Operative Exploits in Really Wild West (for Starfinder)

Having taken a look at the whip in Really Wild West, there are some exploits for operatives that immediately come to mind. Not that are mandatory for whip-use, but that are suggested by it and thematically appropriate.

RWW Operative

(art by warpaintcobra)

New Operative Exploits

2nd level

Dance! (Ex): You can make attacks that do more psychological damage, such as shooting at someone’s feet and forcing them to hop about. When you successfully trick attack a target you can forgo all your trick attack dice to force the target to make a Will save. On a failed save, the target is shaken for a number of rounds equal to your normal dice of trick attack. You can choose to do your non-trick attack weapon damage or not, as you prefer, when you use this ability.

Disarm Trick (Ex): When you succeed at a trick attack using a weapon you could perform a disarm combat maneuver with (normally a melee weapon, unless you have some way to make disarm attacks with ranged weapons), you can forgo all damage to add a bonus to your attack roll equal to your normal dice of trick attack. If you attack roll succeeds, you disarm your foe.

Gusher (Ex): When you successfully trick attack a target, you can forgo one die of trick attack damage to cause the target to gain the bleed condition. The bleed is equal to 1d6 + the number of trick attack dice you normally get.

PATREON
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About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue 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.

Posted on May 13, 2020, in Starfinder Development and tagged , , , , , . Bookmark the permalink. Leave a comment.

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