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The Peer (A Vigilante Alternate Class for PF1)

The vigilante class has a lot of cool stuff, but it’s all built around a specific, Scarlet Pimpernel/Robin Hood/Zorro kind of secret-identity-based character. It works extremely well for that type of character, but that type of character doesn’t work well for every player concept and campaign setup. In my experience, vigilantes are among the least-played (and least-allowed) base classes.

Seriously, I’ve run into more people outlawing vigilantes than gunslingers, psionics, and synthesist summoners.

That makes sense — a vigilante puts a certain cognitive load on GMs and can be huge spotlight-time hogs that leave other players feeling left out — but it’s also a shame. A lot of the vigilante’s abilities totally aide from their dual identity are iconic for another classic character type — the hyper-competent-but-otherwise-typical hero. This isn’t the chosen one, or the archmage, or the master thief. Instead it’s someone who is just good at getting things done, often as a emissary, legate, spy, or advisor. And, separated from the vigilante’s very pulp dual-identity, this character theme works well in a much wider range of campaign setups and playstyles.

For purposes of game rules, consider this an alternate class for the vigilante. We’ll call it the peer.

(Art by Digital Storm)

PEER

Alignment: Any.
Hit Die: d8.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills
All skills are class skills for the peer.
Skill Points at each Level: 10 + Int modifier.

Peer Class Features

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+2+2Peer’s edge, peer specialization, social talent
2nd+1+0+3+3Social talent
3rd+2+1+3+3Vigilante talent
4th+3+1+4+4Peer’s edge, social talent
5th+3+1+4+4Ninja/rogue/slayer talent
6th+4+2+5+5Social talent
7th+5+2+5+5Vigilante talent
8th+6/+1+2+6+6Peer’s edge, social talent
9th+6/+1+3+6+6Ninja/rogue/slayer talent
10th+7/+2+3+7+7Social talent
11th+8/+3+3+7+7Vigilante talent
12th+9/+4+4+8+8Peer’s edge, social talent
13th+9/+4+4+8+8Ninja/rogue/slayer talent
14th+10/+5+4+9+9Social talent
15th+11/+6/+1+5+9+9Vigilante talent
16th+12/+7/+2+5+10+10Peer’s edge, social talent
17th+12/+7/+2+5+10+10Ninja/rogue/slayer talent
18th+13/+8/+3+6+11+11Social talent
19th+14/+9/+4+6+11+11Vigilante talent
20th+15/+10/+5+6+12+12Capstone, peer’s edge, social talent

Weapon and Armor Proficiency: Peers are proficient with all simple and martial weapons, light armor, and medium armor.

Peer’s Edge: A peer gains an edge at 1st level, 4th level, and every 4 levels thereafter. A peer can select any of the following abilities by selecting it as a peer edge: dangersense (as unchained rogue of the same level), evasion, finesse training (as unchained rogue of the same level), improved evasion (must have evasion and be at last 8th level), trap sense (use peer level as rogue level), trapfinding, uncanny dodge, improved uncanny dodge (must have uncanny dodge and be at least 8th level), unshakeable (as the vigilante feature of the same name).

Alternatively, a peer can select an additional skill point/peer level (including retroactively to previous peer levels), or a bonus feat (must meet its prerequisites, cannot have a feat type other than general). A peer can select these latter options multiple times. A peer with the theurge specialization can take an arcanist exploit as a peer’s edge. The peer must meet all the exploit prerequisites and treats their peer level as their arcanist level for this exploit. The peer cannot select any exploit that requires a class feature they do not have

Peer Specialization: As vigilante specialization. A peer must choose to be an avenger, stalker, or theurge. Once this choice is made, it can’t be changed. While many vigilante talents are usable by any specializations, some are unique to each specialization

An avenger gains a base attack bonus equal to their peer level instead of using those listed on Peer Class Features table. They add this value to any other base attack bonus gained from other classes or racial Hit Dice as normal. An avenger can take a combat feat in place of any vigilante or ninja/rogue/slayer talent, using their peer level as their fighter level for any prerequisites when doing so.

Stalkers gains an ability called hidden strike, which allows them to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of their presence, who consider him an ally, or who are flat-footed against the attack. This extra damage increases by 1d8 at 3rd level and every 2 peer levels thereafter. A stalker peer can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

A stalker peer can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is , and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante’s presence (or who considers him an ally), unless otherwise noted. A stalker can also select a single form of debilitating injury (as the unchained rogue class feature) as a vigilante talent, treating it as a talent with an asterisk*.

Unlike vigilantes, peers have a third choice — theurge. A theurge gains spells known and spells per day as a bard of the same level. Their spell DC, bonus spells, and maximum level of spell they can cast is based on Charisma. When the peer first selects this ability, they must choose to cast spells from the bard, inquisitor, or magus list. Theurges that pick the bard or magus list are arcane spellcasters (though they do not suffer arcane spell failure for their peer spells in light armor–this ability extending to medium armor at 4th level and heavy armor at 7th level), and those that pick the inquisitor spell list are divine casters. A peer theurge cannot know or cast a spell that requires a class feature they do not have.

Social Talent: Starting at 1st level, and again at 2nd level and every 2 levels thereafter, a peer gains a vigilante social talent, using their peer level as their vigilante level. Unless otherwise noted, a talent can be selected only once. Some talents require the peer to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum peer level. Once a talent has been chosen, it cannot be changed. A peer is always considered to be in their social identity for social talennts.

Vigilante Talent: Starting at 3rd level and every 4 levels thereafter, a peer gains a vigilante talent, using their peer level as their vigilante level. Unless otherwise noted, a talent can be selected only once. Some talents require the peer to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.

Lacking a dual identity, there are no special rules about a peer using any of these talents while in a “social identity.”

Ninja/Rogue/Slayer Talent: Starting at 5th level, and every 4 levels thereafter, a peer gains a talent taken from the ninja, rogue, or slayer class talent lists. The peer must meet all talent prerequisites and treats their peer level as the appropriate class level for this talent. Beginning at 12th level, the peer can take advanced talents. The peer cannot select any talent that requires a class feature they do not have, with the exception that abilities that affect sneak attacks can be selected by stalker peers to add to hidden strike attacks (and are considered vigilante talents with an asterisk* for this purpose).

Capstones
When a peer reaches 20th level, they select one of the following capstones.
Past Your Limits (Ex)
At 20th level, the peer has learned to stretch themself to do what they never thought they could before. The peer gains one additional social talent and one additional vigilante talent. This bonus vigilante talent is not subject to specialization requirements—a stalker can select an avenger-only talent, and vice versa. At the GM’s discretion, the peer can instead select an archetype-only vigilante talent, such as the cabalist’s living shadow.
Perfect Body, Flawless Mind (Ex)
At 20th level, the peer’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on.
The Boss (Ex)
At 20th level, the peer has become more than just a lone hero—they have become one of the senior figures of her field, with powers and responsibilities to match. They become one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. The player and the GM should work together to determine the specifics. The peer gains the Leadership feat if they do not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well).

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Owen Explains It All — Nanoknights for Starfinder

Before we get to any OGL content, an editorial aside:

First, this blog has very mild spoilers for The Eternals — the Marvel movie and comic book characters. So if you want to avoid those, don’t read this.

Second, you may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do an episode every two weeks, picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game.

We have a logo and everything!

When I saw Marvel’s “The Eternals,” I immediately thought the Eternals themselves could easily serve as the basis for android nanocytes (the new Starfinder class from tech Revolution). For those who don’t know, the Eternals are a created species of servants who work for Celestials (enormous space entities that work to manipulate and regulate the entire universe). Eternals have always had classic superpowers, and were the basis for numerous legends about heroes and gods in the Marvel universe.

Numerous members of he movie version of the Eternals specifically have the ability to create weapons, shields, guns, gauntlets, and similar objects out of lines of golden energy (though some can also fly, polymorph things, mind control crowds, and so on). We discussed how the Eternals could serve as a model for introducing new groups and power sources to a Starfinder game on the January 13th, 2022 episode of Owen Explains It All.

And all of that leads me to Nanoknights, as OGL content

Nanoknight

Nanoknights are a form of nanocyte with a much greater focus on weapons and other gear formed from their nanites, and no ability to create an external cloud of nanites to affect large areas. Nanoknights are often created by powerful extraplanar beings or ancient aliens able to manipulate reality on such a vast level they are referred to as “space gods.” Most space gods create a single order of nanoknights, often given a colorful name such as “Infinknights” or “The Interlocutors.” The visual look of nanite arrays of nanoknights or the same order are usually unified, often appearing as semisolid objects made of glowing lines with a single color or pattern in common.

Though order of nanoknights are often created with the expectation they will operate together and serve their creator’s cause, over millions of years of such ancient orders existing, conflict can arise, and the nanoknight gift can sometimes accidentally be granted to creatures not selected by an order’s creator.

Nanoknights have the following changes to their cloud and gear arrays.

Cloudless: You cannot create a cloud array. If a faculty or knack grants you an ability that impacts creatures touching or within a cloud array, you may instead add that affect to creatures adjacent to you, and to each creature you hit with an attack. No creature can be affected more than once per turn.

Greater Gear Array: Your gear array follows the normal gear array rules, except as noted below.

*Only you can use your major and minor forms.

*Your major forms can include a shield or suit or armor upgrade. A shield follows the same rules as a weapon in terms of being held. Armor upgrades slot into an appropriate empty armor upgrade slot in armor you are wearing

*Your major and minor forms can be items with an item level 1 higher than your class level.

*Weapons you create that have an item level below your class level gain a bonus to damage equal to the difference. Thus if a 5th level nanocyte forms a 3rd level weapon with their gear array, they gain a +2 bonus to all damage done with it.

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Strategy Boosts for the Starfinder Soldier (Pt. 3)

We continue looking at strategy boosts, an alternate class feature for the soldier. You can take a strategy boost in place of a bonus combat feat, as long as you meet the strategy boost’s minimum soldier level.

Soldier 6
A soldier must be at least 6th level to select these strategy boosts.

(Art by Camile)

Hold the Line! (Ex): You expend 1 Resolve Point as part of any other standard, move, or full action to inspire your allies to hold their ground against enemy advanced. Allies within 60 feet gain a +4 AC bonus against combat maneuvers that change their position (such as bull rush and reposition) and special attacks that move them (including swallow whole). If a special attack has an effect other than to move a target, the non-movement portion occurs if the attack hits the ally’s normal AC, but the movement portion only occurs if the attack hits the AC with the +4 bonus. These bonuses last until an ally is moved by an attack, or 10 minutes pass. This is a sense-dependent, language-dependent ability.

MEDIC! (Ex): When you allies are wounded, you can inspire those able to patch them up to move faster and do better. As a reaction when an ally takes damage, or as a swift action, you can expend 1 Resolve Point to select one damaged ally and call for a medic. For 2 rounds, any creature within 60 feet can make a Medicine check on the selected ally more quickly. Checks that normally take 10 minutes can be performed as a full action. Those that take 1 minute can be performed as a standard action, those that are normally a standard action can be performed as a move action, and those that are normally a move action can be performed as a swift action. Additionally, creatures can cast a spell with the healing description on the ally as a move action (as long as it’s normal casting time is 1 standard action or less).
This is a sense-dependent, language-dependent ability.

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Strategy Boosts for the Starfinder Soldier (Pt. 2)

We continue looking at strategy boosts, an alternate class feature for the soldier. You can take a strategy boost in place of a bonus combat feat, as long as you meet the strategy boost’s minimum soldier level.

(Art by Mike)

Soldier 4
A soldier must be at least 4th level to select these strategy boosts.

Gear Up! (Ex): As a standard action, you can direct your allies to prepare for hazardous situations. Each ally within 60 feet able to see and hear you can draw one weapon or piece of equipment, or activate a piece of equipment already ready for use (including activating environmental protection on worn armor, but not any kind of attack.) This is a sense-dependent, language-dependent ability.

Take Cover! (Ex): As a standard action, you can direct your allies to take cover. Each ally within 60 feet able to see and hear you can move up to their speed directly toward the nearest piece of cover. Allies that do this are staggered on their next turn (even if they are normally immune to being staggered, and this condition cannot be removed prematurely). This is a sense-dependent, language-dependent ability.

Patreon
I have a Patreon. It supports the time I take to do all my blog posts, videos, and other bits of free content. If you’d like to see more game-bending rule options (or more fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

Strategy Boosts for the Starfinder Soldier (Pt. 1)

Strategy boosts are an alternate class feature for the soldier. You can take a strategy boost in place of a bonus combat feat, as long as you meet the strategy boost’s minimum soldier level.

Honestly, while they are themed more around tactical concerns strategy boosts are exactly the same as Soldier Combat Feats, but with a different name and framing device for people who don’t like class-locked feats. (I tend to be fine with class-locked feats, since they have existed as long asd20 feats have existed, but I get why some people find them awkward.)

(Art by grandfailure)

Soldier 2
A soldier must be at least 2nd level to select these strategy boosts.

Fighting Withdrawal (Ex): When you affect an ally with covering fire, or hit a foe with harrying fire, the ally cannot be the target of an attack of opportunity, or the foe cannot make an attack of opportunity. This lasts until the beginning of your next turn.

Fire For Effect (Ex): When you hit and damage a foe, as a reaction you can call out targeting information to your allies to help them effectively attack that target. Allies within 60 feet able to see and hear you and see the target you selected can reroll any damage die from their own attacks against that target that show a 1 on the die. A given die is only rerolled once per attack.

Once you use this ability, you cannot do so again until you score a critical hit against a target (in which case you can use fire for effect as a reaction against that target), or you recuperate*.

*Recuperate is my proposed game term to represent when a character spends 1 Resolve Point to regain Stamina Points following a 10-minute rest.

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Technomancers of the Really Wild West 5: Teslics

Not so long ago I noted on Facebook and Twitter that in the Really Wild West, the most common kinds of technomancers are CartogramancersEdisonadesLovelacers, Telethurges, Teslics, and the Prophets of John Moses Browning.

I thought it might be fun to examine those ideas, and we’ve gotten to the Teslics.

(Image by Nejon Photo)

Teslics

Teslics are technomancers who attempt to reconcile the weirder scientific theories of mechanic Nikolai Tesla with their theosophic technological equivalents. Though Nikolai Tesla is a relative newcomer to the technological world stage, Tesla’s AC system and motors driven by it were adopted by Westinghouse in 1888 (following a war of publicity with Thomas Edison) giving Tesla international attention.

When Tesla claimed to be able to communicate with spirits of the dead in 1889, and that they warned an invasion from another planet was imminent, numerous serious researches and companies wrote him off. When he revealed he was boosting his own intelligence with the applciation of electircal current through an implant, there was serious discussion of having him committed.

When the Martians invaded, and tesla proved able to intercept their communications, predict their movements, and was the first to begin understanding their technology, all that changed. The US War Department has since given him nearly unlimited funds and facilities, and his Grand Street Laboratory in Manhattan has rapidly expanded to cover most of a city block. As a result, Tesla’s creativity has exploded.

Spirit phones. Cosmic auras. Teleforce. Broadcast energy. Death rays. Polyphase converters. Oscillating generators. Radiant energies. Remote controls. Magnifying transmitters. Tesla creates ideas in frenzied dashes of invention, rushing from one concept to another and forgoing sleep in favor of direct electric stimulation of his body. Some ideas he completes, and can be put into near-immediate use. Others are barely described at all, with little more than a single working prototype and a few scrawled calculations and theories. All efforts to bring tesla back to flesh-out his more esoteric concepts fail, and the War Department is so desperate for the inventions he completes–which they believe will be crucial in predicting and possible preventing a second War of the Worlds–they refuse to cut off his support.

After some weeks of having top-secret panels try to make sense of the fragmentary advances in technology Tesla has already abandoned for new ideas, the War Department generally leaks what little is know to private think tanks, and over months they become more widely disseminated. While dedicated mechanics and engineers attempt to recreate the pure-science answer Tesla has clearly discovered, some going to far as to install electric “exocortex” stimulators in their own brains, some technomancers seek to bypass the need for understanding the core principles of these technologies by building theosophic, sympathetic magic answers that can create the same end result without knowing exactly how it is done.

Teslics are often considered to be toying with forces no mortal mind can comprehend, and thought of as likely to become unreliable and possible even dangerous with little or no warning. At the same time, a Teslic’s willingness to risk their mind to unlock some discovery that might help the Earth defend itself from Mars is also seen as crucial on a grand scale, even if most people prefer Teslics do their crucial work far, far away.

Technomancer Alternate Class Feature: Teslic

Theoretical Theosophy: One spell known of each spell-level the technomancer can cast is randomly determined, representing what concepts the technomancer doesn’t quite understand they have managed to temporarily lock into a theosophic frame. However as the stars alignment changes, planets move, weather patterns shift, and the technomancers own understanding of the universe evolves, the tehcnomancer can loose the ability to use an old random spell, and can a new spell in its place.

Normally the randomly-selected spells shift once per month, and each time the technomancer gains a new technomancer level. These spells may be drawn from any spellcasting class (roll 1d10– 1-3 random mystic spell, 4-6 random technomancer spell, 7-9 random witchwarper spell, 10 technomancer may select a spell from any class allowed in the campaign). The random spell is always of the same level as the spell it replaces and one the technoamncer can use (for example, if a personal spell only functions with some class feature he tecnomancer lacks, a different random spell is selected).

Additionally, the technomancer may select one spell known at each spell level that is drawn from the mystic or witchwarper spell list. These may be any spell of the same or lower spell level. The technomancer may never select more than one such off-class spell known at each spell level in this manner (such as if they later swap out spells known upon gaining a level). However, the spell-per-spell-level-known that is selected randomly does not count against this limit.

Teslic Magic Hacks

The following magic hacks are available for selection by Teslics, beginning at 2nd level.

Broadcast Magic: You can attune a number of technological devices equal to your key ability bonus. This takes an hour, and they remain attuned until you attune new items in excess of your maximum. When these items are within short range (25 feet +5 feet/2 levels) and within your line of sight and line of effect, as a move action you can make them the origin point of a spell you cast that has a range greater than personal. You must cast the spell by the end of your next round to do this.

Teleforce: If you cast a damaging spell with a casting time of 1 standard action or less as a full round, you can change the type of damage it deals to be bludgeoning damage, and it becomes a force effect. If you cast the spell using a spell slot one or more levels higher than normal, you can also force the target to make a Reflex save (at the DC for a spell of the level of slot you used) or be pushed back 5 feet for every point by which it fails its save, and knocked prone.

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New Operative Specialization in Really Wild West: Pistoleer (For Starfinder)

We wrap up out look at operative class options in the Really Wild West (and therefore Starfinder in general) with the pistoleer specialization, and one extra exploit that synergies with it despite not being part of it. While the gunslinger and soldier are both classes that may well use pistols (one reason gunslinger abilities have multiple ways of being accessed by soldiers), the existence or trick attack means operatives are the class most likely to focus on small arms, and deserve a unique way to specialize with such weapons.

Rww Shootist

(art by warpaintcobra)

New Operative Specialiation: Pistoleer
While all gunfighters may have a preference for one firearm over another, a pistoleer specifically focuses on pistol-combat, trading versatility for greater expertise in small arms.
Associated Skills: Bluff and Sleight of Hand. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.
Specialization Exploit: Fast on the Draw
Sweep the Room (Ex): At 11th level as a full action you can make one small arm attack against every target in a cone out to your weapon’s second range increment. If you are holding multiple small arms, you can decide which small arm is used to attack which target. Each attack takes the weapon’s normal ammunition usage and you cannot reload during this attack, even if you have a way to reload without taking an action. When you run out of ammunition, your attacks stop.

Operative Exploits:

[2nd Level]

Shootist (Ex)
You gain a gunslinger ability. You must select one that could normally be used with small arms or longarms (though it can also be usable with other weapons as well). You must meet its other prerequisites. You can only use it with small arms.
At 4th level, you gain a second gunslinger ability using the same rules and limitations.

[10th Level]

Fast on the Draw (Ex)
You gain the Quick Draw feat – if you gain the Quick Draw feat through other means, you gain the ability to draw a small arm as a reaction whenever someone within your line of sight makes an attack against anyone. You can still take a full action on a round you Quick Draw as a swift action.

Additionally, you gain a +1 bonus to the attack roll of trick attacks made with a small arm in the first round of a combat.

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New Operative Exploits in the Really Wild West (for Starfinder)

We already did a few operative exploits for the Really Wild West, but we obviously want more than 3 new thematic options for the operative class. So here are 4 more, inspired by Western tropes, but appropriate for most Starfinder campaigns.

RWW Mounted cowgirl

(art by Daniel)

Artillery Tricks (Ex)

You have learned to apply your flexible attack style to starship combat. When you do damage with starship weapons, you roll both its normal damage, and (separately) your trick attack dice. You use whichever total is higher, though you still cannot exceed the starship weapon’s maximum damage.

Bushwacker (Ex)

If all foes are unaware of your location at the beginning of a combat, you may make a Stealth check, rather than an initiative check, to determine your iniativie.

Flexible Tricks (Ex)

You can use any weapons to make trick attacks, rather than just operative weapons and small arms. However, the precision and light touch needed to make a trick attack prevents you from getting the full impact of more powerful weapons when you perform a trick attack with them. The maximum weapon damage you can deal using a weapon while trick attacking is based on your operative class level, as noted below. If you have Weapon Specialization with the selected weapon, it is limited to half your character level when you make trick attacks with it.

Level      Max Weapon Damage
1              1d3
2-3          1d4
4              1d6
5-6          1d8
7              1d12
8              2d6
9              2d8
10           2d10
11           3d6
12           3d8
13           4d6
14           4d8
15           6d6
16           5d8
17           6d8
18           7d8
19           8d8
20           9d8

Steer With Your Knees (Ex)
You can steer a vehicle, or control a mount, without using your hands. This means when mounted, you do not need to make a special Survival check to control your mount without using your hands.

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Operative Exploits in Really Wild West (for Starfinder)

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

RWW Operative

(art by warpaintcobra)

New Operative Exploits

2nd level

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

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

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

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Sword Saint in Really Wild West (Solarian Alternate Class for Starfinder)

While the Really Wild West is specifically designed to be 100% compatible with the Starfinder RPG rules, that doesn’t mean every concept in Starfinder is a good fit for the reallY Wild West’s setting. Most classes in the core rulebook work fine (soldiers and envoys and operatives, in particular, but as long as they take a wild west/steampunk turn, mechanics, mystics, and technomancers are also good fits). the one really odd-idea-out is the solarian.

Certainly you CAN play a solarian in a RWW game, but the idea is so anchored in modern sci-fi concepts it feels a bit out of place. However, the basic framework of the solarian can be used to build a more in-genre class, such as the sword saint presented below.

SWORD SAINT
The sword saint is a supernaturally-fueled weapon expert alternate class for the solarian, designed specifically for the Really Wild West, but functional in any Starfinder-compatible campaign. Despite the name the sword saint can focus on any weapon, ranged or melee, and may view their supernatural abilities as arcane magic, theosophic metaphysics, or (especially in a GammaFinder campaign) mutant power or psionic ability.

RWW Sword Saint

(art by 9’63 Creation)

Key Ability Score
Str, Dex, Wis, or Cha (select one)

Proficiency
You are proficient with longarms.

Bonded Weapon
Select a basic or advanced melee weapon, small arm, or longarm with which you are proficient to be your bonded weapon. You can change your bonded weapon with 30 days of meditation, or whenever you gain a new sword saint level.

You add your key ability score to your AC against disarm and sunder combat maneuvers directed at your bonded weapon.

You can always spend credits to upgrade your bonded weapon. Pay the difference between your current bonded weapon and a higher-level weapon that becomes your bonded weapon. The new bonded weapon has a maximum item level of your class level +2 or your total character level whichever is higher). (If using this in a Really Wild West campaign, any cost for a 4th level or higher bonded weapon must be paid with renown.)

This replaces solar manifestation.

Battle Stance
At the beginning of each round, weather in or out of combat, you can select a stance – mobile stance or attack stance.

Mobile Stance When you enter a mobile stance, you are considered to be attuned for purposes of mobile stance revelations. While in a mobile stance, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 sword saint levels you have.

Attack Stance When you enter an attack stance, you are considered to be attuned for purposes of attack stance revelations. While in a mobile stance, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

This replaces stellar mode.

SWORD SAINT REVELATIONS
You learn your first sword saint revelations (crashing wave strike and death blossom) at 1st level, and learn an additional Revelation at 2nd level and every 2 levels thereafter. Sword saint revelations require you to have a minimum level, and are organized accordingly. Additionally, each is marked as either a mobile stance or an attack stance.

1ST LEVEL
Every sword saint gains the following stellar revelations at 1st level.

CRASHING WAVE STRIKE (SU) [MOBILE STANCE]
When you are in mobile stance, you can expend 1 Resolve Point as a standard action to move up to three times your land speed, and attack any 1 creature with your bonded weapon at any point along that movement. You ignore difficult terrain, and can fly and swim for any part of this movement, though if you are not standing in a space that can support you at the end of the movement, you fall or sink normally. At 9th level you can make two attacks at any two points along this path (though you must select different targets), and at 17th level this becomes three attacks. After you use this Revelation, you cannot expend Resolve Points to fuel revelations until after you expend a Resolve Point to regain Stamina Points following a 10-minute rest.

DEATH BLOSSOM (SU) [ATTACK STANCE]
When you are in attack stance, you can expend 1 Resolve Point as a standard action to deal 1d6 damage plus 1d6 additional damage per solarian level, to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. This damage is of the same type as your bonded weapon. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this Revelation, you cannot expend Resolve Points to fuel revelations until after you expend a Resolve Point to regain Stamina Points following a 10-minute rest.

You have access to the following revelations as sword saint mobile stance revelations, with the same requirements (including level requirements) as a solarian: [2nd Level] blade in the night, dark matter, gravitic reinforcement, gravity anchor, gravity boost; [6th Level] blazing orbit*, defy gravity, reflection, roiling cloud****,  serpent’s coil, water flowing step****; [10th Level] soul furnace*, stealth warp; [14th Level] gravity shield; [16th Level] superlative nebula.

You have access to the following revelations as sword saint attack stance revelations, with the same requirements (including level requirements) as a solarian: [2nd Level] distracting glare, flare, plasma sheath, stellar rush, ultraviolet pulse’ [6th level] astrologic sense, corona, crush**, crushing force***, draining agony***, glow of life*, luminescent inquisition; [10th Level] gravity well***, solar inferno; [14th Level] sunbolt; [16th Level] superlative constellation.

*This is a mobile stance revelation, despite normally being a photon revelation.

** This is an attack stance revelation, despite normally being a graviton revelation. If your bonded weapon is a melee weapon, you can only use this on targets within reach.

*** This is an attack stance revelation, despite normally being a graviton revelation.

****New revelation, presented below.

Roiling Cloud [6th] You gain a +1 bonus to Reflex saves against area attacks. If you are in mobile stance, and you can get out of an area by moving no farther than your land speed, as a reaction if you succeed at a Reflex save against an area effect you can move to the nearest space that would place you outside the area.

Serpent’s Coil [6th] You gain a +1 bonus to your AC against grapples and attacks with the attach, grab, or swallow whole universal creature rule. If you are in mobile stance, this increases to +1 per 3 sword saint levels.

Water Flowing Step [6th] You do not provoke attacks of opportunity by leaving the first space you move from each round. If you are in mobile stance, none of your movement provokes attacks of opportunity.

Zenith Revelation
Rather than using zenith revelations when fully attuned, you can use a zenith revelation as long as you are in the correct stance. However, this requires the expenditure of a Resolve Point, and once you do so you cannot use another Zenith Revelation until after you have expended a Resolve Point to regain Stamina Points following a 10-minute rest. Crashing Wave Strike and Death Blossom are Zenith Revelations for this purpose.

PATREON
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