Envoy Enhanced Inspiring Combo Cooldown


Rules Questions


Had a rule discussion with a player here (both lawyering ;)) and wanted to get more insight on this, as we will still play several Adventure Paths of Starfinder 1, and I couldn't find much about this topic and less that's definitive.

Here the ability first:

Quote:

Inspiring Combo (Enhanced, Ex) - 2nd Level

You have learned to synergize your combat actions with acts that inspire your allies or adapt to the current tactical situation. As a full action, you can both make a single attack and use one envoy improvisation you know. The improvisation must be one you can use as a standard action, move action, or swift action. You choose in which order to resolve these actions. Once you use this ability, roll 1d10 and subtract your Charisma modifier; you cannot use this ability again for a number of rounds equal to the result (minimum 1 round).
(...)

Now let's assume the result of the roll is 1 round. Does that mean that this ability can be used next round again as in tactical rules it states:

Quote:
When the rules refer to a “full round,” they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count on which they began. Thus, if a spell with a duration of 1 round is cast on initiative count 14, it ends just before initiative count 14 on the following round.

For me, it reads like it could be used immediately in the next round, but the "cannot" of the Inspiring Combo makes the player think otherwise. Any insight, official ruling I oversaw, or the like?

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