Adjusting Armor


Rules Questions


Pathfinder Starfinder Roleplaying Game Subscriber

On page 196 of the CRB, it gives the rules for adjusting armor for someone with an unusual (non-standard, non-medium humanoid) build, and how to calculate the DC. That's great and all, but what it leaves out is how long it takes to do this. So how long does it take? surely not a standard action or even a full round action. Note: It is also not in the Engineering skill description, so don't look there either.

Further, if someone was in a hurry, how would you calculate the DC for rushing? How would rushing interact with a rule like the Operative exploit Armor Optomizer? (CRB pg. 150)


I don't see an official designation, when it cropped up in my game, I used 10 minutes as a base line. After having a nose around, I would maybe consider it being 1 hour, like the repair function for armour


I'd probably peg it as 4 hours as the same for crafting any random item.

But I would also apply circumstantial modifiers based on relative size, number of limbs, etc.


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Garretmander wrote:

I'd probably peg it as 4 hours as the same for crafting any random item.

But I would also apply circumstantial modifiers based on relative size, number of limbs, etc.

You'd really rule that it would take as long to adjust armor as it would to make it? >.>


Yeah, depending on the difference between species you have to print off new limbs or make the suit go from small to large and and such.

I'd make the PCs go back to their ship/town to make the changes, or let them do it during an 8 hour rest if they find a workbench while adventuring.


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I go with 1 hour as a house rule.


Pathfinder Starfinder Roleplaying Game Subscriber
Garretmander wrote:

Yeah, depending on the difference between species you have to print off new limbs or make the suit go from small to large and and such.

I'd make the PCs go back to their ship/town to make the changes, or let them do it during an 8 hour rest if they find a workbench while adventuring.

Let us consider Second Skin, which to be adapted to fit a Kassatha, would only really need a couple of extra sleeves, and minor fitting stuff. There is no way such should take a large block of time.

Talking over with my co-GMs, we are looking at three scenarios; working in a fully equipped workshop, using just an armorer's specialty kit, or using a basic engineering kit. In the first case, it will take 10 minutes for light armor, 30 minutes for heavy, and one hour for power armor. These times double if using an Armorer's Kit, and triple if using just a basic engineering kit.

If someone is in a rush, they can decrease the time by 20% if they increase the DC by 5. Each further increase of the DC by 5 reduces the time offset by 5%, so a voluntary increase of 10 nets a time reduction factor of 35, and you get to the max of 50% at +20 to the DC.

My fellow GMs haven't responded yet to my thoughts on what to do in cases like an Operative's Armor Optimizer exploit, for which I've tentatively put forward the suggestion that if rushing with such a rule, a character would get to reduce the DC by 15.


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Let's also consider my original post of 'But I would also apply circumstantial modifiers based on relative size, number of limbs, etc.'.

But I tend towards listening to a player's argument for a reduced time, agreeing or disagreeing if that's a reasonable time frame, then allowing it, over a hard rule/formula.

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