Sidereal influence in starship combat


Rules Questions

Silver Crusade

10 people marked this as FAQ candidate.

Does sidereal influence work in starship combat?

SIDEREAL INFLUENCE (SU) wrote:

You can tap into stellar forces outside of battle, using the

properties of gravitons or photons to affect your skill use. At 3rd
level, choose two skills from the lists below, one from the graviton
list and one from the photon list. At 11th level and again at 19th
level, choose two more skills. Each time you pick skills, choose
one from the graviton list and one from the photon list.
To use your sidereal influence, you must spend 1 minute in
meditation, then choose either graviton skills or photon skills.
When attempting a skill check with one of your selected skills
of the chosen type (either graviton or photon), you can roll 1d6
and add the result as an insight bonus to your check. This ability
lasts until you enter combat, fall unconscious, sleep, or meditate
again to choose a different skill type. You can reactivate this
ability by meditating again for 1 minute.
D Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis),
Sense Motive (Wis), Stealth (Dex)
D Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha),
Medicine (Int), Survival (Wis)

The argument why I think it should:

Starship combat is different from regular combat, there are no real combat rounds and while people take actions those are not associated with a classical turn.

Currently, Solarians are not in a great space when it comes to skills since (at least at lower levels) players find it difficult to invest much more than 12 points into Charisma, and their attack stat is likely going to be Strength.
In theory, you could go for a ranged Solarian, but a lot of your class features only really work in melee combat, and while operative weapons might be an option they are hardly ideal.

Investing in Wisdom and Intelligence is also hard if you need at Strength, Dexterity (you are going melee and need every AC you can get) and at least 12 Charisma so you don't have to live with a single point of resolve at the lower levels.

So really, everything helps (and the Solarian issues become less troublesome with level increases and personal upgrades.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Class abilities CANNOT be used in starship combat unless the ability in question specifically says it can. This is expressly called out in the Core Rulebook on page 322:

Class features and items affect crew actions only if specifically noted in the class feature or item.

Does Sidereal influence mention starship combat? If not, then it might as well not exist when flying around in a space-age dogfight.

Liberty's Edge

Ravingdork wrote:

Class abilities CANNOT be used in starship combat unless the ability in question specifically says it can. This is expressly called out in the Core Rulebook.

Does Sidereal influence mention starship combat? If not, then it might as well not exist when flying around in a space-age dogfight.

It's actually super unclear whether skill bonuses count for that restriction. No pregen or any other character has a separate 'Spaceship Piloting' modifier or anything like that, including Operatives and the like.

Personally, I think it's clear that such bonuses are intended to apply, but the RAW do make it super unclear whether they actually do.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Skill bonuses don't affect crew actions, so applying them should be fine.

Liberty's Edge

Ravingdork wrote:
Skill bonuses don't affect crew actions, so applying them should be fine.

Well, following that logic, Sidereal Influence is explcitly and only a skill bonus, so...

Dark Archive

If class-based insight bonuses to skill don't affect starship combat, that makes skill-focus a more powerful feat.
I don't think this is intended, though. I think skill bonuses from classes should absolutely play a role in starship combat. And I hope sidereal influence is included.

Silver Crusade

Ravingdork wrote:
Skill bonuses don't affect crew actions, so applying them should be fine.

Deadmanwalking already mentioned it and frankly, I am not entirely certain if even getting a skill as a class skill is a class feature.

The whole issue needs clarification.

Scarab Sages

Deadmanwalking wrote:
Ravingdork wrote:

Class abilities CANNOT be used in starship combat unless the ability in question specifically says it can. This is expressly called out in the Core Rulebook.

Does Sidereal influence mention starship combat? If not, then it might as well not exist when flying around in a space-age dogfight.

It's actually super unclear whether skill bonuses count for that restriction. No pregen or any other character has a separate 'Spaceship Piloting' modifier or anything like that, including Operatives and the like.

Personally, I think it's clear that such bonuses are intended to apply, but the RAW do make it super unclear whether they actually do.

Skill Bonuses from your class don't affect the action itself - just the check to attempt it.


I'd disallow it simple because it's an out of combat ability. At best, you get to use it on your first ship turn.

And why does it seem like every skill bonus is Insight? I have to rewrite at least 3 characters since class bonuses and skill synergy are both insight.

Silver Crusade

EC Gamer Guy wrote:

I'd disallow it simple because it's an out of combat ability. At best, you get to use it on your first ship turn.

And why does it seem like every skill bonus is Insight? I have to rewrite at least 3 characters since class bonuses and skill synergy are both insight.

Likely for balance reasons.

Grand Lodge

1 person marked this as FAQ candidate.

I have the exact same question. I'm under the impression starship combat is different than normal combat. Even the time scales are different. From the adventures that are being written, there is enough of an emphasis on starship skills that this would be the case. I'd honestly allow it in my home game. This power seems like a balance issue where Solarians would have something useful to do in starship combat aside from being a gunner. I'd really like to have this FAQed as well.

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