credits).

But that doesn't account for the demolitionist's kit and the starship repair kit. Both of those seem like they should be engineering specialty tool kits as defined in the CRB. But the kits in the CRB are more expensive and give a smaller bonus (225 credits for a +2 bonus).

I think somebody needs to go through and errata the Pact Worlds tool kits.


With the release of Armory, and all of its tool kits being 200 credits just like Pact Worlds...I'm leaning towards the error maybe being in the Core.

Especially looking at the things the new tool kits do, it makes the ones in the core a little bit broken. Only 20 credits for a +4 bonus on checks to disable a trap?

Still...knowing for sure one way or another would be nice (hence the thread-bump), since if a basic engineering tool kit goes from 20 to 200, quite a few of my SFS characters will need to allocate some cash - fast! :)


I think it is reasonable that the core took kits are 20 credits and the additional resources tool kits are 200. Some of those new kits are so good, like the Thieves' Tools. +4 to open a door is a dungeon crawler or infiltrator's dream. The scanner that gives +4 perception on searches is a HUGE benefit, too.

The core book kits largely just let you make a roll and 20 credits makes sense. They're like the basics of what you need. The other stuff is highly specialized.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I noticed this as well, and have been wondering much the same thing.


I noticed this with the musical instrument. Up until the release of armory, I'd been using a tool kit (musician). Now, my GM was nice and didn't charge me the difference in price but just said I could take a musical instrument, but yea, my check goes down by 2 and it would have cost 80 credits more. Seems like a mess up somewhere.


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pandapeep wrote:
I noticed this with the musical instrument. Up until the release of armory, I'd been using a tool kit (musician). Now, my GM was nice and didn't charge me the difference in price but just said I could take a musical instrument, but yea, my check goes down by 2 and it would have cost 80 credits more. Seems like a mess up somewhere.

The bonuses are untyped. Why not both?

Grand Lodge

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Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Exactly:
Professional's Toolkit (musician) will contain your sheet music, your standard, and other things you need to make your music with. (+4 untyped bonus). The bonus you gain from the toolkit can be used for all checks made with Profession Musician.
Music Instrument will be what you're actually playing, giving you a +2 insight bonus. This bonus is limited to the earn a living portion of the profession skill though. It does however stack with the untyped bonus from the Professional's Toolkit.

For good measure you should also be wearing professional clothing for an additional +1 circumstance bonus to the earn a living portion of the profession skill.

This gives you a +7 bonus to profession (musician) to earn a living, although the +2 bonus from the instrument will not stack with skill focus or operative's edge.


As the 20 Credit Tool Kits in the Core Book also are giving huge boni, this seems to be a typo of the core book. Paizo should fix that, or who ever does that? Cant understand why it is not already in the errata is so obviously

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