Developing to Spec: Part 21c (One pro-spell feat, one anti-spell feat)
Posted by Owen K.C. Stephens
This is the third 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.
We’re up to Spell Mastery, which once again references a rules element in PF (preparing spells) that does not exist in Starfinder (where all spellcasters are spontaneous). But it shouldn’t be too hard to come up with something spells related that matches the feel of the feat’s name and is useful for spellcasters.
Some spells you have learned to use in place of your normal repertoire.
Prerequisites: Spells class feature.
Benefit: For each spell level you can cast as a result of the spells class feature, select one spell from your class spell list that you do not have as a spell known. When you regain your spells per day, you may swap out one of your spells known at each level for a Spell Mastery spell of the same spell level. This lasts until you next regain your spells per day.
Special: You may select this feat more than once. Each time it is selected, you choose another spell for each level of spells you can cast which you can temporarily gain in place of a spell known when you regain your spells per day.
On to Spellbreaker… which is designed to work with the PF rule that if you cast a spell it provokes an attack of opportunity unless you cast it defensively, which is not a thing in Starfinder. But the core idea that your melee attacks make it harder for a creature to cast spells is something we can work with.
You know how to hit spellcasters where it hurts.
Prerequisites: Base attack bonus +5.
Benefit: When you make a melee attack against a creature you may choose to take a -4 penalty to the attack roll to make it a spellbreaker attack. If you attack hits and damages the target, it must succeed at a Fortitude save (DC 10 + your key ability modifier +1/2 your base attack bonus) or be unable to cast spells or use spell-like abilities for 1 round.
That attack penalty is enough to ensure characters are unlike to combine this with other difficult attack options (such as a full attack action), and in fact will likely want to use this as part of a team effort to give them enough bonuses to be able to hit (with flanking, Get ‘Em, and similar options taken by other characters in an effort to help), but since no extra resource is used the players are free to try that any time.
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About Owen K.C. StephensOwen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens
Posted on January 23, 2020, in Game Design, Pathfinder Development, Starfinder Development and tagged #Microfeats, Development, feats, Game Design, gaming, Geekery, Pathfinder First Edition, PC Options, Starfinder. Bookmark the permalink. Leave a comment.
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