Blog Archives

GammaFinder Mutations for Starting Characters

We have GammaFinder rules for mutations as a character emphasis, and for growing mutations as your gain levels, but nothing that just lets you be a typical mutant as a 1st-level character (though standard GammaFinder characters don’t start at 1st level anyway). That seems like a gap.

So, let’s fix it!

Alternate Racial Feature: Mutant

PA Winged Woman
Art by Bert Folsom

You are a mutated version of your base species. You gain one Mutant Ability for which you meet the prerequisites. Your mutation replaces the following racial feature, based on your species, as noted below:
Core SpeciesAndroid (upgrade slot), Human (bonus feat), Kasatha (natural grace), Lashunta (lashunta magic), Shirren (communalism), Vesk (armor savant), Ysoki (moxie)
Legacy SpeciesDwarf (traditional enemy), Elf (elven magic), Gnome (gnome magic), Half-Elf (adaptability), Half-Orc (orc ferocity), Halfling (sure-footed)
Other Species– Astrazoan (rapid revival), Bantrid (balanced), Borai (resist energy drain), Ghoran (past-life knowledge), Haan (slow fall), Hobgoblin (battle hardened), Kalo (cold resistance), Maraquoi (blindsense), Nuar (maze mind), Orc (fierce survivalist), Pahtra (wary), Skittermander (grappler), Strix (nightborn), Uplfted Bear (limited telepathy).

New Feat

MUTANT
You do not fall within the most common genetic baseline for your species.
Benefit: Select one Mutant Ability for which you meet the prerequisites. You gain this mutant ability.

PA Alien Women

art by warpaintcobra

Filing Off the Serial Numbers
One of the advantages of using the Starfinder rules for GammaFinder is that the game comes with dozens of alien races ready to use. A GM should generally allow a player to select one of these species to represent a mutant (and if the race is humanoid, change their subtype if appropriate). for example, a kalo could be used for a mutant human who is adapted to the cold and water, losing the kalo subtype and gaining the human subtype to represent their heritage.
Similarly once a character has a mutation, GMs are encouraged to allow players to describe the character physical appearance as anything they wish within reason, even if it falls well outside the normal parameters for that species’ vital statistics. If a player wants a nuar to look like a boarfolk, with bright green hair and six tusks, that’s not really any weirder than an albino bullfolk.

WANT MORE GAMMAFINDER?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

Developing to Spec: Part 15a – Penetrating Thoughts

This is the first section of Part Fifteen 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.

Our alphabetical rundown has brought us to Greater Penetrating Strike. Which, of course, has Penetrating Strike as a prerequisite. And while Starfinder has a Penetrating Attack feat, it doesn’t have Penetrating Strike. So we need to create a Starfinder version of a feat that has already been adapted under a slightly different name. And then create a greater version of it.

Since our feat is a Strike, rather than any Attack, we can start by having it only apply to melee attacks. That reduces its effectiveness so we can have it apply at lower levels. But we still don’t want to do the same thing as Penetrating Attack. That means we need to look for some other kind of defense it can penetrate.

Penetration suggests getting through barriers, and there are two basic forms of barrier in Starfinder — cover (including shields, now), and force fields.

GREATER PENETRATING STRIKE (Combat)
Prerequisites: Base attack bonus +9, Penetrating Strike, Weapon Focus (any melee weapon).
Benefit: you can use the benefit of Penetrating Strike with any melee attack, regardless of the action you use, whether you have Weapon Focus with it, or how many RP you have.

PENETRATING STRIKE (Combat)
Prerequisites: Base attack bonus +6, Weapon Focus (any melee weapon).
Benefit: As long as you have at least 1 Resolve Point remaining, when you make a single melee attack as a standard action (with an attack to which you can apply Weapon Focus), your target does not gain any AC bonus from cover (including shields) against that attack, and it ignores any HP and other effects from force fields and energy shields, and any other defensive effect of a shield.

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 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!

 

Developing to Spec: Part 12d – Designing to Concept

This is the fourth section of Part Twelve 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.

Sometimes when developing existing rules, you find you like a concept that an option of encounter is built around, but the core mechanics don’t work. When that happens you often “design to concept,” looking not at the mechanics you have been given, but the cool idea behind them that needs to work differently. Everything but that core, good idea gets thrown away. That same idea can apply to adapting from one game system to another–sometimes you have to throw out everything but the concept (and in this case, the name), and start over from there.

For example, Dodge is a lot like Dazzling Display in that it would work exactly as written in Starfinder, which makes us have to ask why it isn’t. The answer is clearly a case of combat math, so like Greater Weapon Focus we need to find some other solution to creating a feat that serves some defensive function, has a solid game use, and feels like dodging, but doesn’t break the game assumed range of numbers.

DODGE
Your training and reflexes allow you to avoid a wide range of threats when specifically avoiding opponents’ attacks.
Benefit: When you take the fight defensively or total defense action, you apply the bonus that action gives you to AC to your saving throws as well.

Like so many PF feats, Double Slice is designed to work with mechanics that just don’t exist in Starfinder. The name of it does lead to consider some interesting options, hwoever, and I know from my time talking to Starifner players that there is a strong desire for some kind of mechanical beneit for wielding multiple melee weapons. So, in a two-birds-with-one-stone way:

DOUBLE SLICE
You are adept at using multiple weapons to strike foes around you when they drop their guard.
Benefit: If you are wielding two or more melee weapons that are not archaic or unwieldy (including natural or unarmed attacks, if they meet those requirements), and at least is an operative weapon, you an take one additional attack of opportunity each round. Each attack of opportunity must be provoked by a different event, and must be made with a different melee weapon.

(Do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!)

Developing to Spec: Part 12c – Deft and Disruptive

This is the third section of Part Twelve 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.

We’ve made it to Deft Hands, which has all the issues of Athletic and Acrobatic and similar feats. Luckily we can again use the same solution—look through the relevant feats and seek some design space open for new options.

DEFT HANDS
You have exceptional manual dexterity.
Benefit: You can perform the hide object, palm object, and pick pocket tasks of Sleight of Hand as move actions.

Disruptive is interesting, because it makes a spellcaster less likely to cast defensively… and defensive casting isn’t a thing in Starfinder. But if we just take the feat to be something that makes spellcasters near you less effective, we can build something interesting that does that without trying to replicate the exact game mechanics.

DISRUPTIVE (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: Base attack bonus +6.
Benefit: Creatures within the area you can threaten with melee attacks take a -1 penalty to attack rolls with spells, and the save DCs of their spells are reduced by 1. If you hit such a creature with a melee attack these penalties are doubled as long as is it in your threatened area until the beginning of your next turn.

PATREON
This series of posts about my specific game writing and development process (along with concrete examples and Starfinder feats) is — like all my blog posts — 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 12b – Adapting Concepts

This is the second section of Part Twelve 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.

We’ve reached Defensive Combat Training, which has the same kind of problems with game math and combat options as Greater Weapon Focus and, like it, there’s a way to preserve the concept by having it apply to avoiding penalties rather than gaining bonuses.

DEFENSIVE COMBAT TRAINING (Combat)
You have trained to keep your defenses us against tricky maneuvers, even under the worst circumstances
Benefit: You do not apply the penalty from the entangled, exhausted, fatigued, flat-footed, frightened, grappled, off-kilter, panicked, or prone conditions to your AC against combat maneuvers.

Deflect Arrows clearly got superseded by Deflect Projectiles, but we can possibly use the fact that the Starfinder version has extremely broad utility, late-level prerequisites, and a Resolve Point cost to make a much narrower, but less costly version just for “arrows.”

DEFLECT ARROWS (Combat)
You have trained in an archaic art designed to avoid archaic missile weapons.
Benefit: Once per round when an archaic ranged weapon that does kinetic damage would hit you, you may choose to have it miss you.

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 12 – Deadly and Deceitful

This is the first section of Part Twelve 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.

So now that we’ve done Greater Weapon Focus and Shatter Defenses, we can look at Deadly Stroke. The PF version is specifically designed to give you a kind of quick coup de grace option, but that doesn’t hold up well to Starfinder’s combat math. On the other hand, Starfinder does assume that if you have an attack bonus to high you can hit even while taking the penalty for multiattacking, you can do more damage (or significantly inconvenience them with a combat maneuver). There might be ways to allow that high-attack-bonus character to just access more damage directly if they pay a feat to do so.

And since Starfinder feats tend to be much more prerequisite-lite than PF, and the base attack bonus restricts this to higher-level characters anyway, we can do away with some of the prerequisites that aren’t directly related to the way this feat works.

DEADLY STROKE
With a well-placed strike, you can bring a swift and painful end to most foes.
Prerequisites: Greater Weapon Focus, Weapon Focus, and proficiency with the selected weapon, base attack bonus +11.
Benefit: When using a weapon you have Greater Weapon Focus with to make a single attack as a standard action, if your attack roll exceeds the target’s AC by 8 or more, the attack is a critical hit.

And that brings us to Deceitful, which has all the issues of Athletic and Acrobatic and similar feats. Luckily we can use the same solution—look through the relevant feats and seek some design space open for new options.

DECEITFUL
The art of deception is second-nature to you.
Benefit: You can use the diversion task of the Bluff skill to allow another character to use the distraction to attempt Stealth or to palm an object. If your skill check is 20 or higher, you can pass a secret message to the character you are making the distraction for informing them of your intention in creating the distraction, and no one who is distracted can attempt a Sense Motive check to learn the gist of that message.
Additionally, the DC of a Perception check to penetrate a successful disguise of yours is increased by +2.

WANT MORE?
Got questions about specific kinds of development or game rule issues? Want to suggest some other topic for me to tackle in-depth? Join my Patreon for just a few dollars a month, and give me feedback on the kind of content you want to see!