We continue our look at some of the weirder classic magic items, and how they can be updated to the Starfinder Roleplaying Game.
But first, an aside.
All Starfinder content offered here is third-party material provided under the Open Gaming License and the Starfinder Compatability License. It is not official. It is not available for use in Starfinder Society organized play. It’s not even in its final form. It’s just fun thought experiments that may, or may not, ever show up in a rogue Genius Games product someday.
Air-Horn of Interruption
Level: Varies (see text) Cost: Varies (see text)
Air-horns of interruption can be found at various item levels, from level 7 and up. They have the same price as the cheapest armor upgrade of the same level from the Starfinder Core Rulebook. When the air-horn is held, you can ready a standard action to use an air-horn of interruption to use against a creature when it next casts a spell. This is a purely defensive action, and the readied action preempts the target’s action if it attempts to cast a spell or use a spell-like ability. When the readied action goes off, you make a ranged attack against the target’s EAC. If your attack hits you do 1 point of damage, and the target loses the spell (and its spell slot). Once you have successfully caused a target to lose a spell with this device, it is immune to the air-horn of interruption for 24 hours.
More Star Magic
I have a Patreon, which supports this blog and is sometimes home of some exclusively-patron bonus content.
Even More Star Options
There are tons of new PC options for the Starfinder Roleplaying Game in the Starfarer’s Companion, available at DriveThruRPG, Paizo, and the Open Gaming Store!
Okay, while I am at Gen Con. let’s do one more quick, weird update of a classic magic item for Starfinder!
Flashlight of Truth
Level: Varies (see text) Cost: Varies (see text)
Flashlights of truth can be found at various item levels, from level 4 and up. They have the same price as the cheapest armor upgrade of the same level from the Starfinder Core Rulebook. A flashlight of truth can be shone directly into the face of a willing creature, or one that is bound, paralyzed, or helpless, as a full-round action. You gain a circumstance bonus equal to the flashlight’s level to all Sense Motive checks made against a creature you shine the light into in this way. Also, it functions as a flashlight that does not run out of charges.
Speaking of Quick:
I have a patreon. Check it out!
Rogue Genius Games 234-page “Starfarer’s Companion” is available now in pdf! Check it out!
Just more random ideas for updates of some of the sillier classic magic items.
Air-Horn of Opening
Level: Varies (see text) Cost: Varies (see text)
Air-horns of opening can be found at various item levels. They have the same price as the cheapest armor upgrade of the same level from the Starfinder Core Rulebook. An air-horn of opening can be pointed at any sealed or shut door, lock, or other closing and, when it’s loud sound is blasted as a standard action at the closure, magically opening it. The air-horn attempts an Engineering check to disable device with a total bonus equal to it’s item level +5. If an air-horn of opening fails to open a closure on the first attempt, it can never successfully open it.
An air-horn of opening can only be used twice per day. Alternatively it can can be used once as a full round action, which grants it an additional +5 bonus, but the item’s magic is then expended and it becomes mundane and worthless. An air-horn of opening can only function in a gas atmosphere, and only at a range of 15 feet. it can normally be heard 500 feet away, and if the sound from the air-horn cannot reach the opening for some reason, it does not function.
Torpedo Minisub, Folding
Level: 4 Cost: 2,750 credits
Bulk: 1 (see text)
At the press of a button this torpedo minisub (see Vehicles in Chapter 7: Equipment of the Starfinder Core Rulebook) folds, spins, and transforms its shape until it is down to a 1-foot cube weighing 10 lbs. It can only do this if it is empty of any creatures of cargo, and it takes 1 minute. When in cube form it can be placed in a large enough body of unobstructed water to support it, in which case it unfolds and expands back into a torpedo minisub over 1 minute.
Speaking of Things of Value
I have a Patreon, which supports my efforts to make blog posts here. I even post things to it from time to time that are (at least at first) Patreon-exclusive. Like the trenchcoat of the bat!
So, obviously I’ve been thinking a lot about Starfinder-compatible material that could go up here. It has to be material I thought off on my own time (rather than while doing Paizo work), and that I honestly believe is not a good match for any Paizo product. Otherwise, I’d need to reserve it for Paizo. Also, it has to be based only on products already available to the general public or that a special accommodation was made for. (The existing RGG Starfinder-compatible products were written using advance materials Paizo made available to numerous third-party publishers—RGG included—otherwise RGG couldn’t have even begun work on Starfinder-compatible material until today).
That’s a fairly narrow path to walk, and I take the good-faith parts of it seriously. I’m pretty well the only person who knows what goes on in my head, but that just means I have to hold myself to the highest standard for this. My mental firewalls must err on the side of saving the best ideas for the company paying me specifically to guide rules design for the game, so anything that shows up here is going to be something built off a third-party-publisher’s rules, or too weird to wrongly themed for the official campaign setting, or entirely experimental.
Once place I think there’s some interesting design space is updating magic items and options from the Pathfinder Roleplaying Game to the Starfinder Roleplaying game. There are lots of ways to do that, and some of them aren’t the right tone for what the official campaign setting is shooting for. As an example of something I’m comfortable publishing myself, let’s look at the thing I call the “Weasel Gun.”
Pistol of Tricks
Name Level Price Range Capacity Usage Bulk Special
Minor Gray 1 300 credits 20 1 L (tiny weasel)
Standard Gray 3 1.5k credits 20 1 L (tiny bat, rat, or weasel)
Major Gray 5 3k credits 20 1 L (tiny bat, rat, squid, or weasel)
Minor Rust 7 7k credits 40 2 L (small wolverine)
Standard Rust 9 14k credits 40 2 L (medium boar, small eagle or wolverine)
Major Rust 11 25k credits 40 2 L (medium boar, small eagle, octopus, or wolverine)
Minor Tan 13 45k credits 100 10 L (medium bear or large rhino)
Standard Tan 15 90k credits 100 10 L (medium bear or vulture, or large rhino)
Major Tan 17 180k credits 100 10 L (medium bear, shark, or vulture, or large orca, rhino, or roc)
Pistol of Tricks Description
Pistols of tricks are magic uncategorized small arms that summon “trick monsters,” magic constructs that are designed to emulate the appearance and actions of animals. When fired, the magic device converts the energy of its battery into a temporary kinetic manifestation. These “trick monsters” attack whatever they are closest to when summoned. If you successfully hit a creature’s EAC when you fire, that creature is the exclusive target of the trick monster (even once the creature is dead or dying), and the trick monster seeks that creature out if it moves or hides. On a miss the trick monster scatters as a thrown weapon, and attacks the creature nearest to it when it arrives (determine randomly if it is equally close to multiple creatures).
Trick monsters remain for 1 round, plus 1 round per 2 levels of the pistol of tricks that summoned them. It attacks at the end of your turn each round, and can flank or move but doesn’t make combat maneuvers or tack actions other than melee attacks and movement. A pistol of tricks can normally only maintain a single trick monster at a time, so firing a second time ends any previously summoned trick monsters. On a critical hit, the pistol of tricks actually summons two trick monsters of the same type, that attack the same target.
Each pistol of tricks lists which trick monsters it can summon and the size of each. Trick monsters can be targeted by anything that can target an animal or magical construct. You select from the available trick monsters with each attack. The trick monster summoned by a pistol of tricks has game stats based on the level of the weapon used to summon it, as follows:
BAB: Level Melee damage: 1d6/2 levels (minimum 1d3)
EAC: 9 + level KAC: 11+ level Saving Throws: ½ Level
Move: 30 feet + level* HP: 5 x level Perception: Level
*Additional movement only counts in +5 ft. increments. So a trick monster goes from 30 to a 35 ft. move when fired from a 5th level weapon, to 40 ft. when fired from a 10th level pistol, and so on. Terrestrial creature have a land speed, flying creatures a fly speed with average movement, and aquatic creatures a swim speed.
Thus the trick weasel of the 1st level Least Gray Pistol of tricks (the iconic “Weasel Gun”) is:
BAB: +1 Melee Damage: 1d3
EAC: 10 KAC: 11 Saving Throws: +0
Move: 30 Feet HP: 5 Perception: +1
There are lots of other magic items that get weird and interesting if you consider updating them to a high-tech science-fantasy campaign world. Is a belt of dwarvenkind now an ancient relic, and is there a belt of veskkind to go with it? Should there be a spacesuit of useful items? Eyes of the star eagle?
I have a patreon, and it supports these posts. And I thought a belt of vesk-kind sounds cool, so i wrote one up and posted it there for my patrons.