Monthly Archives: January 2020
Developing to Spec: Part 22d (The Last PF Core Feats)
This is the fourth section of Part 22 of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can go back and read previous entries where we converted every feat in the PF core rulebook to Starfinder (and I shared my thoughts on that process, as a developer and writer)— or you can just look at the finished feats here.
This is it. The very last feats from the PF Core Rulebook that did not exist in Starfinder. This has been my longest ongoing blog series ever. I’m almost sad.
Almost.
But, let’s get to them, shall we? We begin with Unseat.
A confession. Having played hundreds (in all honesty, maybe thousands) of sessions of Pf and the games that came before it, I have never seen Unseat be used, or even taken by a character, even once.
It’s a super-specific jousting feat. Yo have to be mounted to use it. And attacking with a lance (and only with a lance). And your target has to be mounted. AND you have to charge to use it. And if you hit, you can TRY a bull rush to unseat the target.
That’s so many rules I’d be inclined to just add them to what a lance can do without needing a feat for it. Plus, does this mean that without this feat, I can’t use trip or bull rush to take a mounted foe out of their saddle? Or only that I can’t do it as part of a charge attack with a lance?
But we HAVE to make a Starfinder version, so:
UNSEAT (Combat)
You can rip foes from the mounts and vehicles.
Benefit: When a foe that is mounted or in a vehicle provokes an attack of opportunity from you, you can make a bull rush or trip combat maneuver instead of a melee attack. If you succeed, you pull the target off their mount or out of their vehicle, and leave them prone in an adjacent space.
I’m still not sure how often that’ll come up, but at least knocking folks off their motorcycle has genre-emulation value.
Next up is Weapon Finesse. Which, like so many PF feats, requires things (like a definition of “light weapons”) that Starfinder doesn’t have to allow something (switching some melee weapons from Strength to Dexterity) Starfinder isn’t designed to allow. In fact Starfinder already essentially decided that light weapons are “operative weapons,” and anyone can use their Dexterity to attack with them, and no other weapons should be allowed to do that under any circumstances.
But there is one thing that Starfinder’s system could allow for — some way for operatives to make trick attacks with different weapons than normal. Not to be more effective (operatives are FINE on the power scale), but to support different character concepts and variable tactical styles.
WEAPON FINESSE (Combat)
You can use bulkier, slower weapons to place attacks with additional effects.
Prerequisites: Trick attack class feature.
Benefit: You can use any weapon to deliver a trick attack. When you do so with a non-operative melee weapon, you may choose to use your Dexterity modifier, rather than Strength modifier to add to your attack bonus. You can only apply the trick attack to a single creature, regardless of how many the attack affects, and must make the appropriate skill check. For that one trick attack, you deal either just your trick attack damage +1 per operative level (with its damage type determined by the weapon), or you do the weapon’s damage without any bonus from your trick attack. In either case, you can apply any other effect your trick attack imposes onto the target you trick attack.
There are things this does, and things it does not do. It won’t increase any character’s single-target damage-per round output, and that’s intentional. It also won’t allow a solarian (for example) to ignore all Strength in favor of Dexterity, and that’s intentional. It is of most use to operatives who want increased flexibility. You may not do any more damage to one target when you deliver a trick attack with a grenade, but you still get the rest of the effect of a grenade. making unarmed attacks as trick attacks won’t bust your damage curve, but it’s a lot better than normal trick attacks if you’ve been disarmed.
Okay, last one.
Whirlwind Attack
Whirlwind Attack is a PF feat that normally comes in at mid- to high-level play that has 7 prerequisites (though a fighter could theoretically meet them all by 4th level), that allows you to make one melee attack against every target within reach. Again, a chunk of that is balanced by the fact that in PF, a good chunk of your Damage Per Round (DPR) is based on making more attacks each round. In Starfinder, your DPR increase is much more strongly tied to each attack doing more damage, so getting to make a single attack against a large number of foes is much more powerful.
We could probably do something with forcing you to take the full attack -4 to your attack rolls, and then maybe another -2 or so… so it’s only useful against lower-level foes, and even then you won’t hit all of them, so if you connect with one or two your DPR is reasonable…
But wow that doesn’t sound like fun or satisfying as a player. Let’s try something else.
WHIRLWIND ATTACK (Combat)
You can surround yourself with lighting-fast, shallow strikes.
Benefit: When you use the full-attack action, you can give up all your other attacks and instead make one melee attack against each opponent within reach. Make a single attack roll, and apply it to the AC of every target in reach. Roll damage once, and apply half the value to every target you hit.
That’s easy to access, it lets you do a little damage to a lot of foes (which is closer to how Whirlwind Attack generally works in Pf anyway), has a much better change of doing SOME damage to multiple targets. If you want to lay about and put a hurt on a lot of people up close this works, even if you won’t be able to pile nearly as much on any one target.
AND THAT’S IT!
What comes next? Who knows! Let me know your thoughts, over at my Patreon, or as a comment here, or at my email, Twitter, or Facebook!
PATREON
Like all my blog posts, this is brought to you by the wonderful patrons of my Patreon! Want more of this content? Want to suggest specific game systems, topics, of kinds of articles? All of that is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!
Developing to Spec: Part 22c (Two-Weapon Feats)
This is the third section of Part 22 of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
We have come to the last couple of two-weapon related feats; Two-Weapon Defense and Two-Weapon Rend. It would have made sense to write these back when we were writing the base Two-Weapon Fighting feat and it’s follow-up feats, but since we were only checking all the prerequisites for Greater Two-Weapon Fighting, and didn’t check to see if there were any more thematically-linked feats (such as Double Slice, or today’s examples), it didn’t come up.
So, Two-Weapon Defense is a combat feat that grants bonuses to AC. We’ve made major changes to every one of those we’ve run into on this project and for Two-Weapon Fighting we need to adjust:
Not a darn thing.
Seriously. With the advent of shield bonuses being defined in COM, Two-Weapon Defense works perfectly as-written. Even the prerequisites are reasonable. We can just add it to the game as-is. (If it makes sense and ain’t broke, don’t adjust it). We could require the two weapons to be melee weapons (although PF didn’t–apparently twin hand crossbows is fine), but the visual of the two-pistol character blazing away to give themselves cover fire is too cool to restrict even if it makes slightly less logical sense.
TWO-WEAPON DEFENSE (Combat)
You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
And that bring us to Two-Weapon Rend which… does need change. I’ve never been convinced the PF version of Two-Weapon Rend was balanced. At first glance it looks like just a little bonus damage, but later FAQs made it clear that it also benefits from damage bonuses that apply to both attacks that trigger it (such as Power attack and potentially sneak attack) but not things that specifically are weapon damage bonuses (such as weapon enhancement bonuses and spells such as divine favor. Which means it is far, far more powerful for cavaliers, paladins, and rogues than for most other classes.
Any damage bonus is always problematic with Starfinder feats, especially those that won’t really have a drawback for a large portion of characters. While it’s nice for being multi-armed being useful, we don’t want a feat to radically change that usefulness if that calculation wasn’t considered in creating the core rulebook.
Luckily the feat’s name says you “rend,” not “do extra damage” so there are other options.
TWO-WEAPON REND (Combat)
You can make the intersection of damage from different weapons hurt.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When you hit and damage the same target with attacks from two or more weapons in the same round, it must attempt a Fortitude save (DC 10 +1/2 your base attack bonus +your key ability score modifier). If it fails, it is sickened for 1 round for ever 5 item levels of the lower-level of the weapons (minimum 1 round). This is a pain effect.
Now, why did we say it was a pain effect?
Pain IS one of the descriptors Starfinder lists in the core rulebook. Pain effects note “Creatures that are immune to effects that require a Fortitude save are immune to pain effects.” It doesn’t come up that often, but it also helps explain why rending someone causes a sickened effect, so it’s worth the extra wordage.
Okay, that just leaves three feats, all of which we’ll tackle tomorrow.
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Developing to Spec: Part 21d (Finding Design Space)
This is the fourth section of Part 21 of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
So here we are at the last post of the next-to-last week of this season-long project. There are still some real problem feats in front of us, but today won’t be too bad.
And it starts with Spirited Charge.
In PF, Spirited Charge helps charge-based characgers keep up with damage-per-round (DPR), since a major factor of DPR is getting multiple attacks per round and you (generally) can’t do that with a charge. However, in Starfinder, the primary way DPR increases is through bigger weapon damage dice and Weapon Specialization. So a damage multiple would be, to put it simply, broken as heck.
However, charging has big drawbacks in Starfinder, in the form of penalties to attack and AC. That gives us some design space, if we are clever and careful. We can mitigate those… but we need to keep an eye on other abilities that do this. For example, the uplifted bear’s ferocious charge and the soldier’s blitz fighting style already negate the normal penalties to attack rolls and AC. Since people playing an uplifted bear blitz solider are likely among those most interested in a Spirited Charge feat. (And, by the way, I want to play an uplifted bear blitz soldier now… )
SPIRITED CHARGE (Combat)
Oh lawd, you be comin’.
Benefit: When you charge, you can attempt a trip combat maneuver in place of the normal melee attack. In addition, you can charge without taking the normal charge penalties to attack rolls or AC. If you have another ability that allows you to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style or an uplifted bear’s ferocious charge), you gain the ability to charge through difficult terrain. If you already have the ability to charge through difficult terrain (such as from being an uplifted bear with the blitz fighting style), you can charge even if you do not have a clear path directly to your target (running around obstacles, for example), and if the space adjacent to the target that is nearest your starting space is blocked or occupied, you can charge to the closest available adjacent space.
That brings us to Stealthy. Like all our PF +2-to-2-skills feats, this needs a total conceptual rewrite. Luckily, reading through terms like “Hide” and “Stealth” in a pdf of the rulebook gives us lots of places we can grab some design space.
STEALTHY
You can always find a way to avoid detection.
Benefit: You can attempt to make a Stealth check without cover or concealment. Doing so applies a -20 penalty to your Stealth check. This is cumulative with the penalties for attempting Stealth while moving more than half your speed.
Additionally, if you are using Stealth and you would be detected by a sensor or spell (such as detect thoughts) from a creature that is not currently observing you with a primary sense. This acts as nondetection, but the DC for those attempting to detect you is 11 + ranks in Stealth + any insight bonus you have to Stealth.
This design took some careful consideration. Since it’s already a -10 to make a Stealth check after a successful Bluff check, it needs to be harder to make Stealth with no cover or concealment at all. This is mostly only useful for sneaking past low-level threats… but that often includes things like guard animals and patrols. And besides, the chance to duck other ways of being detected is a nice back-up for nonmagic sneaks who should have SOME change to have trained in ways to avoid cameras and crystal balls.
PATREON
Like all my blog posts, this is brought to you by the wonderful patrons of my Patreon! Want more of this content? Want to suggest specific game systems, topics, of kinds of articles? All of that is only possible if people join my Patreon, help me have the free time to write these things, and let me know what you want to see!