The Warding Statuette is a spellheart that seems extremely powerful for any martial character that likes defense. It has the following effect when attached to a weapon
Warding Statuette wrote:
Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn.
To me this seems very powerful, so i would like to check that it works the way i think it does. If my champion has this attached to their weapon, and hits an adjacent enemy. Can they gain this bonus for themselves? That seems like a near permanent +1 to AC.
On a related note, is it correct that a champion cannot use the spells and cantrips which have an activate entry of Cast A Spell? From what i read it seems like you need to have a spellcasting class feature in order to use those, and focus spells don't count.
The biohacker theorem "explosive danger" says you can detonate the spores you created with "fruitful danger". This seems to imply that those spores are the fuel for the explosion. However the text never mentions the effect from fruitful danger going away, or even that you can only detonate a given cluster once.
rules text:
explosive danger wrote:
As a move action, you can detonate the toxic spores of a mushroom cluster you have created with the fruitful danger theorem (see above). The explosion deals 2d6 fire damage to each creature within 10 feet of the cluster’s original square (Reflex save for half damage). At 8th level, you can spend a Resolve Point to add damage to the attack equal to your biohacker level and push creatures 5 feet away from the cluster’s square (a success on the Reflex save negates this movement). This movement doesn’t provoke attacks of opportunity, and any creature unable to move into an empty space does not move. You must have the fruitful danger theorem to choose this theorem.
fruitful danger wrote:
As a full action, you can use a ranged injection weapon to cause the sudden eruption of a toxic mushroom cluster in an empty square within the first range increment of the weapon used. Large mushrooms sprout in the square and release toxic spores in a 10 foot radius. Any creature who starts its turn in or enters the area takes 2d4 acid damage, plus 2 damage per biohacker level (Fortitude save for half damage). The mushroom cluster lasts for 1 round per biohacker level and causes the original square (not the entire area) to become difficult terrain. You can’t use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.
My personal interpretation is that RAW you could detonate it as often as you like while the duration lasts, even twice per round. But RAI the area should disappear after detonation. Or at least be limited to one detonation per cluster
You gain proficiency in powered armor. You can alter your experimental armor prototype to be identical to any suit of powered armor that has an item level equal to or lower than your existing armor prototype by spending 8 hours of work making upgrades.
Can i use this during a scenario to spend 8 hours (such as during space travel) to change my armor into another powered armor? The point of contention seems to be whether this would count as crafting/downtime, and thus be restricted to only one item between scenarios.
I quickly looked through the downtime section of the guide to organized play, and could only find the rules on crafting that could be relevant. And looked at the character options page for organized play and did not see special mention of experimental armor mechanics.
Hi everyone,
I've been working on a guide to the soldier for some time now. And now it's finally done. It covers everything that's part of the soldier class, including gear boosts, feat boosts, and fighting styles. My experience is mostly in organized play, so my ratings are mostly based off that perspective.
Is it possible to install a psychic resonator inside a mk3 (or mk4) null space chamber? And if it can, will it function to double the range of limited telepathy to all creatures on the planet while the null space chamber is open.
The null space chamber has enough capacity to house the bulk of the resonator. The resonator does not have language indicating it needs power to function, although it states it can be operated as a system wide comm unit which in turn states it has a built in generator. The final hurdle i can see would be the question of whether it can function through the extradimensional barrier between the inside and outside of the null-space chamber. There is no clear language to indicate that it is blocked, however the language for what is affected by the resonator also seems unclear to me.
Also, is my interpretation correct that all creatures on the planet where the resonator is located have the range of their limited telepathy doubled? And if so, is the rule in starfinder still that two effects that double a given value combine to triple that value, if i have this and psychic booster active, does my range get tripled or quadrupled?
The character i'm considering using this on is in organized play, so if there is anything specific to organized play that affects your answers please let me know.
The utility belt is a pretty useful exploit, but how good it is depends a lot on how often it can be used. The last line specifies that:
"Once you have spent the credits deposited in the belt, you must spend 1d4 hours buying supplies in a typical settlement before you can use the utility belt again."
Does this mean that you have to go shopping after every item you pull out, or does it mean that to increase the stored credits you need to spend time in a settlement?
In the first interpretation you can often only use 1 item per society adventure. While in the second interpretation having it completely full allows you to use it far more often if you use it on cheaper items.
The COM book seems to list the old prices for medicinals. However the Core Rulebook got errata'd to lower these prices. When buying a medicinal published in this book, what price should i use?
I also often play in society and have the "Big Win Against Big Potion" boon. This states: "From now on, whenever any of your characters purchases a medicinal, use the followingg chart to determine the cost of these items:" It then lists the updated prices in the new core rulebook. It then goes on to state: "In the future these prices will become standard, updated by an errata to the Starfinder Core Rulebook, representing the Society's actions in reshaping the Pact World's medicinal costs. However, you gain access to these reduced rates as soon as you earn this boon, and this applies to all of your Starfinder Society characters." Does this boon affect the price of non-Core medicinals i purchase?
My feeling on this is that the pricing in COM is a mistake, and should be fixed if there's an errata. The boon seems to imply that the intention was for all medicinals to be that price.
I found something i would like cleared up. Sepulchral Evolutionists get a discount on buying necrografts. This is 10% by default, but if there is another discount it increases that discount by 5%. There is a relatively small amount of necrografts, however it is also possible to purchase a biotech or cybernetic augmentation as a necrograft costing only 90% of the normal price.
My question is what the price for a necrograft version of one of these augmentations would be.
Would it be 85% of the originally listed price, meaning the 90% pricetag should be seen as a 10% discount?
Or would it be 81% of the price, as you get a 10% discount starting from the reduced price that is the necrografts price?
If a Stellifera in an active hydrobody gets hit by a wound or severe wound critical hit and lose a limb, what actually happens? I see two options. The hydrobody loses a limb, or the diminutive creature inside loses a limb. If the hydrobody loses a limb, can that be reformed by forming a new hydrobody? If the creature inside loses a limb, does this impact how it performs while inside of hydrobody?
Some creature companions have a burrow speed and can be ridden as a mount. I would like to know if my character can stay mounted while their creature companion is burrowing.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Traits Charming: (social) Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Reactionary: (combat) You gain a +2 trait bonus on Initiative checks.
Feats Improved Initiatice:(level 1)
+ 4 to initiative rolls.
—MAGIC— Hexes
Save DC 14 = 10 +0 (½×Witch level) +4 (Int)
Hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Slumber (Su): Cause a creature within 30' to fall into a deep, magical sleep, as per the spell sleep. Will save negates. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
Can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. Ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Spells:
Save DC 14+SL = 10 +4 (Int) + SL +1 DC (trait bonus) to language-dependent spells against targets that are (or could be) sexually attracted to Scalawag
Racial Abilities
1/day—dancing lights, flare, prestidigitation, produce flame.
CL is gnome's level; DCs are Cha-based.