Numerian Gunslinger

Sam Hatch's page

** Starfinder Society GM. 4 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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When will this scenario be available for non-convention organized play? The June 2020 date, or earlier to coincide with the organized play season?


I can agree with that. From a rules perspective it looks like it wont do anything. But it doesn't stop me from wishing or hoping that the ability has some effect.

My point is, there are several unique weapons now that do no damage but are still eligible for this mechanic trick / spell. It makes since that there would be some effect from the trick, afterall you're expending a lot of charges or a spell slot.

For instance if each extra damage dice boosted the required save or effectiveness of the special effect somehow. An overcharged shield projector protects for an extra amount or number of rounds, an overcharged graviton pistol or igniter is somehow more effective.


I've had this conversation with another other GM in our group. We think that once a character is burning, it is a REALLY big deal. Especially if Incendiary Grenades or extra criticals get involved.The key is that Burn Condition damage stacks from any source (except the ignite special property)and only Burn damage affects the reflex save.

So an example:
A Space Goblin crits a PC with a junklaser. He takes double damage from the attack and gains the Burn 1d4 condition. On his next turn he takes 1d4 Burn (for 2 damage), attempts the Reflex DC 12 at the end of his turn and fails.

During the next round he is accidentally hit by a "friendly" incendiary grenade and fails the Reflex DC 13, taking 1d4F(4) and gaining an additional Burn 1d4. Giving him a total of Burn 2d4. On his next turn he takes 2d4 Burn (for 7 damage). He then decides to spend a Full Action to "stop, drop and roll." At the end of his turn he attempts the Reflex DC 17, but gets a +6 bonus on the roll (+2 from a single failed consecutive save, and +4 from smothering the fire). This time he passes and ends all burn conditions.


1 person marked this as FAQ candidate.

To me it seems like Igniters (Armory p. 17) as a ranged energy weapon are just asking to be Overcharged (Mechanic Trick) and/or the target of the spell Supercharge Weapon (Technomancer). I mention both since they share some wording, adding additional damage “of the same type the weapon normally deals.”

However, an igniter’s profile deals no damage, instead relying on the Ignite (Armory p. 29) special property. But they are clearly listed as a flame weapon which deals fire damage to light targets on fire. So two part question…

Does weapon specialization work with igniters? Do you get to add specialization with longarms to it's “-” damage?

Can igniters be the target of Overcharge and Supercharge Weapon? If so, does it add to the base "0+Specialization+AdditionalDamage" or somehow effect the ignite special property?