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Developing to Spec: Part 22c (Two-Weapon Feats)
This is the third section of Part 22 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 have come to the last couple of two-weapon related feats; Two-Weapon Defense and Two-Weapon Rend. It would have made sense to write these back when we were writing the base Two-Weapon Fighting feat and it’s follow-up feats, but since we were only checking all the prerequisites for Greater Two-Weapon Fighting, and didn’t check to see if there were any more thematically-linked feats (such as Double Slice, or today’s examples), it didn’t come up.
So, Two-Weapon Defense is a combat feat that grants bonuses to AC. We’ve made major changes to every one of those we’ve run into on this project and for Two-Weapon Fighting we need to adjust:
Not a darn thing.
Seriously. With the advent of shield bonuses being defined in COM, Two-Weapon Defense works perfectly as-written. Even the prerequisites are reasonable. We can just add it to the game as-is. (If it makes sense and ain’t broke, don’t adjust it). We could require the two weapons to be melee weapons (although PF didn’t–apparently twin hand crossbows is fine), but the visual of the two-pistol character blazing away to give themselves cover fire is too cool to restrict even if it makes slightly less logical sense.
TWO-WEAPON DEFENSE (Combat)
You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
And that bring us to Two-Weapon Rend which… does need change. I’ve never been convinced the PF version of Two-Weapon Rend was balanced. At first glance it looks like just a little bonus damage, but later FAQs made it clear that it also benefits from damage bonuses that apply to both attacks that trigger it (such as Power attack and potentially sneak attack) but not things that specifically are weapon damage bonuses (such as weapon enhancement bonuses and spells such as divine favor. Which means it is far, far more powerful for cavaliers, paladins, and rogues than for most other classes.
Any damage bonus is always problematic with Starfinder feats, especially those that won’t really have a drawback for a large portion of characters. While it’s nice for being multi-armed being useful, we don’t want a feat to radically change that usefulness if that calculation wasn’t considered in creating the core rulebook.
Luckily the feat’s name says you “rend,” not “do extra damage” so there are other options.
TWO-WEAPON REND (Combat)
You can make the intersection of damage from different weapons hurt.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When you hit and damage the same target with attacks from two or more weapons in the same round, it must attempt a Fortitude save (DC 10 +1/2 your base attack bonus +your key ability score modifier). If it fails, it is sickened for 1 round for ever 5 item levels of the lower-level of the weapons (minimum 1 round). This is a pain effect.
Now, why did we say it was a pain effect?
Pain IS one of the descriptors Starfinder lists in the core rulebook. Pain effects note “Creatures that are immune to effects that require a Fortitude save are immune to pain effects.” It doesn’t come up that often, but it also helps explain why rending someone causes a sickened effect, so it’s worth the extra wordage.
Okay, that just leaves three feats, all of which we’ll tackle tomorrow.
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Developing to Spec: Part 21d (Finding Design Space)
This is the fourth section of Part 21 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 here we are at the last post of the next-to-last week of this season-long project. There are still some real problem feats in front of us, but today won’t be too bad.
And it starts with Spirited Charge.
In PF, Spirited Charge helps charge-based characgers keep up with damage-per-round (DPR), since a major factor of DPR is getting multiple attacks per round and you (generally) can’t do that with a charge. However, in Starfinder, the primary way DPR increases is through bigger weapon damage dice and Weapon Specialization. So a damage multiple would be, to put it simply, broken as heck.
However, charging has big drawbacks in Starfinder, in the form of penalties to attack and AC. That gives us some design space, if we are clever and careful. We can mitigate those… but we need to keep an eye on other abilities that do this. For example, the uplifted bear’s ferocious charge and the soldier’s blitz fighting style already negate the normal penalties to attack rolls and AC. Since people playing an uplifted bear blitz solider are likely among those most interested in a Spirited Charge feat. (And, by the way, I want to play an uplifted bear blitz soldier now… )
SPIRITED CHARGE (Combat)
Oh lawd, you be comin’.
Benefit: When you charge, you can attempt a trip combat maneuver in place of the normal melee attack. In addition, you can charge without taking the normal charge penalties to attack rolls or AC. If you have another ability that allows you to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style or an uplifted bear’s ferocious charge), you gain the ability to charge through difficult terrain. If you already have the ability to charge through difficult terrain (such as from being an uplifted bear with the blitz fighting style), you can charge even if you do not have a clear path directly to your target (running around obstacles, for example), and if the space adjacent to the target that is nearest your starting space is blocked or occupied, you can charge to the closest available adjacent space.
That brings us to Stealthy. Like all our PF +2-to-2-skills feats, this needs a total conceptual rewrite. Luckily, reading through terms like “Hide” and “Stealth” in a pdf of the rulebook gives us lots of places we can grab some design space.
STEALTHY
You can always find a way to avoid detection.
Benefit: You can attempt to make a Stealth check without cover or concealment. Doing so applies a -20 penalty to your Stealth check. This is cumulative with the penalties for attempting Stealth while moving more than half your speed.
Additionally, if you are using Stealth and you would be detected by a sensor or spell (such as detect thoughts) from a creature that is not currently observing you with a primary sense. This acts as nondetection, but the DC for those attempting to detect you is 11 + ranks in Stealth + any insight bonus you have to Stealth.
This design took some careful consideration. Since it’s already a -10 to make a Stealth check after a successful Bluff check, it needs to be harder to make Stealth with no cover or concealment at all. This is mostly only useful for sneaking past low-level threats… but that often includes things like guard animals and patrols. And besides, the chance to duck other ways of being detected is a nice back-up for nonmagic sneaks who should have SOME change to have trained in ways to avoid cameras and crystal balls.
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Developing to Spec: Part 20b – Forms of Rapid
This is the second section of Part Twenty 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) here.
We hit our first “r” feat, Rapid Reload.
Which is easy to adapt to Starfinder mechanically… but has major power power implications that may not be obvious.
Having to take an action to reload weapons is used to reign in some combat options. Automatic mode attacks, for example, are designed to not be able to be used every round because they use all your remaining ammunition. So if you could reload without taking an action, you could make automatic attacks every round.
But we can boost reload utility without going that far.
RAPID RELOAD (Combat)
You can quickly reload a while while doing other things.
Benefit: When you take an action that does not include making an attack or reloading a weapon, you may additionally reload any one weapon you could reload as a move action. Alternatively, if you take a move action to reload a weapon, you may reload one weapon for every 2 arms you have.
That brings us to Rapid Shot, which has similar issues–it’d be easy enough to allow additional ranged attacks at -2, but it would be extremely unbalancing. PF primarily scales damage output at increasing level by giving characters more and more attacks. Starfinder primarily scales damage output by giving characters more damaging attacks. That means that giving yet another attack on top of whatever else Starfinder gives a character, especially at a mere -2 to attack rolls, would boost a character’s potential damage output well out of scale with any other feat.
Nearly anything that impacts the action economy of making one or more attacks is going to be nearly impossible to balance, especially since some Starfinder official material has already given very minor boosts and we can’t predict how future minor boosts might interact with some very constrained option we create here.
But we can create something that let’s you shoot rapidly without shooting more often.
RAPID SHOT (Combat)
You can get off the first shot with surprising rapidity.
Prerequisites: Improved Initiative
Benefit: When you roll initiative, you can choose to gain a +4 bonus to your check. If you do so, your first round of combat is restricted to drawing weapons and making a single ranged attack roll.
The prerequisite is designed to restrict this feat to characters that can get the most use out of it. Since Improved Initiative gives you a +4 initiative bonus with no restrictions on your first round actions it’s clearly something you should take before getting a second +4 with drawbacks.
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!