Bonuses and Penalties

Throughout the course of her adventures, a character often comes under the effects of conditions, circumstances, magic, technology, or other factors that provide her with bonuses or penalties to certain game statistics, such as her Armor Class (AC), attack rolls, or saving throws. The situations that can grant bonuses or impose penalties in Starfinder are practically limitless, but bonuses and penalties all function using the rules described in this section.

While it’s always a good idea to keep track of all bonuses and penalties affecting your character at any given time, such tracking is particularly important during combat. After all, that +1 morale bonus to attack rolls from the envoy’s get ’em improvisation might mean the difference between either landing the blow that fells a security robot or allowing it to remain standing (and subsequently take out a wounded ally). GMs should take care to note all bonuses and penalties that are in effect during combat, but ultimately, it’s usually up to the player to track the bonuses and penalties affecting her character at any given time so that she has an accurate handle on how she performs in combat.

The rules that govern bonuses and penalties, as well as the different specific types of bonuses, are described below.

Source

Core Rulebook pg. 266

The term “bonus” in Starfinder can refer to a benefit you receive outside the typical framework, such as if a monster gains a bonus feat. Sometimes the total you add to a die roll after all calculations is referred to as a bonus, such as your initiative bonus or an attack’s damage bonus. Other bonuses are divided into specific different types, representing the varying conditions and circumstances that provide bonuses to various numbers or values within the game.

When multiple bonuses apply to the same value, different types of bonuses all apply, but in most cases bonuses of the same type do not add together (or “stack” with each other), unless a source specifies otherwise. (For an exception, see Circumstance Bonus below.) Bonuses that do not list a bonus type do stack, both with each other and with all typed bonuses. Such bonuses, often referred to as “untyped” bonuses, are among the most utilitarian of all bonuses in the game.

For example, Keskodai has a +2 morale bonus to his saving throws, because an angelic being is protecting him with aura of mettle, one of its special abilities. While benefiting from the aura, Keskodai casts the death ward spell on himself. As a result, when attempting a saving throw against death spells and death effects, he can add the +4 morale bonus granted by his death ward spell, but he cannot also add the morale bonus from the angelic being’s aura of mettle. Only the higher of the two bonuses applies, because they are both morale bonuses and therefore do not stack with each other. While benefiting from the angelic being’s aura of mettle ability, though, Keskodai still gains the +2 morale bonus to saving throws other than those against death spells and death effects, because such saving throws are not affected by the death ward spell.

The following describe the most common forms of bonuses, what they represent, and the kinds of things to which they apply.

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Source

Core Rulebook pg. 266

Various effects can cause you to take penalties to ability scores, Armor Class, die rolls, movement, or other statistics. Unlike bonuses, penalties do not have types. However, multiple applications of the same penalty generally don’t stack—only the highest penalty applies.

For example, suppose the GM assigns a penalty to Acrobatics checks on a frozen lake because its surface is slippery, and one of the PCs’ enemies has a device that applies penalties to Acrobatics checks in an area by freezing the ground so that it is icy and slippery. Causing the already-frozen lake to again be frozen doesn’t make it any more slippery and in fact doesn’t change it much at all. Therefore, only the highest of these two penalties applies to Acrobatics checks creatures attempt on the doubly frozen ice.

The GM serves as the ultimate arbiter of whether or not two situations that apply penalties count as the same source and thus whether the penalties stack. A GM might decide that while freezing a lake twice doesn’t make it any more slippery, pouring oil on its surface does, and additional penalties might accrue from other environmental factors, such as a strong wind, an earthquake, or the lake’s surface having frozen unevenly into a series of inclines and depressions.

Source

Core Rulebook pg. 267

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