08-17-2018, 05:32 AM
(This post was last modified: 08-17-2018, 07:58 AM by TheMaskedFerret.)
http://paizo.com/starfindersociety/additional
The Minor Equipment on page 5 is allowed, but items purchased in this manner have no mechanical benefit to a character.
Weapons: All weapons in this book are legal for play with the following exceptions— all garrotes and vibrogarrotes; warclub; elite living staff; advanced core hammer; all vibrogarrotes; and battle ribbon. The correct price on the isothermal freeze ray is 165,000 credits and the correct distance on the dart cannon is 150 feet. Ammunition: All special ammunition, weapon crystals, and grenades in this book are legal for play. Weapon Manufacturers: All weapon manufacturer modifications are legal for play except Ringworks Arsenal Group. In addition, the combining modifications guidelines on page 55 are not allowed. Weapon Accessories: All weapon modifications except inertial dampeners are legal for play. Weapon Fusions: All weapon fusions except for the charge disrupting, defending, and energetic fusions are legal for play. Special Materials: All special material except djezet are legal for play.
Armor: All armor and powered armor in this book are legal for play. The Brawler Frame has an item level of 9. Armor Upgrades: All armor upgrades except for auto-injectors and computer interface are legal for play. The skill bonus granted by concealed compartments is considered a circumstance bonus.
Biotech: All biotech augmentations are legal for play. The circumstance bonus granted by the clinging hands biotech augmentation does not stack with weapons that have the disarm or grapple weapon special properties. Cybertech: All cybertech augmentations except echolocators are legal for play. Magitech: All magitech augmentations except charming psychoactive eyes, fluttering heart, divining mirror neurons, and force palms are legal for play. Necrografts: All necrograft augmentations except enervating hand and grave wind are legal for play.
Technological Items: All technological items are legal for play. Magic Items: All magic items except improvisation adornment, x-ray serum, techbane rod, mantle of willpower, and all listed artifacts are legal for play. Hybrid Items: All hybrid items except animistic tools, computer idol, vital seed (beast), scrambler gloves, kinetic converter, vampiric charger, and containment grenade are legal for play. Personal Items: All personal items except pheromonal perfume are legal for play. Drugs, Medicinals, and Poisons: All drugs, medicinals, and poisons are legal for play. Other Purchases: All other purchases except starship crews and starship officers, as well as transportation services are legal for play. Vehicles: All vehicles except ultralight turboglider, stealth sub, aerial mining rid, and the ultimatum hover carrier are level for play.
Class Options: All class options are legal for play with the following exceptions—the lightning reload exploit, the pistol whip exploit, the particle wave revelation, and the incompetence spell.
The Minor Equipment on page 5 is allowed, but items purchased in this manner have no mechanical benefit to a character.
Weapons: All weapons in this book are legal for play with the following exceptions— all garrotes and vibrogarrotes; warclub; elite living staff; advanced core hammer; all vibrogarrotes; and battle ribbon. The correct price on the isothermal freeze ray is 165,000 credits and the correct distance on the dart cannon is 150 feet. Ammunition: All special ammunition, weapon crystals, and grenades in this book are legal for play. Weapon Manufacturers: All weapon manufacturer modifications are legal for play except Ringworks Arsenal Group. In addition, the combining modifications guidelines on page 55 are not allowed. Weapon Accessories: All weapon modifications except inertial dampeners are legal for play. Weapon Fusions: All weapon fusions except for the charge disrupting, defending, and energetic fusions are legal for play. Special Materials: All special material except djezet are legal for play.
Armor: All armor and powered armor in this book are legal for play. The Brawler Frame has an item level of 9. Armor Upgrades: All armor upgrades except for auto-injectors and computer interface are legal for play. The skill bonus granted by concealed compartments is considered a circumstance bonus.
Biotech: All biotech augmentations are legal for play. The circumstance bonus granted by the clinging hands biotech augmentation does not stack with weapons that have the disarm or grapple weapon special properties. Cybertech: All cybertech augmentations except echolocators are legal for play. Magitech: All magitech augmentations except charming psychoactive eyes, fluttering heart, divining mirror neurons, and force palms are legal for play. Necrografts: All necrograft augmentations except enervating hand and grave wind are legal for play.
Technological Items: All technological items are legal for play. Magic Items: All magic items except improvisation adornment, x-ray serum, techbane rod, mantle of willpower, and all listed artifacts are legal for play. Hybrid Items: All hybrid items except animistic tools, computer idol, vital seed (beast), scrambler gloves, kinetic converter, vampiric charger, and containment grenade are legal for play. Personal Items: All personal items except pheromonal perfume are legal for play. Drugs, Medicinals, and Poisons: All drugs, medicinals, and poisons are legal for play. Other Purchases: All other purchases except starship crews and starship officers, as well as transportation services are legal for play. Vehicles: All vehicles except ultralight turboglider, stealth sub, aerial mining rid, and the ultimatum hover carrier are level for play.
Class Options: All class options are legal for play with the following exceptions—the lightning reload exploit, the pistol whip exploit, the particle wave revelation, and the incompetence spell.
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