Things You Need to Know in ShadowFinder
Yep, it’s another preview of some of the material from the ShadowFinder book! Nothing on this page is OGL. This is a post of Community Use content of Paizo materials, and is a follow-up to my ShadowFinder Is Coming post from earlier in the week.
Unedited, still with its formatting tags.
[H1]New Things You Need to Know
While ShadowFinder is 100% Starfinder compatible, there are still a few things that are ShadowFinder-specific you need to know when going through this book. The key such things are detailed below.
And, yes, some of these things are straight-up benefits for player characters. It’s okay. The GM has a section on how things from the Shadowblast work, and why your PCs need these benefits.
Boosted Reroll: Some d20 reroll rules in ShadowFinder specify they allow a “booster reroll.” This means that when you reroll the d20 using that rule, if the result on the die is a 1-10, you add 10 to your total result. Thus, if you make an boosted reroll attack roll with a +5 attack bonus, and the d20 shows an 13 on your roll, you total is (13 + 5) 18. But if your d20 shows a 6 on your reroll, you add another +10 bonus, and your total is (6+5+10) 21.
Even on a boosted reroll, a natural 1 on an attack roll is an automatic failure, though if you need to know how much you miss by, you do get to add the additional +10 for rolling under an 11 on the die.
Heroic Defense: Characters in ShadowFinder are imbued by destiny to be major players in the battle against the worst parts of the Shadowblast, and as a result they just get harder to hurt when wearing their typical gear as they gain levels, without the need for heavy or bulky armor. When wearing their typical adventuring gear, every ShadowFinder character (regardless of character class), has a base armor bonus to EAC equal to their character level + the number of armor types (light, heavy, and powered) they are proficient with, and an armor bonus to KAC two higher than that.
Normally if you aren’t ready-for-trouble (sleeping, in a prison uniform, and similar circumstances where you haven’t had a chance to gear up), you don’t get your Heroic Defense. It’s up to the GM whether any given circumstance counts as being geared for trouble, but normally unless the PC willfully removed their gear or had it stripped from them while helpless, they get Heroic Defense.
You can wear armor if you want and can get hold of it—but its armor bonus doesn’t stack with the armor bonus from Heroic Defense.
There are also personal defense items, like protective vests, which can help you survive other-wise lethal weapon attacks and be used with or without other forms of armor. Additionally, you may be able to access armor upgrades as stand-alone “gizmos.” See Chapter XX for more details on this equipment.
Heroic Resolve: ShadowFinders are literally people who can change the force of the Shadowblast by setting their will against it. As a result, all ShadowFinder characters (regardless of class) have access to Heroic Resolve, allowing them to expend Resolve Points to reroll failed attack rolls, saving throws, and skill checks. You must decide to use Heroic Resolve after you know what your d20 roll is, but before the result of that roll is revealed by the GM.
A reroll with Heroic Resolve is a “boosted reroll,” as defined in this section.
Recuperate: Whenever ShadowFinder mention recuperating, it’s using that as a game term to describe when a character takes a 10-minute rest and expends a Resolve Point to regain Stamina Points. This if an ability says “Once you use this ability, you can’t use it again until you next takes a 10-minute rest and expends a Resolve Point to regain Stamina Points.
Saying “recuperate” is just faster, and makes it clear we’re always talking about the same thing. You can recuperate even if you don’t need to recover Stamina Points, but it still costs 1 Resolve Point.
Minimum Damage Dice: Whenever a ShadowFinder character (regardless of class) uses a weapon with which they are proficient, they can choose to roll that weapon’s damage dice, or use the minimum damage dice for their level and that weapon. For example, Seelah uses a longsword, an item-level 1, 1-handed advanced melee weapon that does 1d8 damage. When Seelah is 7th level, she can choose to use the longsword’s d8 damage, or her minimum damage dice in that category of 2d6. She adds her Strength bonus and Weapon Specialization bonus normally in either case.
See Page XX for the full rules on determining your minimum damage dice with a specific weapon.
Wealth Checks: Most things on Earth and Lost Golarion are bought with credit cards, paper money, signature-promised loans. Whenever you want to buy a typical piece of mundane, public-available gear, from an alarm clock to a car, you just need to make a Wealth Check, based on either half your level + one ability score (depending on the tye of work you wish to do), or a Profession skill check.
However, that economy simply does not cover strange gizmos of weird science, magic items of any type, black-market goods, and other things most common citizens don’t need, but adventurers often do. These things are purchased with Coin of the Realm (or “cr.” for short), special metal money minted by various secret societies and that are ultimately backed by a complex web of promises, rules, and reputation.
And by remarkable coincidence, the cr. cost of magic, gizmos, and so on in ShadowFinder, is exactly equal to the credit cost in a typical Starfinder game. See page xx in Chapter X: Equipment and Wealth, for more information on wealth checks, and Coin of the Realm.
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Posted on October 1, 2021, in Adventure Sketch, Game Design, ShadowFinder, Starfinder Development and tagged Game Design, gaming, Geekery, ShadowFinder, Starfinder, Worldbuilding. Bookmark the permalink. Leave a comment.