Category Archives: Starfinder Development

Developing to Spec: Starfinder Missing Legacy Feats (Part 2)

This is Part Two of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can find Part One here, or just the finished feats (as they are written) here.

So yesterday in Part One we discussed what to do if you have a developer/writer job to take on you don’t think is a great idea, and how to work to make it a great idea.

To serve as our example, we’re creating the “Missing” legacy feats for Starfinder, taking every PF core rulebook feat that doesn’t have a feat by the same name in SF, and writing a new version.

So far, we’ve done Acrobatic and Acrobatic Steps (see part One for a detailed discussion of that).

And now, we have to tackle Agile Maneuvers.

In PF, this feat allows you to use your Dexterity when calculating your CMB (combat maneuver bonus). Our problem? In Starfinder, we don’t USE CMB, and we don’t want to give bonuses to combat maneuvers based on Dexterity, because there are already ways for a character to do that.

So, again, we need a different benefit with the same name and a similar niche. So, we need to read the rules again.

Going over combat maneuvers in Starfinder, we see they are a standard action. That’s it, no way to make multiple combat maneuvers as part of a full attack. Well, okay then! Let’s run with that as a place to make our new feat. (This kind of “place where the rules leave room to do multiple different kinds of things that are balanced and interesting” is sometimes referred to by game professionals as a game’s or concept’s “design space.”)

So let’s see what that might look like.

AGILE MANEUVERS
You’ve learned to leverage your quickness when attempting complex maneuvers in combat.
Benefit: When you take a full attack action, you can make a melee combat maneuver in place of one or more of your attacks. The combat maneuver takes the same penalties to its attack roll from being part of a full attack as the attack it replaces would, as well as any normal bonuses or penalties related to being a combat maneuver.

So, this is designed to only work in melee (on purpose–ranged combat maneuvers are rare but already a big advantage over melee combat maneuvers, and giving characters who focus on melee in Starfinder new options generally has less impact on the play space, and encourages creative and mobile tactics). It also works with abilities that improve your accuracy when making multiple attacks in a round (which is good–combat maneuvers are hard enough unless you’re a specialized taclash-wielding skittermander), but doesn’t break any of the game’s underlying combat math.

That brings us to Alertness as a feat… which has the same problems as Acrobatics as an unneeded feat in Starfinder. So, again, we need to read the relevant section of the Starfinder rules to look for a new design space, and that runs us right into the states of awareness. Which seems ripe with design space, but…

Here’s one of the places where being aware of the issues found in a game as it is played is important. The states of awareness already confuse, confound, and annoy a lot of GMs and players. We CAN build on it if we need to — it’s a functional and official part of the rules — but it’d be better if we can find some design space more easily utilized by a bigger portion of the target audience.

(Full disclosure–I helped with those states of awareness rules. Mea culpa. A rewrite is something I keep thinking about… but not for this project.)

So, time to do a search for “Perception Checks” and “Sense Motive.”

There are rules on Perception while asleep. It’s not much, but it’s not nothing. Having an alertness ability mean you don;t take -10 to Perception checks certainly feels appropriate. Sense Motive has an option to sense mental effect, which normally takes a minute. Allowing that to be done in one round might not be bad–but it also might spoil adventures specifically designed to make sure you can’t interact with someone for a full minute. We can cut it down to half a minute maybe, but that’s not much of a benefit, even coupled with the sleep benefit. Similarly, adventures can be ruined if it’s too easy for a character to call out a lie.

But there ARE less adventure-ruining used for Sense Motive, to oppose Bluff uses such as diversion, feint. While we normally don’t want to play with the math in Starfinder, if it is tightly limited to specific events, it can work.

So, our new Alertness.

ALERTNESS
You often notice things that others might miss.
Benefit: When asleep, you take only a -2 penalty to perception checks, rather than the normal -10. Additionally, you gain a +5 bonus to Sense Motive checks to oppose Bluff checks to create a distraction, and your Sense Motive bonus is treated as 5 higher for Bluff checks made to feint.

And that brings us to Alignment Channel, which, woof.

But we’ll tackle it next week!

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Developing to Spec: Starfinder Missing Legacy Feats (Part 1)

This is Part One of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can find Part Two here, or just the finished feats (as they are written) here.

The job of a freelance game developer (or writer) isn’t always to do the thing you think is the best, or the most fun. Sometimes, it’s to do the best, most fun version of the thing you are being paid to create. You may think that core idea is a bad one, but if you agree to do the job, you are agreeing to fulfill its design goals. You can (and should) suggest the design goals might not be good ones (you are being paid for your opinions and talents, by all means be a strong advocate for your opinion), but in the end the people paying you deserve to get what they ask for if they aren’t convinced by you.

And there absolutely CAN be good business reasons to do a product that has a concept that isn’t the most fun, or more useful addition to a game. If you have moral or ethical objections to that concept, the right answer is to refuse to do it at all. If you just think it’s not a great idea, and you agree to do it, your task is to make the best version of that product you can.

Sometimes, the results can surprise you.

So, let’s look at some concrete examples of developing an idea that, at least at first blush, isn’t fun or smart.

Let’s do the Starfarer Missing Legacy Feats.

Here’s our remit: Create Starfinder-compatible versions of all the feats that are in the PF Core Rulebook, but not in the Starfinder Roleplaying Game.

There are some obvious issues here. the two games are different, despite sharing a lot of the same DNA. And many feats are “missing” because they’ve been simplified or replaced. In fact, we run into this issue with the VERY first “missing” Legacy feat: Acrobatic.

Acrobatic is one of the PF feats that gives you +2 to two skills: Acrobatics and Fly. There’s no need for that feat in Starfinder, because Skill Synergy covers it and more. (And the skill DC math is different, the bonus structure is different, and there’s no Fly skill, and… lots of reasons, but Skill Synergy is the most obvious).

So, we are required to have an Acrobatic feat, and it’s a terrible idea for it to do the same thing. So, as a developer or writer where do we start? Well, I always like to go read the rules we’re dealing with, so it’s time to read Starfinder’s Acrobatics skill.

Here we see the skill has 4 tasks: balance, escape, fly and tumble. We don;t want to give numerical bonuses to any of those (because that would interefere with the balance of skill DCs in the game), and we want to give benefits that feel ‘acrobatic,’ and apply to both being acrobatic and flying.

Looking at fly first, we see you normally have to take a move action to hover, or if you have perfect maneuverability you can do it without making a check, or as a swift action if you make a check. But taking a swift action still prevents a full action in Starfinder. So, here’s a place we could have a benefit — allow you to hover as if you had perfect maneuverability even if you don’t, and allow you to hover without using any action without making a check if you do have perfect maneuverability.

So, that means we need some similar benefit for one or more of balance, escape, and tumble.

With balance, you need to make a check if you take damage, so we could allow someone with this feat to ignore that requirement.. but that’s pretty corner-case so more is needed. Escape is a standard action, or a minute for restraints, so we could make that faster. Tumble requires you to not be encumbered… but that makes sense. It also requires you to move at half speed as a move action, so there’s a place we can give some benefit for the feat.

And as a last step, we need to check all other feats and class abilities to make sure none of them already do the things we are now considering making feat benefits.

Then, we pull the whole thing together, as follows:

ACROBATIC
You are particularly talented at balancing, flying, and tumbling.
Benefit: When using the Acrobatics skill for the following tasks, you gain the listed advantages.
Balance: You do not have to make a skill check to maintain your balance if you take damage.
Escape: You can attempt to escape from a grapple or pin as a move action. You can attempt to escape from restraints in half the normal time.
Fly: If you do not have perfect maneuverability, you can attempt to hove as if you did have perfect maneuverability. If you do have perfect maneuverability, you can hover without making a check and without taking an action to do so.
Tumble: You can make an Acrobatics check to tumble as part of any action in which you move, and do not have to move at half speed to do so.

So those are all situational, minor benefits–but there are four of them, they are all linked to the same skill, and none of them alter the balance of skill check math in the game. Overall, not a bad feat!

Next comes Acrobatic Steps… which is built on Nimble Moves. Starfinder has a feat called Nimble Moves, which is better than PF’s Acrobatic Steps, but our remit requires us to create Acrobatic Steps, so…

ACROBATIC STEPS
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves
Benefit: As long as you are not encumbered or overburdened, you ignore the effects of difficult terrain.

Which brings us to Agile Maneuvers, which has a similar, but potentially more complex set of issues. Which we’ll tackle tomorrow!

PATREON
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Making d20 Creatures Interesting: Phase Venom

In general, d20 games are more fun if the foes have abilities that require PCs to make interesting decisions.

Ideally these abilities can be easily figured out (perhaps after being experienced a time or two), follow an internal logic, and force the players to try new things without being frustrating or overpowered.

For example:

Phase venom. A creature with phase venom is out of phase with all standard planes of existence. It takes only 50% of the damage inflicted on it, and it only 50% likely to be effected by nondamaging effects.

All the creature’s attacks infect targets injured with phase venom, causing them to be more in-phase with it, and less with the normal universe. Such targets do full damage to the phase venom creature and have nondamaging effects affect it, normally, but receive 50% less healing from allies not at the same phase, and each round are 50% less likely in that round to be affected by non-damage based abilities (such as beneficial spells) cast by allies not at the same phase. They also take only 50% damage from creatures not out-of-phase, and are only 50% likely to be affected by such foe’s nondamaging effects.

A target of phase venom becomes fully in-phase with their normal reality after one minute.

Now, this makes a creature very resistant to PC attacks, but it also gives them a way to make it less resistant, at the cost of potentially being more cut off from ally support. OTOH, if the phase venom creature is used in a fight with creatures that don’t have that ability, a PC that becomes out-of-phase is actually harder for some foes to hurt… which may cause them to target in-phase foes.

None of this is overpowering, but it adds a new element to an encounter, forcing PCs to decide who is best to face off against each kind of foe.

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Ungol

Ungol is the Accursed City, the Land of Maddened Death, and the location of the Skulmance.

It is a kingdom, a ruin, a demiplane, a demigod, and an artifact.

Ghouls live in Ungol, as do wererats, rakshasa, jackalweres, and hags.

It can be reached only through rituals, though some rituals once performed open a path on a regular, though often infrequent, basis. It opposed, and is opposed by, Valorgard.

Only pain and wickedness comes from Ungol, and to even know of it can give it power. Even its dust has power. So we do not speak of it.

But anything written of Ungol morphs and changes, until the writing spreads dangerous lies that benefit only Ungol. Only writing inked with the blood of an unwilling sapient creature, and scribed on pages made from another unwilling sapients skin, can hold unchanging words of Ungol.

So we also do not write of it.

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StarBarians: The Saturday Morning Campaign Hack

Welcome StarBarians! You are the heroic defenders of the world of Barbarth, the most important Science-Fantasy world in the universe! You must oppose Lichlor, the undead technomancer tyrant, and his hoard of villainous themed villains.

StarBarians is a silly, high-action campaign hack for the Starfinder Roleplaying Game.

Male Alien Thug-color

(All art by the spectacular Jacob Blackmon!)

Character creation:

You are 2nd level. You’re never going to gain any levels until the very last adventure (whenever the GM says that is), when you pop up to 4th and get a new costume! This is a fast and silly game, there’s no need to worry about things like experience points. Or continuity. Or whether your feet are in sync with the rate the ground is going by.

Before racial modifiers, your ability scores are one 18, one 16, one 14, one 12, one 10, and one 8. Alternatively you can have one 20, four 10s, and one 8, or three 14s and three 12s. Assign as desired, but if you have an 18 or 20 in any ability score, no one else should. Be adults, work it out.

You get all the benefits of any one suit of armor of your choice that is 3rd level or less. You aren’t WEARING that armor, of course. You’re a StarBarian! You run around in a fur loincloth or (for some reason) skintight Victorian suit. But you get the benefits. If you want an armor upgrade, pick it as an item below, and just strap it on. It’s fine. Jump jets over fur boots is perfect for StarBarians.

You get ONE item of your choice of 5th level or less. this is your THEMED ITEM. You can never lose it for longer than the duration of 1 fight. It should have a name. Lichlor and his minions will try to steal it periodically, They never succeed. This item can be a suit of armor if you like, in which case you get its benefits instead of your baseline 3rd level armor when you wear it.

You get THREE other items of your choice of 3rd level or less.

You get 9 other items of your choice of 1st level.

Female Alien Rogue-color

If you selected a ranged weapon, its item level is 2 lower. All weapons with usage above 1 never run out of ammo or batteries. All weapons and items with a usage of 1 or that are 1-shot count as 3 items, but are fully restored at the beginning of each game session.

Each game session you can use the StarBarian Power to do two spectacular things (two different things, one each). This is because you have a StarBarian Stone. Lichlor is always trying to steal StarBarian stones. He never succeeds, and you can’t lose yours. Ever.

Starbarian Powers are based on class, can be performed whenever an appropriate roll or even occurs, and take no time.

Envoy

Treat a failed Int/Wis/Cha skill or ability check as if you had rolled a 20 on your d20.

Allow an ally who failed any d20 roll or check to treat it as if they had rolled a 15 on their d20.

HalfDragonBard-color-01

Mechanic

Succeed at any one Engineering check

Drone: Allow your drone who failed any d20 roll or check to treat it as if they had rolled a 15 on their d20.

Exocortex: Treat any failed attack roll as if you had rolled a 15 on your d20.

Mystic

Treat any failed saving throw of yours as if you had rolled a 20 on your d20.

Restore yourself or one ally to full health, ending all conditions.

Operative

Treat a failed Str/Dec/Con skill or ability check as if you had rolled a 20 on your d20.

Force a foe who succeeded on any d20 roll or check to treat it as if they had rolled a 5 on their d20.

Kalebold-Blackie-color-02

Solarian

Take an extra round of action.

Solar Weapon: Treat any one solar weapon attack that failed as if it had automatically hit and done maximum damage. Apply any critical effect, though don’t double your damage.

Solar Armor: Negate all effects of any one successful attack against you.

Soldier

Treat any failed attack roll as if you had rolled a natural 20 on your d20.

Replace any one damage roll you make, or that is made against you, with either maximum or minimum damage (your choice)

Technomancer

Force a foe to treat any successful saving throw against an effect of yours as if they had rolled a 5 on their d20.

End any one magic or technological effect with a duration.

Villains

Lichlor is a 4th level Technomancer with a +2 bonus to every roll he makes. But he always does minimum damage, and the duration of all his effects is a maximum of 1d4 rounds. No matter how often you defeat him, he always escapes.

Robot Juggernaut-color

His Themed Minions are CR 2 NPCs. They always escape between adventures.

FGG-WMD-color-01

Special Rules

No one ever dies. If you should have died, you are just unconscious.

PATREON
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Horrifically Overpowered Feats KlickStarter

Welcome to the “Horrifically Overpowered Feats” KlickStarter!
So, you may ask, what the heck is a KlickStarter?
It’s a way to use the power of social media to earn bonus content and stretch goals for a product that excites you… but that doesn’t ask you to take any risk! The pdf is for sale NOW, and you can buy it and have it in your hands NOW. You get what you paid for immediately, with ZERO chance of never seeing the project that excited you.
BUT
By helping spread the word, and pushing to give us a great first four weeks of sale, you can STILL drive stretch goals and earn bonus content. It’s the best of both worlds! You can participate and make the project bigger and better, with more and more content getting added for free, but you don’t have to wait to get the base reward!
So, we have the pdf of Starfarer’s Codex: Horrifically Overpowered Feats (the product we never should have made, and you should never use, but people have been demanding for over a year!) ready for sale NOW. Go buy it, download it, and it’s already yours!
But if you help us just a little more, the following stretch goals can get you EVEN MORE CONTENT!

Starfarer's Codex Horrifically Overpowered Feats Cover 300dpi
So what are our stretch goals?

“EVEN MORE HORRIFIC” STRETCH GOALS!
Overpowered feats not enough to main, kill, and totally wreck all game balance in your campaign? Okay then, we’ll add Horrifically Overpowered Spells!
If Horrifically Overpowered Feats is one of the Top Three Sellers on the Open Gaming Store in one of the next four weeks (2/1 to 2/7, 2/8 to 2/14, 2/15 to 2/21, or 2/22 to 2/28), we’ll create Starfarer’s Codex: Horrifically Overpowered Spells pdf of at least 6 pages for sale in March, and everyone who bought Horrifically Overpowered Feats (on any site) by Feb 25th will get a pdf of it FREE!
(OGS is going to be kind enough to make official posts each week, to let us everyone publicly know if we’ve hit these goal!)
For each additional week it’s one of the Top Three sellers on the OGS, we’ll add two pages to the minimum length!
For any week it’s the number one seller on the OGS, we’ll instead add FOUR pages to the minimum size!
So if you get your pdfs on the Open Gaming Store, go pick the pdf up now!
https://www.opengamingstore.com/collections/rogue-genius-games/products/starfarers-codex-horrifically-overpowered-feats

“EVEN MORE OVERPOWERED” STRETCH GOALS!
These feats not stupidly overpowered enough for you? Fine, we’ll make them MORE INSANELY UNUSABLE!
If Horrifically Overpowered Feats is one of the Top Three Hottest Titles for Starfinder on DriveThruRPG in one of the next four weeks (2/1 to 2/7, 2/8 to 2/14, 2/15 to 2/21, or 2/22 to 2/28), we’ll add the EVEN MORE OVERPOWERED INDEX, a page of Horrifically Overpowered Feats we crank up to all to be even more overpowered! We’ll add this directly to the Starfarer’s Codex: Horrifically Overpowered Feats pdf, so everyone who bought or ever buys it will get this additional content FREE!
For each additional week it’s one of the Top Three Hottest Titles for Starfinder on DriveThruRPG, we’ll add two pages to the minimum length!
For any of those weeks it’s the number one Hottest Titles for Starfinder on DriveThruRPG, we’ll instead add TWO pages to the minimum size!
So if you get your pdfs at DriveThruRPG, go pick the pdf up now! (https://www.drivethrurpg.com/product/265369/Starfarers-Codex-Horrifically-Overpowered-Feats)

“EVEN MORE FEATS” STRETCH GOALS
What, 18 pages of Horrifically Overpowered Feats not enough for you? You REALLY want to ignore our warning not to use this product in any way, don’t you?!
Okay, fine. We’ll give you more. If you give us more!
(More exposure, that is.)
We’ll add pages of content to a revised Starfarer’s Codex: Horrifically Overpowered Feats to be updated in March, based on how many SHARES we get by 2/28. Every person who marks themselves GOING to this event, and every person who SHARES this event (plus every like and retweet of our announcement on Twitter, plus every like of our blog post announcement, plus every new person who comments on the Paizo.com product page) counts as a share.
So if you want to get extras without even spending money, join, like, and comment on the page at https://paizo.com/products/btq01x53/discuss?Starfarers-Codex-Horrifically-Overpowered-Feats#tabs
Shares Total Extra Pages
50+ 5
75+ 8
100+ 10
150+ ???

KlickStarter
Like crowdfunding… but better!

Really Wild West Class Features: Envoys

We covered why it’s a good idea to offer some campaign-specific class features for the Really Wild West (index of articles here) Campaign Hack for Starfinder in our first such article, which went over soldier class features. We continue to explore the classes with new class features for the envoy.

There are numerous Western and pulp-adventure tropes that work for an envoy character in the Really Wild West, including merchants, cattle barons, carpetbaggers, snake-oil salesmen, reporters, tourists and vacationers from Back East (be they sightseers, big game hunters, or displaced nobles struggling to carve out a new empire), diplomats, traders, and activists, to name just a few!

We offer four new envoy improvisations, and two new envoy expertise talents.

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Envoy Improvisations [Any level]

Factor (Ex): You have a factor, a CR 0 NPC that helps make arrangements for you. The factor doesn’t even go adventuring for you, and generally doesn’t even travel with you, preferring to handle your affairs by telephone, telegraph, Babbage-Bell message, and courier. You can only communicate with your factor when you have access to a settlement or the Babbage-Bell Grid.

Your factor can handle one request at a time, and all requests take at least 24 hours. A factor can research a question (taking time to take 20, with a +1 bonus, thus answering anything a DC 21 check can find), make travel arrangements or housing (ensuring you get the needed number of seats or rooms at a location, at the normal cost), keep your funds secure (and wiring them to banks and stores as you direct), make inquiries about location conditions and agents (making a Diplomacy check to gather information with a bonus equal to 5 + your level), and do such minor tasks as receiving and sending mail, looking after objects you end to them, and whatever else the GM considers appropriate. They are not a spellcaster, crafter, famous personage, or combatant in any way.

In some cases when dealing with officials or members of high society, the GM may grant you a circumstance bonus to Diplomacy checks to do things such as ask for an audience or open negotiations if you do so through your factor.

Have Thing, Will Travel (Ex): (Sense-dependent) You possess one weapon that you are well-known for carrying, or that is itself recognizable (either as a unique weapon, or as one of a class of renowned weapons). You can choose what weapon this is each time you gain a new level, and if lost you can replace it with another weapon with 24 hours of adjustments and spreading rumors.

You can draw this weapon without taking an action as part of any move action or full action, and as part of rolling for initiative. When you draw the weapon in this way outside of combat or in the surprise round of combat, you may make an Intimidate check to demoralize a single creature within 30 feet of you also without taking an action. Any creature within 60 feet of you when you do this is immune to this ability of yours for 24 hours.

Put A Price on their Head (Ex): You can put a bounty on a foe, dead or alive, to encourage bounty hunters, law agents, allies, sellswords, and gunslingers to make their best effort against that target. You can only do this in a settlement with a Babbage-Bell station, and you must either make a Successful DC 15 Diplomacy check to accuse the target of a crime you reasonably believe they have committed, or have the GM make a Bluff check in secret (DC 15 + 1-1/2 target’s CR, +10 if viewed as friendly by the settlement, +20 if viewed as helpful) to accuse them of something believable, with the ability only working on a successful check.

You must offer at least 100 credits for the target, to be brought to justice dead or alive. You must pay ¼ of this amount in advance. The GM then makes a secret Diplomacy check for you (DC 15 + 1-1/2 target’s CR). If it is successful, within 24 hours everyone who could reasonably have heard about the bounty gains the benefit of your Get ‘Em improvisation when attacking the target, even if you are not present. On a failed check there is no benefit, but you do not know if the check succeeded until you witness someone attack the target.

The bonus lasts 30 days, and you can then renew it by doubling the bounty (and paying 25% of the new amount in advance). If you learn the check failed, you can make a new check my doubling the bounty. If you do not renew a bounty, you cannot set a new bounty on the same target for 30 days.

If someone brings in the target and claims the bounty, you must pay it, or you cannot use this ability again in the same territory (generally an area the size of a US state) until you do so.

You must have Get ‘Em to select this improvisation.

References (Ex): You have a series of references you can use as your bona fides in certain segments of society. These may be names of people who will vouch for you (and who you can describe well enough to convince others such vouchsafing is likely), passwords and phrases, physical letters of recommendation or letters of credit, secret handshakes, or any combination of similar methods. You know exactly which references to call on in what circumstances, allowing you to benefit from these to a degree other characters can’t match.

Select a “reference alignment” within one step of your own alignment. When dealing with official members of an organization with an alignment within one step of your reference alignment, or officials or people with influence in a settlement with an alignment within one step of your reference alignment, you can make a Diplomacy check to change the attitude of that character as a move action by calling on your references. This only works once (ever) per character, and only if the character is unfriendly or indifferent toward you. (Hostile creatures don’t care what your references are, and friendly or helpful creatures already like you well enough not to care either).

Additionally, in a settlement with an alignment within one step of your reference alignment, treat your character level as 1 higher for purposes of determining what you can buy.

Expertise Talents

Interlocutor (Ex; Culture): You know a number of languages, and can often work out how to communicate with someone who only knows a language related to yours. You gain a number of bonus languages equal to your ranks in Culture (increasing whenever you put an additional rank in Culture).

When you meet someone who speaks a language, but with whom you do not share a common language, you may roll your expertise die (by itself). On a result of 1-5 you have no special advantage communicating with the target. On a result of 6 or 7, you have found a related language and can convey very simple concepts with a minute of work. On a result of 8 or more, you find a common language similar enough to easily communicate basic concepts.

Look Harmless (Ex; Bluff): If you do not have a weapon or obviously dangerous item or spell readied for use, and a creature has never seen you make an attack, rather than add your expertise die to a Bluff check, you can make a Bluff check as a standard action to convince the target you are no threat. This is a Bluff check to lie, but it does not take a modifier for the target being hostile or unfriendly. If the check succeeds, and there is any other target in line of sight making attacks against the target or the target’s allies, the target does not attack you, favoring attacking more dangerous-looking foes.

This immediately ends if you are witnessed take any action that works against the target’s best interests, or aiding the target’s foes. If you target gives you instructions (such as “don’t move!”) and you do not follow them, you must make another check with a cumulative -5 penalty for every instruction you have not followed.

If you attack the target while it believes you are harmless, it is treated as flat-footed against your first attack.

In the coming weeks, we’ll look at class features for the rest of the Starfinder core classes, to give them Really Wild West-specific options!

PATREON
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Really Wild West Class Features: Soldiers

A big part of the point of making the Really Wild West (index of articles here) a Starfinder Campaign Hack is that it means most of the rules we need for weird-science-and-fantasy-infused-western stories already exist. While the RWW Index has lots of special rules subsets for things like high noon showdowns, renown, gambling, and so on, the majority of the game’s basic rules, including classes, skills, feats, and even most equipment, are largely unchanged.

However, as with any campaign setting, there are good reasons to add some new class options to a Really Wild West campaign, to allow players to make Western-themed characters that are appropriate in the Weird West of a Martian-invaded Earth of 1891, which might not fit in a more traditional (or official) science-fantasy setting. We already touched on a few campaign-specific themes and rules for theosophy and psychic powers, but it’s also worthwhile to create some class-specific new options to help players make some iconic weird-west concepts.

We start with soldier class features, focusing on some new gear boosts and two new fighting styles.

(And, of course, the other advantage of making this setting Starfinder-compatible is that you can take new material like this, and use it in other settings if you want to. 🙂 )

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Soldier

Gear Boosts

Shootist (Ex) You add your level to damage done with small arms, in addition to any other bonuses you get (including your Weapon Specialization bonus). You cannot add this damage at the same time you are adding any other ability that only works with a subcategory of weapons that includes small arms or operative weapons.

Shotgun Fit (Ex) You can custom-fit a shotgun so it’s trigger pull, balance, but plate, and position match your frame and shooting style perfectly. This precise a fit requires you to do maintenance on a shotgun, so it must be in your possession for 24 hours before this ability applies, and you can only keep a maximum of two shotguns adjusted to use this ability on at a time.

When using a custom-fit shotgun firing shot, you halve the damage penalty it takes for range.

THAT’s a Knife! (Ex) You add your level to damage done with operative weapons, in addition to any other bonuses you get (including your Weapon Specialization bonus). You cannot add this damage at the same time you are adding any other ability that only works with a subcategory of weapons that includes small arms or operative weapons.

Tight Grouping (Ex) When you make multiple ranged attacks at the same target in a single round, you gain a +1 bonus to the ranged attack rolls after the first one. If you attack a different target or make a melee attack, you don’t receive the tight grouping bonus for the rest of the round.

Fighting Styles

Cavalry

You may have been formally trained in cavalry tactics, or grown up on a ranch or in a culture where being mounted s a way of life, or be a skilled scorcher who learned to fight from a seat while running scouting missions against Martian Tripods.

Ready to Ride (Ex) [1st Level] You begin play with a light or heavy horse (or with the GM’s approval a similar creature using the same statistics, such as a bison,camel, or moose), or a safety bicycle. If it is lost, you may replace it at no chare at a major settlement, or when you gain a level.

If you begin play with a mount, you gain Expert Rider as a bonus feat, without needing to meet its prerequisites. If you begin play with a safety bicycle, you instead gain the Scorcher feat as a bonus feat, without needing to meet its prerequisites.

Mounted Combat (Ex) [5th] You gain a +10 ft. bonus to speed when using the mount of bike from the ready to ride ability.  Additionally, once per round when your mount or bike is hit by an attack or fails a saving throw, without taking an action you may make a Survival check (for a mount) of Pilot check (for a bike). If your check meets or exceeds the total of the attack roll against your mount or the DC of the saving throw, the mount is missed or considered to have made its saving throw.

Fight From the Saddle (Ex) [9th] You gain Mobility as a bonus feat, but only when using the mount or bike gained from the ready to ride ability. If you already have Mobility, you instead gain your choice of Shot on the Run or Spring Attack (only when using your mount or bike) as a bonus feat without having to meet its prerequisites.

Like the Wind (Ex) [13th] You bonus to speed when using the mount of bike from the ready to ride ability increases to +20 feet. Additionally, you can take 10 for Survival checks and Pilot checks regarding mounted combat and bicycles, even in combat or when stress or distraction would normally prevent you from doing so.

Cavalry Charge (Ex) [17th] When you are on a mount or using a bike, you take no attack penalty to attacks made when charging, and add a +4 bonus to damage done on a successful attack when charging.

Pugilist

Whether it’s street brawling, a formal martial art, boxing, Bartitsu, or a knack picked up from years of literally punching cows, you are particularly skilled at fisticuffs.

Improved Unarmed Strike (Ex) [1st Level] You gain Improved Unarmed Strike as a bonus feat, and when you gain this ability choose to either have your unarmed attacks not count as archaic weapons, or gain a +1 bonus to damage with unarmed attacks. You can make an unarmed attack without having a hand free as long as you are not immobilized and have one limb or your head free to move about.

Additionally you can make unarmed strikes using melee or ranged weapons, by using the weapon to smash a pommel or other blunt part of the weapon into your target. If the weapon has a fusion or weapons special property that is appropriate to apply to an unarmed attack, or is made of a special material, you add those effects to your unarmed attack.

Keep Your Guard Up (Ex) [5th] Your KAC against combat maneuvers is increased by +4.

Stunning Blow (Ex) [9th] You can hit a foe so hard they are briefly disabled. You take no penalty to your attack roll to do nonlethal damage to a target with an unarmed attack. Additionally, you can declare a unarmed attack to be a stunning blow in advance of your attack roll. If the attack hits, the target must make a Fortitude save (DC 10 +1/2 your soldier level + your key ability score modifier) or be stunned for 1 round. Once you attempt a stunning blow, you cannot do so again until you regain Stamina Points during a 10-minutes rest.

Sucker Punch (Ex) [13th] Once per turn you can make an attack of opportunity with an unarmed attack without taking a reaction. You can still only make attacks of opportunity when a target provokes one from you.

Flurry of Blows (Ex) [17th] When you take a full attack, you may make one additional attack at -8 to the attack roll, which must be an unarmed attack.

In the coming weeks, we’ll look at class features for all the Starfinder core classes, to give them Really Wild West-specific options!

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Gambling in the Really Wild West (for Starfinder)

Gambling, and being a professional gambler, are common Wild West tropes, so the ideas ought to be supported in the Really Wild West setting hack for the Starfinder Roleplaying Game (which, after a long rest, is going to start getting regular support from me again!).

On the one hand, those rules ought to include some way to have dramatic gambling scenes for when a game of chance has become crucial to the plot. On the other hand, most people don’t want to have to be good gamblers to play the gambler character (any more than they want to have to be sharpshooters to play gunslingers).

So the rules should be simple, and play to the character sheet as much as the player, while retaining some dramatic tension.

Profession (gambler)

Step one is to explicitly allow “gambler” as an option for the Profession skill. In most cases, a character who wants to make money gambling just uses Profession (gambler). While all professional gamblers can pull from a broad toolbox to make money, the emphasis of their gambling style is determined by what ability score it’s based on. If the skill is Intelligence-based, the gambler depends primarily on knowing the odds and rules of the games, calculating the smart bet and using betting schemes to maximize wins and minimize losses. If the skill is Wisdom-based, the gambler depends more on reading other gamblers and trusting instinctive gut feelings on how to bet. If the skill is Charisma-based, the gambler depends more on bluffing, faking out other gamblers, or using a distraction to cover cheating.

Unlike most Profession skills, a character can make Profession (gambler) checks untrained *thought they cannot use it for the earn a living task if untrained). A player decides what ability score Profession (gambler) is based on when they take their first rank it in (and may choose any ability score if using it untrained).

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Casual Gambling

To make things slightly more interesting, a character with Profession (gambling) can use casual betting when making the skill check for the Earn a Living task. The player bets a number of credits equal to their Profession (gambler) skill +10. Then if their skill check for the task (which they may not take 10 on) results in a d20 roll of 2-5, their bet is lost and no money is earned. On a 6-10, they win back their bet, but do not earn any additional income. On an 11-15, they win back their bet and earn credits normally. On a 16 or higher, they win back their bet and earn twice as much as normal for a week’s work. On a natural 1, they lose the bet and lose the same amount of additional credits. (Overall this option is good deal for the player.)

Once a character has used this option for a week in a settlement and made money doing so, it’s not normally available again for at least a month (as locals have learned better than to play with the character). A GM may modify this rule for cities with lots of gambling, very large settlements, and times when numerous new potential gambling partners are appearing regularly.

Dramatic Gambling

Dramatic gambling is only used when the GM calls for it, and normally only when there’s more on the line than just credits. This is the option when the master villain insists on playing poker to see who wins the blood-soaked contract that sells a soul to a devil, or a neutral third party won’t sell the crucial material for a required ritual, but will gamble for it. Unless all the players are gamblers (or find interacting with the dramatic betting rules interesting), this should be as rare as any other focus most players can’t interact with—it’s fine as a spotlight scene or a change of pace, but you shouldn’t build regular encounters out of these rules unless your players know the campaign is going to have a gambling focus.

Dramatic gambling can be done with Bluff, Culture, Diplomacy, Profession (gambling), or Sleight of Hand (with potential consequences). Characters must make multiple checks during a dramatic gambling event, usually using at least two different skills. Most of these skills cannot be used more than once during a dramatic gambling event. The exceptions to this are Profession (gambling) and Sleight of hand, which may always be used. If a character decides to use Sleight of Hand they are choosing to cheat, and all participants and bystanders are allowed to make an opposed Perception check with a -5 penalty and, with a successful check, spot the character cheating.

The Stakes

Before any rolls are made, the gambling event’s stakes must be determined. This can be as simple as an amount of money risked by each participant, but for dramatic gambling events it’s equally likely to be some sort of plot point. For example, if the PCs are trying to convince the Cattle Duke of Montana to allow them to lay train tracks through his grazing lands, the Duke might decide the issue is settled by a high-stakes game of Red Dog, as represented by a dramatic gambling event. Similarly, if the specific player is trying to pick up a legendary item using renown, a GM might decide the final task needed to do so is a throw of the dice with Death herself… again, as a dramatic gambling event.

If the stakes are money, the winner gets to double their stake, and everyone else loses their stake (any “unwon” money goes to the house, which is never a PC). If the stakes are more plot driven the GM should be clear about the consequences of winning and losing. The PCs convince the Cattle Duke to allow their train through his territory if they win, and lose any chance of a peaceful settlement of the problem if they lose. The PC wins a legendary weapon from Death with a win, and gains a temporary negative level with a loss.

Stakes should also include the cost of folding. A character can fold until the Final Reveal. Normally folding costs you half your stakes, though for dramatic gambling where the stakes are more conceptual, the GM should just establish stakes that are half as bad as loosing (the Duke won’t work with you, but will allow you to keep trying to find a new deal he likes better. Death doesn’t give you the legendary item, but the negative level only lasts 1d6 days.)

The First Deal

Once stakes are set, the First Deal is made. This represents how good a position each participant begins with in the gambling. This need not be one hand of cards, or even cards at all. It could represent luck in the first spin of a roulette wheel, how good information about a horse is, or the value of an initial die roll in a gambling dice game.

Each participant in the event rolls a d20 in secret. The die is set aside for the moment. The First Deal is used to determine the final winner of the dramatic gambling event, but not yet.

No abilities that affect d20 reroll can be used on another character’s First Deal, including things like rerolls, unless the character using the ability has successfully Read the d20 result first. Any participant can attempt to Read another participant’s First Deal with a successful use of the detect deception task of Sense Motive check. This can be attempted once after the First Deal, once after the First Deal, and once after the Raise Round, each time looking at a single participant’s First Deal. On a successful check, the raw d20 result of the First Deal is revealed. Once you use Sense Motive to attempt to Read a First Deal you can’t use Sense Motive for any other purpose during the dramatic gambling event.

The GM can ask to see anyone’s First Deal die result, but can’t have NPCs act based on that knowledge without successfully using an ability to Read it.

Raise Round

After the First Deal, comes the Raise Round. Each player makes one d20 roll in the open. Then, from lowest die result to highest, each participant chooses a skill to add the bonus of to d20 roll. Characters can only use their ranks + ability score for this bonus, unless they state they are using some other rule that affects it, such as a class feature, feat, racial ability, spell, or item. (Using spells or items is always considered cheating, and requires a Stealth check opposed by all bystander’s and participant’s Perception checks, to do so without being noticed). Any such ability that affects a die roll or skill bonus can only be used once at any point in the dramatic gambling event. If an operative decides to add operative’s edge to a skill check for the Raise Round, it cannot be used again in the Final Round, even for a different skill.

Once each participant has done this, and the current result of all the raise Round skill checks are known, in the same order characters may choose if they wish to change to a new skill (perhaps one with a higher bonus), or to add an ability that can impact the Raise Round skill check. If anyone does so, another round of potential chances to skills used and class features is taken, repeating until all players pass.

Any skill or ability used in this process cannot be used again in the Final Round.

The winner of the Raise Round is allowed to roll an additional d20, in the open. In the Final Round, that player can use his original First Deal d20 check, or the new d20 roll. This decision need not be made until all the Final Round actions are completed, and everyone’s First Deal is revealed.

If two or more character’s Raise Round skill check totals are tied for the highest total at the end of the Raise Round, whichever character got to that total first wins the round.

At any point in the Raise Round, a participant may Fold, in which case they lose half their stakes (or suffer the more minor penalty, for dramatic gambling events with nonmonetary stakes.)

Final Round

In the Final Round, participants go in reverse order of the order used in the Raise Round. Each participant chooses a skill and declares what their total bonus for that skill is, but do NOT yet reveal what their total is with their First Deal die.

As with the Raise Round, after every participant has declared a skill and any abilities they wish to use to boost it, another round is held where characters may swap to new skills or add new abilities. After each round, characters may Fold, as with the Raise Round.

After everyone passes, everyone in the same order decides to Fold or Call.

Everyone who Calls reveals their First Deal d20 roll, adds their total bonus, and the highest total wins. Whoever won the Raise Round may swap to their second d20 roll in place of their First Deal roll after seeing everyone else’s total. In case of a tie, the character with the highest number of ranks in their chosen skill wins (better good than lucky). If there is still a tie, everyone tied rolls a d20 and the highest result wins.

Example of Play

Alex (a soldier), Janye (an operative), and Stan (an envoy) are playing out a dramatic gambling event. They establish stakes, 100 credits each.

Each of them makes a First Deal roll. Alex gets a 4, Jayne a 7, and Stan a 17, but none of those die results are revealed.

Alex decides to attempt to Read Stan’s First Deal die roll. Alex makes a Sense Motive check, opposed by Stan’s Bluff check. Alex succeeds, and learns Stan’s hidden die roll is a 17. Alex now can’t use Sense Motive for any purpose in this dramatic gambling event other than attempting another Read check after the Raise Round.

For the Raise Round, Alex, Jayne, and Stan each make another d20 roll this time in the open. Alex gets a 15, Jayne an 11, and Stan a 10. Since Stan rolled the lowest, he is the first to declare a skill total. Since he knows he has a 17 as his First Deal, he decides to use a lower skill here and states his using Diplomacy, which is +8, for a Raise Round total of (d20 roll 10 + 8) 18.

Jayne goes next. She has Profession (gambling) at +12, and is an operative with another +2 from operative’s edge. She can use Profession for both her die rolls, but can only apply her operative’s edge to one of them. Knowing she has a First Deal roll of 7, she’d like to win the Raise Round to get a reroll, but hopes she won’t have to use operative’s edge to do it. So she uses her Profession skill without her+2 operative’s edge, getting a total of (d20 roll 11 +12) 23.

Alex has a Raise Round result of 15, and knows his First Deal result is 4 and Stan’s is 17. His best skill is Culture, which is +12, and his second-best is Diplomacy, which is +9. He feels he must get the reroll in the Raise Round to have any hope of winning, and isn’t sure using Diplomacy is good enough. It would get him a 24, better than  Jayne’s current total, but if she has any abilities to boost her result she could beat him. Alex decides to use his Culture to get a total of (d20 roll 15 +12) 27.

Everyone has a chance to change their skills now, again beginning with Stan. Stan decided he wants to prevent Alex or Jayne from getting the reroll from winning the Raise Round, even if he doesn’t need it, so he switches to his Bluff, which has a +12 bonus and gives him the option of adding a +1d6+1 expertise die. Stan decided to use the expertise die now, and rolls a (1d6 roll 4 +1) 5, giving him a +17 bonus for this skill check. That gives him a (d20 roll 10 +17) 27 total as well. However since Alex got that result first, he wins the tie.

No one else wants to use any other skills, so Alex wins the Raise Round. He makes a d20 Raise Roll in the open, getting a 12. Now he can use either his original First Deal result of 4, or his Raise Roll of 12, for the Final Round.

On the Final Round, participants go in reverse order of their Raise Round totals (Jayne 23, Stan 27, Alex 27). Each announced their skill total, but does not yet reveal their First Deal die. Jayne knows Alex has a Raise Roll result of 12 he can use, and she knows her own First Deal roll is a 7. She declares she is using Profession (gambling) again, which gives her a +12 bonus, and that she is using operative’s edge (there’s no reason not to), for a total of a +14 bonus.

Stan used his best skills (Bluff and Diplomacy) and his skill expertise class feature, so his best remaining option is to use his weaker Sense Motive skill, at +7.

Alex knows he has a Raise Roll of 12, but his best remaining skill is diplomacy at +9.

No one has any additional abilities to add or better skills to switch to, the everyone passes.

Jayne then must decide to Fold or Call. She has a skill bonus of +14 and a First Deal die roll of 7, so she knows her total is 21. She also knows Alex has at least a 12 (his visible Raise Roll) and a bonus of +7, also a 21. She thinks she has more ranks in Profession (gambling) than Alex has in Diplomacy, so she calls.

Stan has a skill bonus of +7, and a First Deal die roll of 17, for a total of 24. But he is afraid Jayne’s much higher skill bonus makes her more likely to win. He folds, and loses half his stakes (50 credits).

Alex thinks Jayne must have a really bad First Deal die roll, so he Calls.

Jayne and Alex then reveal their totals. They are tied at 21, but Jayne DOES have more ranks in her skill than Alex has in his, so she wins. Alex loses all his stake, and Jayne doubles her stake.

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Starfinder Writing Basics: Terms

Quick Starfinder developer note.

In Starfinder? The names of classes, archetypes, bonus types, magic items, class features, hybrid items, technological items, equipment, the word level, and spells ARE NOT CAPITALIZED the way feats, skills, and HP/RP/SP are.

It’s not “The Gramarthurge is an Archetype exclusive to Technomancers that gains Word Abuse at 2nd Level, which boosts the utility of Spell Cache.”

It’s “The gramarthurge is an archetype exclusive to technomancers that gains word abuse at 2nd level, which boosts the utility of spell cache.”

But it’s still “The gramarthurge gains Toughness as a bonus feat, and a +2 insight bonus to Diplomacy when speaking or writing.”

As for why?

Well for every game, that’s a house style call, generally lead up by the editors and publisher, and possibly creative directors and designers.

It’s a process that involves a lot of smart people with a lot of opinions, and I am far from the most important (or most informed) member of that group, but as general guidelines:

If a detect magic spell will cause it to ping, it get italicized. So spells, magic items, hybrid items. This makes it easy for a GM to know what is magic without always looking it up.

If the term has been capitalized in every version of the d20 rules in our ancestry for 19 years (skills, feats), it gets capitalized. The original logic (IIRC) was that if we didn’t capitalize skill and feat names, they would get lost as game terms, and they were each their own highest-level header independent of any other game element. For example, you don’t capitalize class features because they are elements of a larger sub-category, the class. But each feat is all of that feat, and same with skills.

If the abbreviation of a multi-word game term is capitalized so it won’t be lost, and uses the first letters of the game term, the full term is capitalized. So HP leads to both Hit Poitns and Hull Points, but XP does not lead to experience points being capitalized. This isn’t true for all d20 games.

Otherwise normal rules of grammar apply, so elebrian isn’t capitalized for the same reason human isn’t, but Deoxian (as in a resident of the undead world of Deox) would be for the same reason American is.

And you can always check a game’s glossary and/or index, and always ask your editor/developer if they have a style guide.

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