SFS questions for the devs re: Hirelings.


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The Hireling sounds cool in theory but I have a couple of questions.

1. When getting the next level of hireling do we use the sellback plan to sell the previous version?

2. It mentions that the hireling can be aided. If it has a skill that we don't can we use our action to have the hireling attempt to aid another PC?

3. Can a GM refuse to let the hireling make key skill checks for the party? I could easily see a master hireling being the party face but the GM may not like Mr. Noname being the decider of if we get our second fame point.

If we are able to use the sellback plan so that it never costs more then 2 fame I could see having a couple and bringing one along to at least try at skills the rest of the party is short on.


Bumping this now that Gencon is over.


Another bump. I'd like to know more about these before I hire them.

Paizo Employee 5/5 Starfinder Society Developer

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Sorry, since we were at Gen Con and only got back into the office yesterday, this is something I can only get to now. I'll answer #2 & #3 first:

2. You can use your hireling to perform an aid another check in your place, as long as the hireling has the relevant skill.

3. A GM cannot refuse to let you use any rules your character possesses.

and...

1. To answer this, here's some official clarification.

Official Clarification: Higher levels of Hireling Access require the previous versions be purchased. You cannot sell back the previously purchased, lower level, version of this boon, as those boons are prerequisites to use this boon. If you do so, then the higher level boon cannot be used.


So they are a bit more expensive then I hoped but they can aid.
Thank you for the reply.

Actually at high levels with the Efficient Administrator boon that could be up to level +12 on the checks.

Will there ever be a way we can slot 2 social boons?

2/5

A couple of other questions, if I may.

1) For any check that requires tools, do I need to provide them? My specific example is Medicine - do I need to provide the Medkit? As this sets the DC for Treat Deadly Wounds, I feel it's important.
2) It says the Hireling doesn't gain any benefit from spells, but what about gear? Can I get an engineer's toolkit, for instance, and let it grant the +2 to my Hireling's roll?
3) How many ranks does a hireling have in a skill? I assume it's my level, but I wanted to check. If we want a hireling to repair or craft an item, for instance.
4) The hireling can't be employed in combat, but can they use engineering or mysticism to disarm traps outside of combat?
5) Can the hireling take 10 or take 20?

Looking forward to the clarification.

Thanks.

Grand Lodge 3/5

Ouch. That's a pretty big cost increase. :(

Paizo Employee 5/5 Starfinder Society Developer

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Chris Clay wrote:

A couple of other questions, if I may.

1) For any check that requires tools, do I need to provide them? My specific example is Medicine - do I need to provide the Medkit? As this sets the DC for Treat Deadly Wounds, I feel it's important.
2) It says the Hireling doesn't gain any benefit from spells, but what about gear? Can I get an engineer's toolkit, for instance, and let it grant the +2 to my Hireling's roll?
3) How many ranks does a hireling have in a skill? I assume it's my level, but I wanted to check. If we want a hireling to repair or craft an item, for instance.
4) The hireling can't be employed in combat, but can they use engineering or mysticism to disarm traps outside of combat?
5) Can the hireling take 10 or take 20?

Looking forward to the clarification.

Thanks.

Answers!

1) Yes.
2) I will adjust it to include bonuses from gear as well. Though they should still need to consume gear when required (such as treating deadly wounds)
3) I'll add this into a more comprehensive FAQ list. For now, it should be assumed that hirelings cannot craft items for PCs.
4) Yes. Outside of combat they can use these abilities (assuming the trap is detected)
5) No.

2/5

Thurston Hillman wrote:


Answers!

1) Yes.
2) I will adjust it to include bonuses from gear as well. Though they should still need to consume gear when required (such as treating deadly wounds)
3) I'll add this into a more comprehensive FAQ list. For now, it should be assumed that hirelings cannot craft items for PCs.
4) Yes. Outside of combat they can use these abilities (assuming the trap is detected)
5) No.

Thanks. Nothing there is a surprise, but I'm glad to have it clarified.

3/5 5/5 *

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So slight clarification. I was taking the "does not participate in combat" clause to mean they aren't companions, no own actions or initiative, since it's just mechanically a boon that gives you a modifier to a skill. And that you could still use your actions to access the skill in combat.

IE, you can't attack and then have the hireling go use disable device in the round. But if you are using your action to say roll a life science check to identify a creature you could still use its modifier, or make the disable roll as your action for the round.

Or in starship combat, it can't fill a crew role itself, but if you go play engineer you could use its modifier to make the rolls so you can participate more effectively as a low skill character.

Am I being too lenient in my understanding?

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