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Technomancer Mind-Affecting Spells III

We’re exploring the design space of technomancer mind-affecting spells.

If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.

So far we’ve done a 0, two first, and a 2nd (to go with their existing 2nd-level mind-affecting spell, daze monster). So, let’s do two technomancer-flavored 3rd-level mind-affecting spells.

When determining the power level of these we used mental block to compare the power level of EULA, and charm monster to compare to IFF hack.

high resolution 3d render of cyborg soldier and dragon

End-User Licensing Agreement [Technomancer 3]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

You cause targets of this spell to be unable to bring themselves to use technological and hybrid items. Whenever the targets wish to use any technological or hybrid device (including weapons) that requires a skill check or action of any kind, they find themselves overpowered by a need to register their ownership online first, and read all the manufacturer’s rules and warnings for device use.  Targets are aware that this compulsion will take so long to fulfill that there is no point in even trying to fulfill it. Each round at the end a target’s turn, that target can attempt another Will save to end this effect.

IFF Hack [Technomancer 3]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes

You influence the ability of the target creature to tell friend from foe. The target cannot treat any creature as an ally. Additionally, it must succeed at a Will save or on its next turn it must attack a creature you designate at the time of casting. If target has no attack that can reach the creature you designate, it is instead confused for 1 round.

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Technomancer Mind-Affecting Spells II

We’re exploring the design space of technomacner mind-affecting spells.

If we want a mind-affecting spells to feel like a viable concept for a technomancer (which is the only time at which it would make sense to select the robot influence magic hack), we’re going to need at least two different mind-affecting spells at each spell level for 1st and higher, and at least one 0-level spell.

Which sounds like a great subject for a short series of blog posts!

We already did two 1st-level spells, and there’s already daze monster at 2nd, so let’s look at a 0-level and a 2nd-level.

Fragmented uses fatigue as a comparison to make sure we’re still at a 0-level spell’s power level.

Fragmented  [Technomancer 0]
School enchantment (mind-affecting)
Casting Time 1 standard action
Range touch
Targets one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You can fragment the mental processes of the target, causing them to feel disrupted and attacked by slivers of old sensations and memories. You make a melee attack against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Will save or be sickened for the spell’s duration. Casting this spell doesn’t provoke attacks of opportunity.

Malware is much more complex, but we still looked at hold person and daze monster as comparisons. It’s designed to be of use even if the target succeeds at a save, without even being as completely incapacitating as hold person and daze monster. It’s compulsion has strong limits, but still gives some interesting options within those limitations.

Malware [Technomancer 2]
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range Medium (100 ft. +10 ft./level)
Targets one creature
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes
You insert a psychic control program into the target, causing you to have some control over its actions. The target must make a will save. If it succeeds it fights off the control program, but doing so causes it to be staggered for 1 round. If it fails, the creature is staggered for the spell’s duration, but you can also give it one command each round. If the target takes a standard action, you can command it to take a specific additional move action. If it takes a move action, you can command it to take a specific additional standard action. If the action you command it to take places itself or its allies in direct risk, it gains an additional saving throw with a +5 bonus to end your ability to give it orders, though it remains staggered for the spell’s duration.

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Design Space: Technomancer mind-affecting spells I

Sometimes a game has rules or options that suggest there are things that should exist, but they don’t. Or at least, they don’t existing in the form or to the degree they should. This is often a sign of a good ‘design space,’ a place where a game seems to need more material designed for it, where the existing rules don’t feel every reasonable iteration of the concept, and where such material won’t feel extraneous or uninteresting.

As a negative example, there’s not much design space between a shortsword that does 1d6 damage, and a longsword that does 1d8 damage. There are certainly things you can do (some companies make 7-sided dice, you can add or remove other elements such as cost and weapon traits and proficiency, and so on). So yes, you could make a ‘broadsword’ that cost more than a short sword, and weighed more, and did a d8 damage, but was easier to gain proficiency in than a longsword. But it’ll feel :showhorned in,” and not be as useful an addition to the game as a weapon with a totally different damage die or some more clear differentiating feature.

A positive example is in the Starfinder Roleplaying Game, where technomancers have a magic hack (“robot influence”) that allow them to affect constructs, robots, and other creatures that have the technological subtype, even if they’re mindless or would normally be immune.

Now, think about what mind-affecting spells a technomancer would use that with. … Right. Daze monster doesn’t suck, but it’s not worth a whole magic hack. The problem, of course, is that mind-affecting spells don’t normally feel like they are closely connected to technology. But that’s a conceptual hurdle that can be overcome, and mind-affecting spells are such a broad category that we can design them to feel very different from existing spells that mystics and witchwarpers get.

So, let’s create some! Specifically some low-level, technology and computer culture-inspired mind-affecting technomaner spells!

Check the Comments [Technomancer 1]
School enchantment (compulsion, mind-affecting)
Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration one minute/level
Save Will negates

The target creature announced each action it is about to take before it takes it. If it is aware of a shared language it has with you, it uses that language to make these announcements, otherwise it uses its native language. If it announces an attack or effect that requires a saving throw, any creature that understands its announcement gains a +2 circumstance bonus to their AC or save against that effect. Additionally, if someone who understands the announcements readies an action to be triggered by an action the target announced, the readied action is triggered by the announcement, and thus is resolved before the triggering action. 

Dropped Pixel [Technomancer 1]
School enchantment (mind-affecting)

Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration one minute/level
Save Will partial

The target creature cannot maintain any direct observation of you with a precise sense. They can track you with imprecise senses, but whenever they try to determine your exact  location or appearance they find themselves looking away, fixating on an item near you, or similarly not directly observing you. You gain concealment from the target. If the target succeeds at a Will save, the spell’s duration is reduced to 1 round.

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One Feat: Four Systems (Allied Spellcaster)

So, obviously, I’ve been working in a lot of different game systems recently. With the 52-in-52 program, I’m developing the same game content for Pathfinder 1st ed, Pathfinder 2nd ed, Starfinder, and 5e.

It’s been a fascinating view of how the different game systems look at game elements that have the same name, but different functions.

For example, feats.

In Pathfinder 1e and Starfinder, feats are cross-character goodies that are generally designed to be optional, and sometimes tie into class design (such as for the fighter and soldier), but not always.

For Pathfinder 2e, feats are the quintessential character ability, and different kinds of feats are crucial to your ancestry, class, and any archetype you take.

For 5e, feats are entirely optional, and if taken come in place of ability score advancements. Each feat is more potent in many ways, but you can make a character with a single feat, or no feats, and no class depends on feats for any part of its core functions.

As an example, we’re going to take a PF1 teamwork feat, and present it (as a non-teamwork feat) in different versions, one for each of the four game systems.

Here’s the original, a PF1 Teamwork feat

Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.

Here’s a new PF1 version, that isn’t a teamwork feat

ALLIED SPELLCASTER
You can aid an allied spellcaster, adding your magic power to their own.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who can cast spells, as a standard action you can expend a spell slot or prepared spell of 1st level or higher to attempt to boost their spellcasting ability. This requires a Spellcraft check, DC 10 + double the level of the spell slot expended. On a successful check, you increase their caster level for the next spell they cast before the beginning of your next round by an amount equal to the level of the spell or spell slot expended.

You can also take eldritch power from a willing adjacent spellcaster to boost the power of your own spells. The allied spellcaster must ready to grant you a spell slot or prepared spell of 1st level of 1st level or higher on your turn. If they do so, you make the same Spellcraft check as a swift action and, if successful, for the next spell you cast this round your caster level is increased by an amount equal to the spell level your ally expended.

*So, that plays with both action economy and resource management, but it lets you play the spellcaster who can work in a group without anyone else having to also have the feat in question.

Here’s the same spell for Starfinder.

ALLIED SPELLCASTER
You can aid an allied spellcaster, adding your magic power to their own.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who can cast spells, as a standard action you can expend a spell slot of 1st level or higher to attempt to boost their spellcasting ability. This requires a Mysticism check, DC 10 + triple the level of the spell slot expended. On a successful check, you increase their caster level for the next spell they cast before the beginning of your next round by an amount equal to the level of the spell or spell slot expended. If the spell does damage and does not have a duration, area, or damage calculation based on level, you can instead grant +3 damage per level of spell you expended.

You can also take eldritch power from a willing adjacent spellcaster to boost the power of your own spells. The allied spellcaster takes a standard action to imbue you with energy by expending  a spell slot of 1st level or higher on your turn. If they do so, on your turn you can make the same Mysticism check as part of the action to cast your next spell and, if successful, gain the benefits listed above. If you do not cast a spell within 1 round of being imbued, the additional spell energy is lost.

*That’s very similar, though it makes an adjustment for the fact that Starfinder doesn’t generally have damage affected by caster level and readied actions work differently caused us to make some adjustments.

Here’s a version for 5e.

ALLIED SPELLCASTER
Prerequisite: Caster level 1st or higher
You are skilled at magic manipulatipons. Increase your Intelligence, Wisdom, or Charisma score by 1.
You can cast a spell to boost the effectiveness of an allied spellcaster within 60 feet, rather than its normal effect. If allied spellcaster casts a spell of their own that is no more than one spell level higher on their next turn, they have advantage on any attack roll the spell requires, or one target of their choice has disadvantage on any saving throw the spell requires.
An ally can cast a spell to boost your effectiveness rather than the spell’s normal effect, giving you the same benefit on your next turn.

*Things in 5e are simpler. Like, way simpler. Advantage or disadvantage is 75% of how the game handles things. And they are pretty big bonuses (work out to about a +4 bonus on a d20), so it’s okay that this only applies to spells of a level close to the level you expend.

That said, weaker feats in 5e also give you a +1 to one ability score (since you gave up a +2 to get the feat), which applies here given how circumstantial this is.

Here’s the same feat for PF2

ALLIED SPELLCASTER     FEAT 2
General Skill
Prerequisites: Expert in Arcana, Nature, Occultism or Religion
You can use the aid reaction to assist an adjacent ally when they cast a spell. This requires a successful Arcana, Nature, Occultism or Religion check (you must be expert in the selected skill) with a DC of 20 + double the level of spell the ally is casting. You must expend a spell slot of 1st level or higher, and you gain a bonus to your skill check equal to the level of the spell expended. You grant the ally a +2 circumstance bonus to their attack roll, or a +1 bonus to the save DC of their spell.
An adjacent allied spellcaster can attempt to use the aid reaction when you cast a spell. This works the same way, except you must make the Arcana, Nature, Occultism or Religion check.

*Pf2 uses a universal proficiency system for everything, so a +2 bonus matters as much at 15th level as it does at 5th level. There’s already an aid action which might be usable if a spell required an attack roll, but it’s not clear how it would apply and it certainly won’t boost save DCs. This cut through that, and is a skill feat spellcasters might really appreciate.

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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.

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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.

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Designing to Spec: Support Material (Part 8)

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.

Adding new options to a witchwarper is almost too easy — nearly anything can be justified as access to alternate realities. To keep things interesting, here we picked one way to gain bonus feats (and have access to a wider range of options that you can use at one time), and one way to use feats to define a different power that does things the feats normally don’t.

Paradigm Shifts

[2nd Level]

Alternity (Ex): Select three feats you meet the prerequisites for. These are abilities alternate versions of you, in alternate realities, have gained. Each day as a swift action you can select one of these feats to have for the remainder of the day. If you are 6th level or higher, you can expend a Resolve Point as a swift action to change which of these feats you have access to after you have made this choice.

At each new witchwarper level, you can change what three feats you have selected for this ability.

That’ll Leave A Mark (Su): Select a Critical feat (a feat that adds a critical hit option to an attack of yours), plus one additional Critical feat for every 5 witchwarper levels you have. You do not need to meet these feat’s normal prerequisites, but you must have a caster level equal to any base attack bonus they require. You do not benefit from the Critical feat, but as a reaction when an ally within 60 feet hits a foe with an attack, you can expend one use of your alternate outcome ability to add one of your critical hit feats to that attack (in addition to its normal critical hit effects, if the attack was a critical hit).

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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).

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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. 🙂