ThainStar's page

7 posts. Alias of David Shetter.


RSS

Sovereign Court

1 person marked this as a favorite.

First. I see no time duration on the property.

Player Core wrote:


Boost

You can charge up a weapon with this special property with an Interact action to add an additional damage die of the listed size to the next attack you make with the weapon. The damage from this trait increases to 2 dice for advanced-grade and superior-grade weapons, 3 dice for elite-grade and ultimate-grade weapons, and 4 dice for paragon-grade weapons. On a critical hit, roll these after doubling the weapon’s damage. Multiple boosts have no effect.

Is there anything preventing you from boosting and then going exploring or whatever? Basically to always have it ready for the first turn of combat, there is no sustain or anything like that on the ability.

Second. How does it interact with Area of Effect Attacks.

Does it affect a single target within them? or All of them? Something else?

By default Boost isn't on any area effect weapons, however the soldier can turn any 2-handed weapon into an area effect weapon with Whirling Swipe.

Sovereign Court

Generally if something says you CAN do something, you can, another example which makes this CLEARLY obvious is the Whirling Strike.

It MAKES your weapon unwieldy and says you can use primary target with it in the same feat.

Just like abilities might let you hide when that's normally not possible.

Player Core Chapter 8 wrote:


Specific Overrides General
A core principle of Starfinder is that specific rules override
general ones. If two rules conflict, the more specific
one takes precedence. If there’s still ambiguity, the GM
determines which rule to use. For example, the rules state
that when attacking a concealed creature, you must attempt
a DC 5 flat check to determine if you hit. Flat checks don’t
benefit from modifiers, bonuses, or penalties, but an ability
that’s specifically designed to overcome concealment
might override and alter this. While some special rules
may also state the normal rules to provide context, you
should always default to the general rules presented in this
chapter, even if effects don’t specifically say to.

The problem with this "rule" is that it can get confusing on what is specific in situations in which say a magic weapon and class ability conflict, however in this scenario you are talking about a class feature (specific to one class) vs the general rules (apply to everything) so the hierarchy is clear.

Sovereign Court

>Associated Skills: Piloting and Survival. When you make an attack while you’re inside a vehicle, you can attempt a Piloting check with a +1 bonus to make a trick attack.

This wording is very different than most specializations. For one, it's conditioned on a specific circumstance (being in a vehicle), about the only other one with such is Hacker, and it's basically "Is there anything electronic anywhere?" which is a much simpler condition to satisfy.

Additionally, it words the option to attempt the check when making an attack. (not when making a trick attack)

Compare to say: Daredevil
>Associated Skills: Acrobatics and Athletics. You can attempt an Acrobatics check to make a trick attack.

I tried looking for a FAQ or any questions about this but didn't have much luck.

Sovereign Court

There are several class features which allow additional armor upgrade slots.

Operative Exploit: Armor Optimizer (Ex)

Mechanic Alternate class feature: Experimental Armor Prototype

Soldier Fighting Style: Armor Storm: Enhanced Tank

In addition, you can gain the Armor upgrade slot Augmentation, effectively replacing either an augment slot with an armor upgrade slot (arm, foot, hand, leg, or at the base of the spinal column)

The fastest way, would be to take a single level of mechanic as their feature is level 1. However multiclassing for an armor upgrade slot might be a bit much.

Sovereign Court

2 people marked this as FAQ candidate.

I just wanted to see if I was reading this correctly. That could choose a necrograft form of a personal upgrade.

CRB wrote:

Personal upgrades may be cybernetics,

biotech upgrades, mystical crystals, nanite
enhancements, or various other forms
of enhancement, and each permanently
grants you additional ability score points.
Armory wrote:

Any biotech or cybernetic

augmentation can be created as a necrograft and installed
for only 90% of the augmentation’s normal cost, but doing
so causes the recipient to gain the necrograft subtype (see
below).

Working on a spooky android and want to know if this can make him spookier.

Sovereign Court

Don't forget there is an easily missable line in Equipment:

In general, any minor piece of equipment with a real-world equivalent
(alarm clock, camera, digital keys for vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk.

You are given a pretty wide net of things you can get for 5 credits.

You could for example, purchase a comm unit 7, RC car 5, and camera 5, and have a remote control drone for 17 credits and maybe an engineering check to get it all working together well. Granted if you wanted to actually make it secure you'd need to upgrade the comm unit with fully functional computer and security so would probably run closer to 300 credits.

Sovereign Court

Under the description of Encourage it says it works as the Aid Other skill (meaning you can make a DC10 check in the related skill) or Alternately you can make a DC 15+ Starship Tier Diplomacy Check.

Is only the alternative mode available if you are aiding a gunner? Or would it be considered a Piloting Check, Or even a Gunnery check (DC 10)?

Thank you for your assistance.