Category Archives: Starfinder Development

Teaser: Mythic Stars

“Man, I have too many projects I want to do.”

I literally did not write that, it’s from an IM with a colleague from today. But I COULD have written it and been 100% accurate and honest.

It’s a common problem for creatives of all types, but for the independent creative it can come with added pressure. I have more ideas than I have time. So I have to guess what the smart projects to undertake are, for my career development, visibility, and, of course, income.

Sometimes, those decisions happen well after a project has begun. You can be thousands of words into something, then higher-priority projects come along, and you put something down “just until you’re caught up.”

And then it stays put down forever.

So, that brings us to today’s post.

This is a teaser of “MYTHIC STARS,” a set of rules I am working on to create Mythic for Starfinder. This is incomplete, and is only a first draft, but it gives some hint of the direction I was taking this. I have a lot of design goals (no numeric bonuses, more compact presentation, hit different themes, and so on), and the project was begin something like two years ago. But it got put down, and I don’t know when I’ll be able to pick it up again.

But, of course, if it turns out the teaser gains a huge response, then maybe I’ll reprioritize. 🙂

Mythic

With abilities seemingly beyond the those of ordinary mortals, a mythic character or mythic creature becomes part of a story that plays out on a greater scale than ordinary people can understand. An attack, spell, or other effect is considered mythic if it originates from a mythic source, such as a character or creature with a mythic rank.

Mythic Path

(Often referred to just as a “path.”) The theme of a character’s mythic abilities is determined by her mythic path—eldritch exemplar, eternal, mastermind, phrenic exemplar, vindex. Each path has a number of special abilities associated with it that the character can select as she advances in rank.

Mythic Power

Each mythic character can call upon this base mythic ability to influence destiny and fuel other abilities. At its most basic, mythic power is needed to use the surge ability, but it can also be called upon to use a number of other mythic abilities.

Mythic Rank

(Often referred to just as a “rank.”) Mythic ranks are used to describe the approximate mythic power possessed by a PC or creature. All creatures with a mythic rank are considered mythic for the purposes of feats, spells, magic items, and other abilities. Mythic ranks range from 1 to 10.

Attaining a new mythic rank requires completing difficult trials within the campaign’s story rather than accumulating experience points. Characters who achieve 10th rank are at the height of mythic power, and are akin to minor deities.

Mythic Trial

(Often referred to just as a “trial.”) A trial is a difficult task that awaits mythic heroes. It usually represents the culmination of part of the heroes’ story, marking it as an important point in their legend. A mythic character has to complete one or more trials in order to reach a new mythic rank. Trials and mythic path advancement are separate from XP and character level advancement, and are based on grand achievements within the story rather than individual encounters.

Non-Mythic

Any attack, spell, or effect originating from a character or creature without any mythic abilities is non-mythic. This term can also refer to a character or creature without a mythic rank.

Surge

Surge is a basic ability that each mythic character receives. It allows her to reroll any die roll she made (including d20 rolls, damage rolls, and random % rolls made regarding the character or her actions), influencing the outcome after the results are revealed. A mythic character gains one surge per day, plus one for every 2 mythic tiers.

VINDEX

The vindex (plural: vindexin) is the pinnacle of skill in combat. No ordinary soldier could hope to match a vindex’s skill with a laser rifle, grenade, or plasma sword, no typcial vanguard can survive blows a vindex brushes off with ease. The vindex turns aside blows and shatters shields with every movement, all while racing gracefully across the chaotic battlefield. When the screams of fallen foes die down, the vindex stands strong and defiant in blood-spattered armor, hefting a weapon and grimly moving toward the next challenge.

Role: As a vindex, your role is to put down your foes, and withstand their mightiest assaults. Using devastating melee powers, you can crush your enemies before they even have a chance to harm you and your allies. With spectacular ranged attacks you can drop foes from the sky or disrupt their every effort. Few can match your effectiveness in combat or ability to return to the fray again and again.

The vindex abilities allow you to control your foes, move easily around the battlefield, and challenge a large number of foes all at once. The rest of the party can count on you to dominate any pure combat you charge into.

Classes: While members of any class could be vindexen, those who focus on combat— especially solarians, soldiers, and vangaurds, but also more martially-inclined mechanics and operatives—will find the abilities in this path most attractive and useful. However, even biohackers, envoys, and spellcasters could find that the path of the vindex is an excellent way to augment their abilities.

Bonus Hit Points: Whenever you gain a vindex tier, you gain 5 bonus Hit Points.

Table: Vindex 
Tier Path Features
1st Vindex’s strike, path ability
2nd Path ability
3rd Path ability
4th Path ability
5th Path ability
6th Path ability
7th Path ability
8th Path ability
9th Path ability
10th Legendary vindex, path ability

Vindex Features

As you increase in tier, you gain the following abilities.

Vindex’s Strike

Select one of the following abilities. Once chosen, it can’t be changed. You can use this ability no more than once per round.

Distant Barrage (Ex)

At the beginning or end of any other action you take on your turn, you can expend one Myth Point to make a ranged attack at your full attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover.

Fleet Charge (Ex)

At the beginning or end of any other action you take on your turn, you can expend one Myth Point to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks or movement you make this round.

Massive Damage (Ex)

When you damage a foe, you can expend one Myth Point to do maximum damage and bypass all damage reduction, energy resistance, and immunity. If the damaging effect harms more than one target, you must select just one to be affected by the massive damage. All other creatures are damaged normally.

Sudden Attack (Ex)

At the beginning or end of any other action you take on your turn, you can expend one Myth Point to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, ignore the target’s cover and concealment other than total cover. Damage from this attack bypasses all damage reduction and energy resistance, and ignored immunity.

Path Ability

At 1st tier and every tier thereafter, select one new path ability from the vindex path abilities lists or from the universal path abilities lists. Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.

Legendary Vindex (Ex)

At 10th tier, whenever you make an attack roll against a non-mythic foe, you roll the attack twice and take the better of the two results. Once per round when you roll a natural 20 on an attack roll, you regain one Myth Point.

1st-Tier Vindex Path Abilities

You can select these path abilities at any tier.

Aerial Assault (Su)

You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one Myth Point to take no penalties to your attack roll or AC, and to charge to any foe that qualifies for a charge within your land speed (even if that target is flying or underwater). At the end of this charge you suffer the normal consequences of your new location (though if you fall a distance no greater than your land speed as a result, you take no falling damage and do not fall prone).

Alternatively, you may replace your melee attack from this charge with a grapple attack. If you successfully grapple a creature that was airborne and you are not flying, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.

Always a Chance (Ex)

You don’t automatically miss when you roll a 1 on an attack roll, and automatically reroll such attacks.

Armor Master (Ex)

You don’t take any armor check penalties or have your speed reduced by armor.

Backlash (Ex)

You strike back at those who penetrate your defenses. Whenever an adjacent enemy scores a critical hit or succeeds at a combat maneuver against you, that enemy also provokes an attack of opportunity from you. If you have used all of your reactions for the round, you may expend one Myth Point to make this attack of opportunity anyway.

Blowback (Ex)

When you deal bludgeoning, piercing, or slashing damage to a foe, without taking an action you can expend one Myth Point to knock the foe directly away from you a distance equal to 10 feet per tier, in addition to the attack’s normal effects. If the foe strikes a solid object before reaching this distance, it takes 1d6 points of bludgeoning damage for every 10 feet it couldn’t travel. If it strikes another creature, both it and the creature it strikes take half this damage.

Burst Through (Ex)

When you charge, you can move through allies and opponents almost as if they were not there to obstruct your path. You can move through squares containing allies freely, but you must succeed at a melee attack roll against the KAC of each opponent that obstructs your path to the target of your charge. If the attack roll succeeds, you may move through the opponent’s square and continue toward the target without provoking an attack of opportunity from that opponent (though you do not add the effect of any actual attack). If you fail any of these attack rolls, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.

Clean Blade (Ex)

Whenever you score a critical hit, without taking another action you can make a ranged attack with a +8 bonus against the KAC of another opponent within 30 feet to fling the blood and gore at it. If the attack hits, the foe is off-target for a number of rounds equal to your tier. If the attack is a critical hit, the foe is also blinded for the same duration. A blinded foe can spend a full action to remove the gore and end the blindness.

Climbing Master (Ex)

You gain a climb speed equal to your base land speed. If you already have a climb speed, when climbing you treat the surface you are on as “down” unless you choose not to, and stay in place unless forcefully moved. for example, even if you are knocked prone, bull rushed, or fall unconscious, you don’t fall off the surface you are climbing unless pushed beyond it’s edge.

PATREON

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Designing to Spec: Support Material (Part 12: Everybody Else)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending some time looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

We’ve added at least a couple of class features to ever official class in the game, but that doesn’t handle all the third-party Starfinder-compatible material out there. And, reasonably speaking, anyone adding the 130+ feat we’ve written up to their game may well also want to add aeoncarnates, godlings, gunslingers, zoomers, or other classes. And while it’s not our job to support every 3pp Starfinder-compatible class, we should consider that customers who buy our product may like it more (and thus buy more things we design) if it has support for a wider range of products.

ARCHETYPES

Luckily, Starfinder has an option that can be applied to any class–archetypes. (Or at least any class that is properly designed to include the abilities that are swapped out when an archetype is taken). We can build a bonus-feat friendly archetype that can be added to any class, give it a theme and justification for that flexibility, add a few extra tweaks so it doesn’t just feel like the words “bonus feat” five times, and we’ve added an extremely flexible character design tool without breaking the game.

Preceptor

While you have the same general training as others in your field, you have always taken it upon yourself to forge your own path, and seek out the education you thought most useful to your specific needs and goals. You have become an expert in your own learning style and conditioning, and can even compartmentalize previous training to make room for new techniques and knacks.

Custom Training (Ex): At 2nd, 4th, 6th, 9th, and 12th level, you may choose to take you classes’ normal class feature, or to gain the customer training preceptor alternate feature. Each time you take this feature, you gain a bonus feat of your choice (for which you must meet all its prerequisites), or an additional 5 skill points (though you still cannot have more ranks in a skill than your total character level).

Additionally, whenever you take custom training, you can also choose to replace one of the feats you have already learned with a different feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat each time you gain custom training, and you must choose whether or not to swap the feat at the time you gain this alternate feature.

PERSONAL UPGRADES

Another option available to all characters are personal upgrades. Those in the core rulebook only grant ability score increases, but it’s easy enough to link into that system to allow people to buy bonus feats. It means we are requiring players to decide between boosted ability scores and boosted feat lists, and that’s an interesting choice for a lot of character builds. Most characters are better off having at least their key ability score upgraded with the highest-level personal upgrade they can manage, but its less obvious that everyone needs three ability scores boosted at higher levels.

Feat Upgrades

Feat upgrades are a variant form of personal upgrades. Like ability-focused personal upgrades, feat upgrades come in three models (Mk I, II, and II). they require the same interface as personal upgrades, so a character is limited to one personal or feat upgrade of each model–if you have a Mk I feat upgrade, you cannot also have a Mk I personal upgrade *but could have a Mk II personal upgrade).

Feat upgrades are always custom-designed for the recipient, and thus can grant any one bonus feat the recipient meets the prerequisites for. A feat upgrade that grants a feat the recipient uses as a prerequisite is so intertwined with their system, it can no longer be removed by anything short of a miracle, wish, or mnemonic chamber.

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!

Designing to Spec: Support Material (Part 11: The Vanguard)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending some time looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

Our last class to look at is the vanguard.

The vanguard bucks normal Starfinder class and rule design, in that is has a pool of “point” separate from Resolve Points. That’s not a problem (sometimes you want an outlier, like how witch hexes work differently from nearly anything else in 1st edition Pathfinder, or how the warlock engages in spells differently than other 5e classes), but it’s a good sign that entropy points are a crucial part of vanguard design.

So, if we want a vanguard to access some of the feats we created, or at least the new abilities those feats represent, it makes sense to look at entropy points as a way to do that.

Obviously if you have to have to spend or have entropy points to gain a feat, that’s less powerful than having the feat all the time. There are two primary way to boost conditional feat class features. The first is to give more than one feat (even if it’s only one feat at a time, flexibility increases overall effectiveness). The other is to give access to feats the character otherwise does not qualify for. You can mix these, of course.

Vanguard Disciplines

You must be 2nd level or higher to choose these vanguard disciplines.

Combat Momentum (Ex): You can expend 1 entropy point as part of any other action to gain one of the following feats as a bonus feat for the rest of the combat: Improved Bull Rush, Improved Disarm, Improved Overrun, Improved Sunder, Improved Trip. You do not need to meet the feat’s prerequisites. If you use this ability to gain a feat, any previous feat you gained with it ends.

Entropic Armor (Su): You gain Arcane Armor Training as a bonus feat, without meeting its prerequisites. Instead of powering the feat with a Resolve Point, you can choose to power it as a move action with an entropy point. If you take this option, the arcane talisman you create fades at the end of combat if not used.

6TH

You must be 6th level or higher to choose these vanguard disciplines.

Combat Impulse (Ex): You can expend 1 entropy point as part of any other action to gain one of the following feats as a bonus feat for the rest of the combat: Greater Bull Rush, Greater Disarm, Greater overrun, Greater Sunder, Greater Trip. You do not need to meet the feat’s prerequisites. If you use this ability to gain a feat, any previous feat you gained with it ends.

8TH

You must be 8th level or higher to choose these vanguard disciplines.

Entropic Armor Mastery (Su): You gain Arcane Armor Mastery as a bonus feat, without meeting its prerequisites.

PATREON
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Designing to Spec: Support Material (Part 10: The Solarian)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending some time looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

And now it’s the solarian’s turn.

The solarian has a few really key class features that not only define the class, but define each solarian’s personal style and fighting techniques. Solar manifestation is absolutely one of those, but so are the stellar revelations each solarian selects to define how they operate in their two primary modes–graviton attuned and photon attuned.

However, solar manifestations and stellar revelations only rarely directly interact with each other. Having a huge batch of new combat abilities in the form of feats seems like a fine time to change that.

STELLAR REVELATIONS

You must be 2nd level or higher to choose these stellar revelations.

Fundamental Barrier (Ex): Your solar shield is energized by your attunement.

When you are graviton attuned or fully attuned, you gain Improved Shield Bash and Improved Unarmed Strike as bonus feats. You do not need to meet their prerequisites.

When you are photon attuned of fully attuned you gain Shield Focus and Greater Shield Focus as bonus feats. You do not need to meet their prerequisites.

You must have the solar shield manifestation to select this revelation.

Fundamental Defense (Ex): Your solar armor is energized by your attunement.

When you are graviton attuned or fully attuned, you gain Defensive Combat Training and Lightning Stance as bonus feats. You do not need to meet their prerequisites.

When you are photon attuned of fully attuned you gain the Dodge and Wind Stance as bonus feats. You do not need to meet their prerequisites.

You must have the solar armor manifestation to select this revelation.

Fundamental Flare (Ex): Your solar flare is energized by your attunement.

When you are graviton attuned or fully attuned, you gain Point-Blank Shot and Precise Shot as bonus feats you can only use with your solar flare. You do not need to meet their prerequisites.

When you are photon attuned of fully attuned you gain Pinpoint Targeting and Weapons Focus as bonus feats you can only use with your solar flare. You do not need to meet their prerequisites.

You must have the solar flare manifestation to select this revelation.

Fundamental Weapon (Ex): Your solar weapon is energized by your attunement.

When you are graviton attuned or fully attuned, you gain Agile Maneuvers and Combat Expertise as bonus feats you can only use with your solar weapon. You do not need to meet their prerequisites.

When you are photon attuned of fully attuned you gain Arcane Strike and Penetrating Strike as bonus feats you can only use with your solar weapon. You treat your solarian level as your caster level for Arcane Strike. You do not need to meet these feat’s prerequisites.

You must have the solar weapon manifestation to select this revelation.

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!

Designing to Spec: Support Material (Part 9: The Operative)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending some time looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

And now it’s the operative’s turn.

OPERATIVE SPECIALIZATION

Factotum

Even more than a typical operative, you attempt to be a master of every skill.

Associated Skill: Select any two skills as your associated skill. If one of those skills is a Dexterity or Charisma based skill, you can use that skill to make trick attacks if you normally could not.

Specialization Exploit: Procedural Memory.

Surety (Ex): You are supremely confident in your skills. At 11th level when you take 10 on a skill check, you receive a +2 circumstance bonus to the result.

OPERATIVE EXPLOIT

You must be 10th level to select this operative exploit.

Procedural Memory (Ex): You are capable of intentionally creating specific muscle memories and instinctive actions to assist in various tasks. This may be a specialized form of cybernetics, a meditative form of mind-over-matter, or the result of being the product of a superspy program.

You can take ten minutes to reset your procedural memory, gaining one of the following feats as a bonus feat: Acrobatics, Alertness, Ambush Awareness, Climbing Master, Deceitful, Deft Hands, Diversion, Improved Initiative, Persuasive, Self-Sufficient, Stealthy, Swimming Master. Once you have done this in a day, doing so again requires to to expend 1 Resolve Point for each previous time in the same day you have used this ability. Each time you use this ability, you lose any previous bonus feat you gained from procedural memory.

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!

Designing to Spec: Support Material (Part 7)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending this week looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

In addition to just giving a class access to bonus feats, and using the abilities of new feats to create new class options (as we did with the mystic support material), its possible to use new feats to define the powers of brand-new abilities. In 1st edition Pf, the cavalier and inquisitor classes are great examples of this, as both have powers that use teamwork feats in ways the feats alone don’t provide.

So with that in mind, let’s look at some new theorems for the biohacker!

Theorem

The following theorems follow the normal rules for biohacker theorems.

[2nd Level]

Heal Thyself: You gain the Self-Sufficient feat. Additionally when you use a skill, feat, or class feature to restore Hit Points or Stamina Points to yourself, you may take the points restored and divide them between your missing Hit Points and Stamina Points, even if the ability normally only restores one of those.

Multispectrum Booster: Select two feats from the following list: Acrobatic, Agile Maneuvers, Athletic, Deceitful, Deft Hands, Dodge, Endurance, Nimble Steps, Persuasive,  Stealthy. When you inject a creature with a basic booster, it gains both the normal booster benefit and your choice of the two feats you selected for the booster’s normal duration.

Alternatively you can expend a use of your booster ability to grant an injected creature both feats for a number of minutes equal to your key ability score bonus (minimum 1 minute).

Enjoy this? Support It!
I was only able to pry away enough spare time to write up a whole mystic connection because of the support of my wonderful patrons! If you’d like to see more work like this, please consider supporting my Patreon for as little as the cost of a cup of coffee each month.

 

Designing to Spec: Support Material (Part 6)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending this week looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

With the mystic, we added a new channel energy alternate connection power, which allows any mystic to access the long list of channel feats we created. But we can go even farther, creating a whole channeler connection that has a slew pf powers that, rather than just hand out those feats, gives access to the concepts and powers we created for those feats (and works with those feats if the player wants to delve even deeper into channeling), and works on its own to introduce those concepts into a character concept without needing feats to do so.

Channeler Connection

You are linked to a mystic energy that flows through the planes. This energy is the medium through which holy and unholy effects flow, the divine and fiendish waveforms that can impact creatures of different kinds based on the frequency it is attuned to. You can access an increasing width of those frequencies, learning to manipulate the energy in more ways.

Associated Deities: Gods of energy, healing, light, science, and suns.
Associated Skills: Medicine and Physical Science.
Spells: 1st wisp ally, 2nd force blast, 3rd divine aspect, 4th enervation, 5th call cosmos, 6th control gravity.

Channeler Connection Special Powers

Channel Energy [1st Level] At 1st level you gain the channel energy alternate connection power.

Expanded Energy [3rd Level] At 3rd level you can select a 2nd choice of channel from the channel energy power. You can cause either effect when you channel energy, or can expend a mystic Spell slot of the highest level you can cast to create both effects at the same time.

Reserve Energy [6th level] At 6th level you can channel energy once without spending a Resolve Point to do so. Once you have used this ability, you cannot do so again until after you recover Stamina Points following a 10-minute rest.

Focus Energy (Su) [9th] Before you roll an attack roll, as part of the same action you can choose to expend your channel energy to add its effect to the attack as bonus damage that only applies to one type of foe you can harm with your channel energy. The damage applies to any appropriate foe hit by the attack. This does not apply to any attack that does not require an attack roll (though it does apply to area attacks that also require attack rolls, such as most grenades). Affected foes can attempt a Will save to reduce this bonus damage by half, at your usual connection power DC.

Greater Expanded Energy (Su) [12th Level] At 12th level you can select a 3rd choice of channel from the channel energy power. You can cause any of these three effects when you channel energy, or can expend a mystic Spell slot of the highest level you can cast to create all three effects at the same time.

Turning Energy (Su) [15th Level] When you use your channel energy to harm a type of creature, those creatures that fail their saving throw are also flat-footed, off-target, and staggered for a number of rounds equal to 1/3 your mystic level.

Ultimate Channel (Su) [18th Level] Each day when you regain your spells you may select once creature type or subtype. when you channel energy, you may choose to harm creatures of this type or subtype in addition to any other effect of your channel.

Enjoy this? Support It!
I was only able to pry away enough spare time to write up a whole mystic connection because of the support of my wonderful patrons! If you’d like to see more work like this, please consider supporting my Patreon for as little as the cost of a cup of coffee each month.

Designing to Spec: Support Material (Part 5)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending this week looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

The core thing we are trying to do is make it easier for characters to access the additional feats appropriate to their character concept without that being the only thing those characters can do. Essentially an additional 130 feats is a considerable “weight” of concepts that it can be difficult for a class to access a reasonable number of. Certainly giving classes new ways to gain these feats is one way to accommodate the additional weight of concept options on a character, but there are other options. You can, for example, take some of the new options you created with feats and build them into a class feature without accessing the feats directly. This works best with classes that don’t have a good class feature to use to hand out one feat, or a small collection of feats.\

Like the mystic.

Given all the healing channel options we added with feats, it begins to seem odd that healing connection mystics, and ONLY healing connection mystics, can access this vast array of new powers. But there’s a good way to fix that — an Alternate Class Feature. Alternate class features were added to Starfinder in the Character Operations Manual, so we have a precedent.

That brings us to the channel energy alternate connection power.

Channel Energy (Su) 1st Level

You can channel mystic energy. You can spend 1 Resolve Point to channel this energy. Having the channeled energy just affect yourself is a move action, while affecting one adjacent creature is a standard action, and affecting all appropriate creatures within 30 feet is a full action. This channeled energy’s effect starts at 2d8, and increases by 2d8 at 3rd level and every 3 levels thereafter.

Your channel energy qualifies as healing channel for prerequisites, and can be modified by feats and options that modify healing channel.

You can choose one of the following channel effects.

Alignment Harm: Select one of the following alignment subtypes: chaos, evil, good, law. Your alignment cannot include any aspect of the selected subtype. When you use your channel, you can expend a mystic Spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all foes in the area with the selected subtype. The foes can attempt a Will save for half damage, at your usual connection power DC.

Elemental Harm: Your channel energy deals damage equal to its effect to elemental foes (including all creatures of the elemental type) targeted. The elementals can attempt a Will save for half damage, at your usual connection power DC.

Harm Undead: Your channel energy deals damage equal to its effect to undead foes (including all creatures of the undead type) targeted. The undead can attempt a Will save for half damage, at your usual connection power DC. This qualifies as the Harm Undead feat for other prerequisites, and things that modify Harm Undead can modify this ability.

Healing: The channeled energy heals all targeted allies a number of Hit Points equal to its effect.

Special: Any connection can take Channel Energy as a replacement for it’s 1st-level power. This is normally themed in a way appropriate to the connection (the crusader connection might well take alignment harm to smite its supernatural foes) or the character (even if the empath connection has no specific link to undead, a character taking it as the priest of a god that abhors undead might well replace it’s first level power with the harm undead alternate connection power).

Of course just because something can be an alternate power of other connections doesn’t mean it can’t also be the core of it’s own connection, which we’ll explore tomorrow.

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Designing to Spec: Support Material (Part 4)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending this week looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

Since the core thing we are trying to do is make it easier for classes to access appropriate feats, since we’re adding more than 120 additional feats to the game, we don’t have to restrict that access to just new feats we created. If there are feats appropriate to a class from previous rulebooks, and a game-balanced way to give them to characters as selections for class features, that can have the same benefit as just focusing on our new feats.

We can also do more than just offer up bonus feats. As a class feature, we can give options to get feats you normally wouldn’t (such as allowing ranks in a skill to substitute for base attack bonus), as long as we don’t grant feats so early the end effect is unbalanced. We can also tie the feats to other class features, to reinforce a previous class concept.

Here are some examples (one mixing old and new feats, one focusing just on pre-existing feats) for the mechanic class.

Mechanic Tricks
These mechanic tricks follow the normal rules for the mechanic trick class feature.

[2nd Level]
You may select these mechanic tricks beginning at 2nd level.

Combat Interface
Select one of the following feats: Ambuscade, Ambush Awareness, Defensive Combat Training, Dodge, Manyshot, Nimble Steps, Power Attack, Precise Shot, Spirited Charge, or Unseat.
If you have a drone, it gains the selected feat. If you have both a drone and an exocortex, at the beginning of each day you decide which has the programmed combat interface, determining if you or your drone gain the bonus feat. Otherwise, you gain the selected feat.

You may select this mechanic hack more than once. Each time, you choose a different feat.

Combat Engineer
Select one of the following feats for which you meet the prerequisites. You can use your ranks in Engineering in place of base attack bonus to fulfill the prerequisites: Adaptive Upgrade, Amplified Glitch, Barricade, Cook Grenade, Double Tap, Far Shot, Grenade Mastery, Hauler, Penetrating Attack, Pull the Pin, Ricochet Grenade.

You may select this mechanic hack more than once. Each time, you choose a different feat.

So, should we cover the rest of the classes next week, or move on to a new topic? Let me know! One great way to do that is as a comment or message through my Patreon! Like all my blog posts, this content was only possible because people joined my Patreon, helping me have the free time to write these things. 🙂

Designing to Spec: Support Material (Part 3)

So we’ve finished creating Starfinder versions of all the Pf Core Rulebook feats that weren’t already in Starfinder, and we’re spending this week looking at things we may want to add to Starfinder, now that we’ve added such a huge load of feats.

So let’s look at envoys.

Envoys are an interesting case because they don’t really try to fill a role that exists in PF. Yes, they are Charisma-based characters, and so are bards, but bards are so explicitly build as spellcasters with a single strong group area buff (bardic performance), with a strong secondary role as information sources. Envoys have no base spellcasting, and can be built with any of a wide variety of powers, only some of which are buff or information focused.

But they do clearly serve as diplomats and negotiators, and spies and field observers, 0so there’s room there for them to have an easier time picking up some of our new feats.

Envoy Improvisations

[2nd Level]

Entourage: Select Followers or Leadership. You gain the selected feat as a bonus feat.

This envoy improvisation can be taken a second time. When you do so, you gain the second feat.

Tricksy: Select Alertness or Deceitful. You gain the selected feat as a bonus feat.

This envoy improvisation can be taken a second time. When you do so, you gain the second feat.

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