When you use the overcharge mechanic trick with a powered melee weapon, subtract 3 rounds (18 seconds) from the powered weapon’s duration (instead of using additional charges). This trick can’t be used if the weapon’s battery does not have at least 3 rounds of duration left.
When an effect describes Hit Point damage or a loss of Hit Points, that value is subtracted directly from a character’s Hit Points and does not affect their Stamina Points.
Fusions can be placed on any ammunition; such a fusion functions until the standard number of charges/cartridges (listed in the ammunition's table entry) have been used. For example, a fusion on a high-capacity battery lasts for 40 charges and then is destroyed, regardless of whether or when the battery is recharged.
Fusions placed on ammunition cease functioning if used in a weapon disallowed by the fusion, or if used in a weapon when the total levels of the weapon and ammunition's fusions exceeds that of the weapon.
Fusions with limited usage apply to ammunition as well and are considered on a per-weapon basis. For example, a given weapon can benefit from the entangling fusion only once per day, whether that fusion is on the weapon itself or its ammunition.
Yes, until the telepathic creature ends communication.
The special unarmed strike made with powered armor does not count as archaic and can be improved by the Improved Unarmed Strike feat.
A character with multiple unarmed strikes can choose which to use, though note that Large or larger powered armor requires the use of all of a character’s hands, and that may restrict some characters to certain unarmed strikes.
The armor storm soldier’s hammer fist ability is optional; the soldier can use other unarmed strikes available to them instead.
Armor upgrades installed in light armor do not function while their wearer is wearing powered armor. Augmentations function normally.
Effects (including abilities and spells) that change a creature’s speeds do not affect the speeds of powered armor that creature is wearing; the powered armor's speeds replace the creature's. A creature wearing powered armor can use the speeds (both type and distance) only of its powered armor.
Yes. If a creature moves or is moved out of its space, it provokes attacks of opportunity (unless otherwise stated).
No. Once you have stabilized, you no longer lose Resolve Points (unless you take damage again). The full rules for Injury and Death on page 250 are correct.
The entry on page 167 is correct. You can carry up to half your Strength score in bulk without being encumbered.
No. When determining what abilities affect an android, and how, replace the first sentence of the constructed ability with the following. "For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types)."
Yes. If you spend 1 Resolve Point when using this ability, you grant +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet.
Once per day, a mechanic can take 10 minutes to repair their drone, which then recovers 10% of its Hit Point maximum. Additionally, any time a mechanic takes a 10-minute rest and spends a Resolve Point to recover their Stamina Points, they can also choose to repair their drone as part of that same time period. This is an exception to the normal rule that you cannot perform any tasks while taking a 10-minute rest to recover your Stamina Points. The repair drone mechanic trick increases the amount the mechanic's drone recovers when it is repaired (in either way) to 25% of its maximum Hit Points.
No, a hover drone is an exception to the normal rules for weapons built for Tiny creatures. Combat, hover, and stealth drones with melee weapon arms or weapon mounts can use weapons designed for Small or Medium creatures without penalty for their size.
A drone that takes the flight system mod twice gains perfect maneuverability. This allows hover drones to hover.
The target is flat-footed only against the single attack roll of the trick attack. Once the operative is 4th level and gains the debilitating trick class feature (page 94), the operative can additionally cause the target hit by a trick attack to have the normal flat-footed or off-target condition until the beginning of the operative's next turn.
Yes, you can use any appropriate skill (those granted by the trick attack ability or your specialization anytime you attempt a trick attack) to determine if your trick attack does extra damage and applies any penalty.
If you have debilitating sniper, or any other special ability that specifically allows you to use trick attack with a sniper weapon, using trick attack with a sniper rifle counts as taking a move action to aim the weapon to use the range increment listed in the sniper weapon special ability. You can do this even with unwieldy sniper weapons.
You must attempt the bull rush to get the fire damage. You cause the fire damage even if the bull rush fails.
Creatures take the fire damage for every square they enter that is part of the trail of flames.
An armor upgrade from this bonus slot sells at 10% of the reduced cost. If you move an armor upgrade from this bonus slot to another slot, you must pay the difference between the armor upgrade's reduced cost and its normal cost.
Either skill can identify hybrid items, using the same DCs as for technological (for Engineering) or magic (Mysticism) items.
Thrown weapons includes all weapons with the thrown special weapon property (such as carbonedge shurikens), and all weapons that note they are thrown weapons in their description (such as grenades). Thrown weapons add the attacker's Strength modifier to attack rolls, and calculate the save DC of any critical effect or explode special property as 10 + half the weapon's item level + attacker's Strength modifier, unless they specify otherwise.
The exception to the normal rules for calculating the save DC of thrown weapons is grenades. As stated on page 183 in the description for grenades, the save DC for a grenade equals 10 + half the grenade's item level + attacker's Dexterity modifier.
No. Each personal upgrade you have must apply to a different ability score.
The save DC of a spell from a spell ampoule or cast from a spell gem equals 10 + spell level + the modifier of the user's key ability score.
No. Grenades are single-use weapons that are destroyed when used.
No. Attacks made with melee weapons with the operative weapon special property can add either your Strength or Dexterity modifier to attack rolls, but always add your Strength modifier to damage rolls.
Ignore the implication in "Significant Enemies" that inspiring boost can be used multiple times on the same ally. It cannot, as per the ability description.
Assume your ship has a Pulse Gray power core (100 PCU) and Basic 20 shields. After some starship combat, your Shield Points are down to forward 0, port 5. starboard 3, and aft 1. The engineer succeeds at the divert action and restores a total of 5 SP. As some examples, the engineer could place them all into the forward quadrant and bring up the forward shields to 5, split the shields up between two section so that they are now forward 3, port 5, starboard 3, and aft 3, or even spread around the points so they're forward 2, port 6, starboard 4, and aft 2.
Outside of combat, you can choose to change what systems are powered freely. However, you have to decide what exactly is powered on your ship as combat begins and you can't change it during combat, as it requires too much fiddling with wires, switches, programs, and such.
The power core critical effect affects the ship as normal. Taking a power core critical damage effect means the whole power system of the ship is damaged in some fashion. Basically, multiple power cores are pretty much "wired together" to power the ship.
No. When actions taken in starship combat call for a skill check, any class feature that grants bonuses to or allows rerolls with the relevant skill applies when using that skill as part of starship combat. This is an exception to the rule.
Page 31: In the third sentence of the icon's theme knowledge ability, change “increase” to “reduce”.
Page 69: In the mechanic's custom rig ability, in the first paragraph, in the seventh sentence, change “Mk 1 comm unit” to “personal comm unit” and change the parenthetical reference afterward to “see page 218”.
Page 78: In the mechanic's Drone Mods section, in Advanced Mods, replace the second sentence of Echolocators with the following.
The drone gains blindsense (sound) with a range of 60 feet.
Page 94: In the ghost operative specialization, in the Associated Skills entry, in the second sentence, change “+4” to “+1”.
Page 176: In Table 7–4: Longarms, in the shock category, change the pulsecaster rifle's capacity to 20 charges and its usage to 1.
Page 179: In Table 7–8: Special Weapons, add the following text to the nyfiber net's Special column.
Analog, entangle, thrown
Pages 319–325: Change the following DCs related to starship combat. If an action isn't listed, the stated DC remains the same.
For the back off stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the barrel roll stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the evade stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
For the flip and burn stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the flyby stunt, the DC of the Piloting check equals 15 + 1-1/2 times the tier of the enemy starship.
For the slide stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
Restoring Shields and Repairing Damage
The DC of the Engineering check to double the recharge rate for your shields equals 15 + 1-1/2 times your starship's tier.
The DC of the Engineering check to halve the cost or time for repairing damage your starship's hull equals 15 + 1-1/2 times your starship's tier.
For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier.
For the encourage action, the DC of the Diplomacy check is 15; the DC for checks using other skills remains 10.
For the taunt action, the DC of the Bluff or Intimidate check equals 15 + 1-1/2 times the enemy starship's tier.
For the orders action, the DC of the check equals 15 + 1-1/2 times your starship's tier.
For the moving speech action, the DC of the Diplomacy check equals 20 + 1-1/2 times your starship's tier.
For the divert action, the DC of the Engineering check equals 10 + 1-1/2 times your starship's tier.
For the hold it together action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the patch action, the DCs of the Engineering check equal 10 + 1-1/2 times your starship's tier to patch the glitching critical damage condition, 15 + 1-1/2 times your starship's tier to patch the malfunctioning critical damage condition, and 20 + 1-1/2 times your starship's tier to patch the wrecked critical damage condition.
For the overpower action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
For the quick fix action, the DC of the Engineering check equals 20 + 1-1/2 times your starship's tier.
For the maneuver action, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
For the audacious gambit action, the DC of the Piloting check equals 20 + 1-1/2 times your starship's tier.
Science Officer Actions
For the balance action, the DC of the Computers check equals 10 + 1-1/2 times your starship's tier.
For the scan action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures.
For the target system action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.
For the lock on action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
For the improve countermeasures action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
Page 323: Change the last sentence of the engineer's divert crew action to the following.
You can distribute the restored Shield Points across the shields' four quadrants as you see fit.
Player characters do not receive creature type grafts or creature subtype grafts, even when those grafts have the same names as the PC's race, type, or subtype. They are considered to be of the indicated type or subtype for purposes of prerequisites and abilities limited by type.
Some of the racial traits for player races in Alien Archive are missing a small amount of information in the form of abilities they gain that are not listed with their racial traits, or notes on how specific abilities function, as noted in the Alien Archive Errata below.
All playable races are considered to have two hands for the purposes of holding and wielding weapons and other equipment (unless otherwise noted).
Page 21: Add the following to the barathu Racial Traits sidebar.
Darkvision: Early stage barathus have darkvision with a range of 60 feet.
Page 29: Add the following to the contemplative Racial Traits sidebar.
Limited Telepathy: Contemplatives have limited telepathy with a range of 30 feet.
Page 57: Add the following to the gray Racial Traits sidebar.
Limited Telepathy: Grays have limited telepathy with a range of 30 feet.
Page 69: Add the following to the kalo Racial Traits sidebar.
Water Breathing: Kalos have the water breathing universal creature rule.
Page 75: Change the Low-Light Vision entry in the maraquoi Racial Traits sidebar to the following.
Low-Light Vision: Maraquoi have low-light vision.
Page 117: Add the following to the urog Racial Traits sidebar.
Darkvision: Urogs have darkvision with a range of 60 feet.
Page 119: Change the Low-Light Vision entry in the verthani Racial Traits sidebar to the following.
Low-Light Vision: Verthani have low-light vision.
No. In the orc Racial Traits sidebar, remove the following sentence from conditioned focus: "She also receives an adjustment of +1 to the ability score associated with the chosen skill."
A yasakaja is a Large creature with a space of 10 feet.
Yes; abilities that apply to all of a character’s unarmed strikes (such as the Improved Unarmed Strike feat) do apply to the unarmed strike granted by solar shield.
KAC, regardless of the damage type of any solarian weapon crystal used.
Both the constellation blast and nebula storm solarian zenith revelations should replace "15 feet from the center of one other radius" with "20 feet from the center of one other radius".
Page 90: In the qi adept fighting style, change the text of Plasma Blast to the following.
You condense your body’s qi into a beam of superheated plasma, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not archaic, has a range increment of 30 feet, deals lethal electricity and fire damage, and has the stunned critical hit effect. For the duration of this ability, you gain a special version of the Weapon Specialization feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level).
Page 91: In the text of Plasma Blast, remove “automatic” and add “(10 ft.; DC = 10 + half your character level + your Constitution modifier)” after “explode”.
Page 91: Change the text of Abundant Qi to the following.
Whenever you use gather qi, you can gain one qi power with its associated bountiful qi enhancement without spending any Resolve Points, two such powers by spending 1 Resolve Point, or all three such powers by spending 2 Resolve Points.
Polar vortex is a 3rd-level spell, as shown in the mystic and witchwarper spell lists.