When does a character have the Off-Kilter condition?


Rules Questions


In the rules it says:
"If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition"

Does this mean every time are shot or hit by melee (without anchoring or boot clamps) you become off kilter?

If that is true, does that go for all ammunition OR just "solid" objects like rounds, arrows, and, understandably, explosives and not lasers or flame throwers?


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Doesn’t it mean if you run into a wall or something? I doubt it’s talking about weapons and ammo.


Speaker for the Dead wrote:
Doesn’t it mean if you run into a wall or something? I doubt it’s talking about weapons and ammo.

That's what I originally thought, but the rules aren't very specific when talking about a "Solid Object". It was was interpreted during a session as any solid object that comes in contact with the character/monster.

Example: My Mechanic is shot by an enemy with an Autotarget Rifle that uses solid rounds. Being a "solid object" it gives the Mechanic the Off-Kilter condition if the 20 Acrobatics/Athletics save isn't made.

I can imagine it possibly meaning Melee & explosive ammo giving the condition if the save is failed, but some are seeing it as all weapons and ammo type.


I agree with Speaker for the Dead's interpretation.

However, even if I didn't, "during its movement" still applies. So a rifle shot would only do it when used as a readied action during the foe's movement.


I hadn't thought about this before, but it does make sense that you'd start spinning (go off-kilter) when hit with a projectile (not energy weapon) or melee attack if you aren't anchored to something (e.g., hand-hold, boots, etc.).


It does make sense, but that's not how the rules work. Here's the expanded text, which makes this make more sense than the abridged version served up above, spoilered for size:

Spoiler:
Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition. If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zero-gravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the off-kilter condition.

There could be (and probably are) other ways to gain the off-kilter condition, but I haven't found them yet. But as far as the above is concerned, no, getting shot doesn't make you off-kilter. Even getting shot while moving because a of a reaction shot.

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