Bonus
Bonus statements allow adding bonuses and penalties to Properties.
Syntax
Bonus statements begin with the bonus
keyword, then the bonus expression, the to
keyword, the target, the as
keyword and the bonus type, finally ending with a ;
.
Bonus Expression
The bonus expression determines the actual number to be added. It can be just an integer, a Math expression, a Pick expression or a Property.
Target
Bonus target can either be a Property or a comma-separated, []
-enclosed list of Properties.
Bonus Type
Bonus type must be one of the following:
racial
enhancement
insight
shield
morale
circumstance
misc
specialization
dodge
theme
focus
These bonuses the normal rules defining how they should stack. misc
bonuses always stack, while circumstance
bonuses only stack if they're from different sources. All other types of bonuses don't stack, instead the highest of each kind gets picked.
Certain bonus types in the list above don't appear in the rules of Starfinder (specialization
, dodge
, theme
and focus
) but can be useful in specific circumstances.
Examples
-2 Penalty to Will Saving Throws
bonus -2 to character.will as misc;
+2 Racial Bonus to Intimidate and Survival
bonus 2 to [character.intimidate, character.survival] as racial;
Bonus to Climb Speed equal to Land Speed
bonus character.speed.land.normal to character.speed.climb as misc;
Bonus of 10 + Level to SR
bonus (10 + character.level) to character.sr as misc;
Bonus to Perception based on Mechanic Level
bonus pick [1:1, 5:2, 9:3, 13:4, 17:5, 20:6] at character.mechanic.level to character.perception as insight;