Blog Archives
Owen Explains It All –Minor Allies for Starfinder
Before we get to any OGL content, an editorial aside:
First, this blog has spoilers for The Book of Boba Fett (and, by extension though less so, The Mandalorian). 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!

One of the thing I have found fascinating about The Book of Boba Fett is that it has focused on empire-building, rather than being a personal badass. I have idea about why that is (and why some people dislike it as an arc for this character), but that doesn’t really matter when I am discussing gamifyable elements of the show.
Specifically, Boba Fett has a number of minor minions he’s picked up, from droids to Gamorrean Guards to mod bikers, who assist him in social and combat encounters. None of them are a match for him or his significant enemies, but they can tilt a close situation to his favor, and buy him time when he’s at a serious disadvantage. It leads me to want to have simply rules for how useful a few folks below your own skill level to back you up can be, without slowing down gameplay by tracking the positioning and health and gear of numerous NPCs just so they can have a small impact on encounters.
And all of that leads me to Minor Allies, as OGL content
Minor Allies
Minor allies are people who aren’t on the same level as you and your adventuring partners, but are hearty and skilled enough to be of some assistance. A GM may use minor allies as a way to boost PCs for a major encounter (“While none of the ship’s crew are hardened marines, they will back you up as you attempt to retake the bridge.”), as a reward other than just credits (“Your willingness to risk your life to help the miners of Bluroc 17 has convinced a few of their roudier citizens to follow you and work toward your goals.”), or just as a feat a PC can take if they want to have some folks supporting them.
If your character has minor allies, you gains 1 effective minor ally, plus one per six character levels you possess. Minor allies are very limited in what they can do, and their exact position and health are not tracked. Each round a minor ally can attempt to aid another, engage in harrying fire, or grant covering fire. There bonus for any of these actions is equal to half your character level. If a minor ally fails in any of their checks, it indicates they are too fatigued, injured, or low on gear to continue, and they stop being able to assist you.
A minor ally can also be taken out of play by any significant enemy as a standard action, or by any attack (from any source) targeting them that hits an AC equal to 10+ your character level. A minor ally taken out this way is too injured to do anything helpful, but still able to remove themselves from danger.
You regain the use of one minor ally per day (with minor allies healing up and tagging along but staying out of trouble until they are recovered enough to be helpful again).
Expanded Content
In addition to these minor allies rules, I created an option for Afterthrusters, as ystem designed to allow a starship a burst of extra speed… at the risk of damaging the ship. This is bonus content for my Patrons, and is presented exclusively at my Patreon. You can join for a monthly cost of less than a cup of coffee!
Developing to Spec: Part 13d – Know When to Break the Design Rules
One of the general principles of good game development is not to add things to a game’s rules that was explicitly avoided by the core rulebook. For example, even though Weapon Focus gives a +1 or +2 bonus to attacks with one class of weapons in Starfinder, the book specifically didn’t give a better, stacking version of that to soldiers for an even bigger bonus. So, when we adapted Greater Weapon Focus, we avoided adding what the core rulebook was specifically designed to not have.
This is different, in very important ways, than just not adding anything new.
But it’s also a general principle, not a hard-and-fast law. Sometimes, you know better than the people who created the core rulebook. Sometimes real-world play experience shows people want unbalanced options because they’re fun. And sometimes, you are creating something everyone knows is unofficial, so you are in an environment with different needs and responsibilities.
Starfinder clearly doesn’t want to allow people to transfer Resolve Points, or duck the drawbacks of their class features. But maybe we DO want to allow those things, at least in the context of this product, which is most likely to appeal to players who want things the PF core rulebook allows for, and Starfinder doesn’t.
And that leads to today’s feat conversions.
Like Extra Lay On Hands from yesterday, Extra Mercy functions in PF by giving extra uses of an ability that doesn’t exist in Starfinder. So how can we make this feat’s name, which suggests you are already being merciful, feel like the user is *extra* merciful?
EXTRA MERCY
Your healing touch can restore the inner resolve of your patient, at a heavy cost to you.
Prerequisites: Healing touch class feature.
Benefit: When you use the healing touch class feature, you can also expend 1 Resolve Point to grant one target of your healing touch 1 Resolve Point. Under no circumstances can the target exceed its normally maximum number of Resolve Points.
Extra Performance gives us exactly the same problem—there’s nothing you can run out of called a “performance” in Starfinder. So, what CAN we add some benefit to that makes linguistic and thematic sense? Well, envoys have abilities that could be considered performance-related, and they have a kind of ability that takes away one of their normal benefits, the expertise die. There’s nothing in Starfinder that let’s you double-dip (getting both the expertise die and a talent benefit that normally requires you to forgo it), but as a limited, flexible resource you can gain with a feat, that should be balanced (if adding a bit more complexity than Starfinder normally engages in).
EXTRA PERFORMANCE
You can call upon a deep well of performative and diplomatic skill to pull off complex tasks requiring great expertise.
Prerequisites: Expertise talent class feature.
Benefit: Twice per day you can use an expertise talent that normally requires you to forgo adding the benefit of your expertise die to a skill check, and still add the expertise die as normal for that skill.
Both of these re-conceptualize the function of the original feats into a different, though thematically-related, benefit. They also do things Starfinder’s existing rule options don’t allow for, but in a controlled way that makes sense, and shouldn’t break any aspect of the game.
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!
Developing to Spec: Part 13c – Feats that are SO EXTRA
This is the third section of Part Thirteen of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
In our ongoing alphabetical march we have run into another set of feats-of-a-set-type, though in this case they’re all still just general feats. These are the feats that grant “Extra” uses of various PF class features with limited charges per day. Since almost none of those powers even exist in Starfinder, somehow creating a set of feats with the same names as those designed to just boost uses/day is going to take some creativity. (These are another great examples of feat it would be worth checking if you producer REALLY wanted to create Starfinder versions of, but this project considers that question settled, so on we go).
For example, Extra Ki has all sorts of problems. First, there is are no ki points or ki powers in Starfinder. Second, those things that are similar to ki powers have been replaced by a universal Resolve Point mechanic, which already has Extra Resolve that gives you more Resolve Points, and cannot be taken more than once.
And, in that second fact we perhaps find a crack of design space. It’s likely not something the designers of Starfinder intended (aside—nope, it sure isn’t), but it should work well enough.
EXTRA KI
You have a focused pool of resolve to draw of when accessing your trained abilities.
Prerequisites: Extra Resolve, character level 5th.
Benefit: You gain a special pool of 2 bonus Resolve Points, These can only be used to fuel class features you possess that require Resolve Point expenditure.
That solution doesn’t work with Extra Lay on Hands, of course, because there’s no similar broad category of abilities we could reference. But there IS the mystic healing touch class feature, which is close descriptively, so:
EXTRA LAY ON HANDS
You can sooth with a touch more often than most mystics.
Prerequisites: Healing touch class feature.
Benefit: You gain three additional uses of healing touch per day. In a single ten minute period, you can heal multiple adjacent creatures (expending one use of the ability for each target), though you cannot use this to apply multiple uses to a single target.
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!
Developing to Spec: Part 13b – Re-conceptualizing
This is the second section of Part Thirteen of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
As the developer for this project, it’s getting clearer and clearer that a lot of feats didn’t get translated from PF to Starfinder because they are connected to game mechanics that have been abandoned or radically changed. (I already knew this, as it happens, and I wrote the first draft of the Starfinder Core Rulebook feats chapter, and remember how many things just weren’t relevant. But for purposes of this series of articles, let’s assume we’re discovering this for the first time.) That means we need to lean on re-conceptualizing those feats to use new mechanics, and possibly to have them create entirely new effects which just match the name of the original feats (and, hopefully, will appeal to the same kind of player).
The same issue comes up with Eschew Materials, since Starfinder doesn’t require material components for spellcasting unless they have a cost. We found a way to use Still Spell and Silent Spell despite Starfinder spellcasting not requiring words or gestures by re-conceptualizing what those feats meant. We didn’t tackle Eschew Materials at the same time, because it’s not officially a metamagic feat, but can we do the same thing to come up with a solution here? And, since it’s NOT a metamagic feat, can we step away from spells entirely to give it a broader utility?
ESCHEW MATERIALS
You have learned to call forth the magic essence of various substances, passing their benefits homeopathically through your form, rather than needing to apply them in traditional ways.
Benefit: As a standard action, you can apply any serum or medicinal in your possession (that you could normally draw as a move action or less) to yourself or an adjacent creature with a touch. The serum or medicinal is expended normally, you just don’t have to have it in hand to use it.
That brings us to Extra Channel, which isn’t too bad – we have a class that has a healing channel, and two extra uses seems reasonable, though since Starfinder only has one “extra” feat (Extra Resolve), and it can’t be taken more than once, we should probably not allow this to be taken more than once either.
EXTRA CHANNEL
You can channel healing energy more easily than most healer mystics.
Prerequisites: Healing channel class feature.
Benefits: Twice per day you can use the healing channel ability without expending Resolve Points to do so.
Want More of This? Support my Patreon!
Do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! And tell me what you want to see! More PF1? PF2? SF? Writing Basics articles?
If enough patrons signed up, I could give this stuff away full time!
Developing to Spec: Part 13 – Keeping It Simple
This is the first section of Part Thirteen of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
The deeper we get into this project, the greater the temptation is going to become to create complex, weighty new rules to help us have enough design space to make a slew of new feats covering common conceptual tropes. But as much as possible, we need to keep things simple.
For example, while channeling feats are going to keep being something we have to adapt, Elemental Channel can be extra easy and simple, since we can just emulate the existing Starfinder feat Harm Undead.
ELEMENTAL CHANNEL
You can use your healing channel to harm elementals.
Prerequisites: Healing channel connection power, mystic level 1st.
Benefit: When you use your healing 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 elemental foes (including all creatures of the elemental type) in the area. The elementals can attempt a Will save for half damage, at your usual connection power DC.
Sometimes the problem is deeper, but that doesn’t mean the solution has to be complex. The reason Endurance doesn’t exist in Starfinder is that all of the benefits the PF version grant have been rolled into Toughness (which also does pretty much what the PF toughness feat does). That means if we want to have something that feels like Endurance, we need to come up with brand-new mechanics. There are lots of places we could go with this, but since I know that afflictions in Starfinder turn out to be pretty severe, that’s the first place I go looking for options. And, luckily, there’s a really easy way to adjust a character’s level of enduring such things.
ENDURANCE
Harsh afflictions do not bring you down quickly or easily.
Benefit: You treat the onset and frequency of afflictions that have them as being twice as long as normal.
Patreon
Heya folks–I am back to being a full-time freelancer. Which means, every word I write has to justify itself in time taken vs. benefit to my freelance career and/or money made.
So if you found any of this useful and you’d like to support the creation of more such content, check out my Patreon!
Just a couple of dollars a month from each of you will make a huge difference, and has already resulted in me upping my blogging rate to be five days a week!