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New Operative Specialization in Really Wild West: Pistoleer (For Starfinder)

We wrap up out look at operative class options in the Really Wild West (and therefore Starfinder in general) with the pistoleer specialization, and one extra exploit that synergies with it despite not being part of it. While the gunslinger and soldier are both classes that may well use pistols (one reason gunslinger abilities have multiple ways of being accessed by soldiers), the existence or trick attack means operatives are the class most likely to focus on small arms, and deserve a unique way to specialize with such weapons.

Rww Shootist

(art by warpaintcobra)

New Operative Specialiation: Pistoleer
While all gunfighters may have a preference for one firearm over another, a pistoleer specifically focuses on pistol-combat, trading versatility for greater expertise in small arms.
Associated Skills: Bluff and Sleight of Hand. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.
Specialization Exploit: Fast on the Draw
Sweep the Room (Ex): At 11th level as a full action you can make one small arm attack against every target in a cone out to your weapon’s second range increment. If you are holding multiple small arms, you can decide which small arm is used to attack which target. Each attack takes the weapon’s normal ammunition usage and you cannot reload during this attack, even if you have a way to reload without taking an action. When you run out of ammunition, your attacks stop.

Operative Exploits:

[2nd Level]

Shootist (Ex)
You gain a gunslinger ability. You must select one that could normally be used with small arms or longarms (though it can also be usable with other weapons as well). You must meet its other prerequisites. You can only use it with small arms.
At 4th level, you gain a second gunslinger ability using the same rules and limitations.

[10th Level]

Fast on the Draw (Ex)
You gain the Quick Draw feat – if you gain the Quick Draw feat through other means, you gain the ability to draw a small arm as a reaction whenever someone within your line of sight makes an attack against anyone. You can still take a full action on a round you Quick Draw as a swift action.

Additionally, you gain a +1 bonus to the attack roll of trick attacks made with a small arm in the first round of a combat.

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New Operative Exploits in the Really Wild West (for Starfinder)

We already did a few operative exploits for the Really Wild West, but we obviously want more than 3 new thematic options for the operative class. So here are 4 more, inspired by Western tropes, but appropriate for most Starfinder campaigns.

RWW Mounted cowgirl

(art by Daniel)

Artillery Tricks (Ex)

You have learned to apply your flexible attack style to starship combat. When you do damage with starship weapons, you roll both its normal damage, and (separately) your trick attack dice. You use whichever total is higher, though you still cannot exceed the starship weapon’s maximum damage.

Bushwacker (Ex)

If all foes are unaware of your location at the beginning of a combat, you may make a Stealth check, rather than an initiative check, to determine your iniativie.

Flexible Tricks (Ex)

You can use any weapons to make trick attacks, rather than just operative weapons and small arms. However, the precision and light touch needed to make a trick attack prevents you from getting the full impact of more powerful weapons when you perform a trick attack with them. The maximum weapon damage you can deal using a weapon while trick attacking is based on your operative class level, as noted below. If you have Weapon Specialization with the selected weapon, it is limited to half your character level when you make trick attacks with it.

Level      Max Weapon Damage
1              1d3
2-3          1d4
4              1d6
5-6          1d8
7              1d12
8              2d6
9              2d8
10           2d10
11           3d6
12           3d8
13           4d6
14           4d8
15           6d6
16           5d8
17           6d8
18           7d8
19           8d8
20           9d8

Steer With Your Knees (Ex)
You can steer a vehicle, or control a mount, without using your hands. This means when mounted, you do not need to make a special Survival check to control your mount without using your hands.

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Lassos in Really Wild West (for Starfinder)

A lasso is definitely a thematic option for the Really Wild West, but it’s also something that can become unbalanced quickly or weird quickly. Lassos use in the real world to capture cattle is extremely common, but it’s use for anything else in a modern era is equally uncommon. While there were roman gladiatorial laquearius, but it is unclear if they were true gladiators or closer to clowns who fought mock battles. There are records of various groups in antiquity using lassos in combat, but they are neither clear nor common.

So, we need the lasso to be easily and commonly used to bring down big, strong cattle, and to be something you can use in combat but with a great deal more difficulty. We need it’s use to be common among cowboys, and rare among most other people.

I want to avoid using feats to cover this for a couple of reasons. First, it seems unlikely most cowboy builds will consider a feat a reasonable cost to be able to do a core, iconic thing from their concept. Secondly, if someone DOES expend a feat on lassoing, they’ll want to try to use the lasso all the time, rather than when it’s actually the right tool for a an encounter. So, we need to look to the item/weapon design itself to thread this needle of utility.

This is a first stab at such an item, which almost certainly will be adjusted given some playtesting. As a special weapon no one gains proficiency with it automatically from their class, but the “professional” weapon special property (defined in Armor) means anyone with 1 rank in Profession: Cowboy is considered proficient, which seems a reasonable compromise.

RWW lariat

(art by Elena)

2-Handed Special Weapon
Item       Level  Price       Dam    Crit           Range   Bulk   Special
Lasso         1         30            —      Entangle       15 ft.        1       Professional (Cowboy 1 rank)

Lasso
A lasso is a ranged, 2-handed special weapon. A character trained in Survival or Profession: Cowboy can use a lasso to control a creature within 30 feet that has an Intelligence modifier of -3 or less. The DC for this check is 10 + 1.5x the CR of the creature. On a successful check, you control the creature’s movement until the end of your next round. If your check exceed’s the DC by 5 or more, the creature is flat-footed and off-target. If you are adjacent to the creature, exceed the check by 5 or more, and the creature was already flat-footed or off-target, you can bind the creature with the lasso, leaving it helpless.

If proficient with a lasso, you can use it to make grapple checks at range. You gain a +5 bonus to your attack roll if the target has no hands or arms, and a +5 bonus if your target has an Intelligence modifier of -3 or less. Once grappled the target is entangled (with you as the tether) as the weapon special property. If you use a lasso to successfully grapple an adjacent creature that is pinned, you can bind two of their limbs as if using manacles.

A lasso takes half damage from bludgeoning, piercing, cold, and sonic attacks.

Higher-level lassos made of special materials (and thus having higher hardness and HP) may exist.

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Combo Weapons and Shotgun Maces in the Really Wild West (for Starfinder)

To be really wild, the Really Wild West has to allow from some out-there combinations. Combo weapons are one example, so you can have gunblades and heat-ray-lances. So, to allow for that, today we have rules for making combo weapons.

And to make some of those combinations more interesting, we also add rules for huge 2-handed iron maces.

So you can add shotguns to them.

Combo Weapons: A combo weapon is made from two weapons. If either weapon is a two-handed weapon, or has a bulk of 2 or more, the final weapon is a two-handed weapon. Otherwise it is a 1-handed weapon. Its bulk is 1 if both weapons have light bulk, otherwise its 1 bulk more than the bulkier weapon’s bulk. Each weapon operates as normal.
The cost of a combo weapon is equal to 100% of the cheaper weapon, +125% of the more expensive one. You can upgrade one weapon of a combo weapon to a new weapon, but the cost is the same as buying the new weapon.

rww kanabou

New Weapon Special Property: Slam

Slam: If you make a single attack with the weapon as a full action, on a successful hit you do the additional damage listed.

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Operative Exploits in Really Wild West (for Starfinder)

Having taken a look at the whip in Really Wild West, there are some exploits for operatives that immediately come to mind. Not that are mandatory for whip-use, but that are suggested by it and thematically appropriate.

RWW Operative

(art by warpaintcobra)

New Operative Exploits

2nd level

Dance! (Ex): You can make attacks that do more psychological damage, such as shooting at someone’s feet and forcing them to hop about. When you successfully trick attack a target you can forgo all your trick attack dice to force the target to make a Will save. On a failed save, the target is shaken for a number of rounds equal to your normal dice of trick attack. You can choose to do your non-trick attack weapon damage or not, as you prefer, when you use this ability.

Disarm Trick (Ex): When you succeed at a trick attack using a weapon you could perform a disarm combat maneuver with (normally a melee weapon, unless you have some way to make disarm attacks with ranged weapons), you can forgo all damage to add a bonus to your attack roll equal to your normal dice of trick attack. If you attack roll succeeds, you disarm your foe.

Gusher (Ex): When you successfully trick attack a target, you can forgo one die of trick attack damage to cause the target to gain the bleed condition. The bleed is equal to 1d6 + the number of trick attack dice you normally get.

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Whips in Really Wild West (for Starfinder)

You can’t have a Really Wild West campaign without rules for whips. Since the focus here is on classic whips, rather than electrified or neural whips, we need to write these up. (And we’ll need rules for lassos, and operative class features that work with whips, and…)

Obviously you can use these in other Starfinder campaigns, as well. 🙂

RWW Whip

Advanced One-Handed Melee Weapon Category

Item             Level  Price       Dam    Crit            Bulk   Special
Bullwhip         1      35            1d3 P  Entangle*    L      15 ft. reach, analog, block, operative
Hidewhip        6     3,000r     1d6 P   Entangle*    L      15 ft. reach, analog, block, operative
Wirewhip       11  20,000r    1d10 P Entangle*    L      20 ft. reach, analog, block, operative
Cablewhip      16  130,000r  4d10 P Entangle*    L      20 ft. reach, analog, block, operative

*Entangle Crit Effect: When you critically hit a foe, it is entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. While you have a target entangled with this weapon, you cannot use it to make additional attacks. Also, you and the target cannot move farther apart while the target is entangled. If either attempt to, they must drag the other by making an opposed Athletics checks as a move action. You both move a maximum number of feet equal to the amount the character initiating the check wins the opposed check.

Creatures larger than Medium receive a special +4 bonus per size category larger for skill checks made as part of the entangle critical hit effect rules.

You can end the entangled voluntarily as part of any other action.

r In a Really Wild West campaign, you must pay all but 1,000 credits of this cost with renown.

Advanced Melee Weapons
Whips
Whips are flexible striking weapons with considerable reach. A bullwhip is normally made of common agrarian herd beast leather or strong textiles. A hidewhip is amde from the skin of an exotic or magical creature, such as a dragon. A wirewhip works a strong, flexible wire into the core of the whip, and a cablewhip is made entirely of strong, flexible metal.
The block feature of a whip represents not a crossguard, but the fact it can crack and create tiny sonic booms, which distract a foe, and the long whip can flex and coil distractingly, making it more difficult for a foe you strike with it to focus on attacking you.

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Sword Saint in Really Wild West (Solarian Alternate Class for Starfinder)

While the Really Wild West is specifically designed to be 100% compatible with the Starfinder RPG rules, that doesn’t mean every concept in Starfinder is a good fit for the reallY Wild West’s setting. Most classes in the core rulebook work fine (soldiers and envoys and operatives, in particular, but as long as they take a wild west/steampunk turn, mechanics, mystics, and technomancers are also good fits). the one really odd-idea-out is the solarian.

Certainly you CAN play a solarian in a RWW game, but the idea is so anchored in modern sci-fi concepts it feels a bit out of place. However, the basic framework of the solarian can be used to build a more in-genre class, such as the sword saint presented below.

SWORD SAINT
The sword saint is a supernaturally-fueled weapon expert alternate class for the solarian, designed specifically for the Really Wild West, but functional in any Starfinder-compatible campaign. Despite the name the sword saint can focus on any weapon, ranged or melee, and may view their supernatural abilities as arcane magic, theosophic metaphysics, or (especially in a GammaFinder campaign) mutant power or psionic ability.

RWW Sword Saint

(art by 9’63 Creation)

Key Ability Score
Str, Dex, Wis, or Cha (select one)

Proficiency
You are proficient with longarms.

Bonded Weapon
Select a basic or advanced melee weapon, small arm, or longarm with which you are proficient to be your bonded weapon. You can change your bonded weapon with 30 days of meditation, or whenever you gain a new sword saint level.

You add your key ability score to your AC against disarm and sunder combat maneuvers directed at your bonded weapon.

You can always spend credits to upgrade your bonded weapon. Pay the difference between your current bonded weapon and a higher-level weapon that becomes your bonded weapon. The new bonded weapon has a maximum item level of your class level +2 or your total character level whichever is higher). (If using this in a Really Wild West campaign, any cost for a 4th level or higher bonded weapon must be paid with renown.)

This replaces solar manifestation.

Battle Stance
At the beginning of each round, weather in or out of combat, you can select a stance – mobile stance or attack stance.

Mobile Stance When you enter a mobile stance, you are considered to be attuned for purposes of mobile stance revelations. While in a mobile stance, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 sword saint levels you have.

Attack Stance When you enter an attack stance, you are considered to be attuned for purposes of attack stance revelations. While in a mobile stance, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

This replaces stellar mode.

SWORD SAINT REVELATIONS
You learn your first sword saint revelations (crashing wave strike and death blossom) at 1st level, and learn an additional Revelation at 2nd level and every 2 levels thereafter. Sword saint revelations require you to have a minimum level, and are organized accordingly. Additionally, each is marked as either a mobile stance or an attack stance.

1ST LEVEL
Every sword saint gains the following stellar revelations at 1st level.

CRASHING WAVE STRIKE (SU) [MOBILE STANCE]
When you are in mobile stance, you can expend 1 Resolve Point as a standard action to move up to three times your land speed, and attack any 1 creature with your bonded weapon at any point along that movement. You ignore difficult terrain, and can fly and swim for any part of this movement, though if you are not standing in a space that can support you at the end of the movement, you fall or sink normally. At 9th level you can make two attacks at any two points along this path (though you must select different targets), and at 17th level this becomes three attacks. After you use this Revelation, you cannot expend Resolve Points to fuel revelations until after you expend a Resolve Point to regain Stamina Points following a 10-minute rest.

DEATH BLOSSOM (SU) [ATTACK STANCE]
When you are in attack stance, you can expend 1 Resolve Point as a standard action to deal 1d6 damage plus 1d6 additional damage per solarian level, to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. This damage is of the same type as your bonded weapon. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this Revelation, you cannot expend Resolve Points to fuel revelations until after you expend a Resolve Point to regain Stamina Points following a 10-minute rest.

You have access to the following revelations as sword saint mobile stance revelations, with the same requirements (including level requirements) as a solarian: [2nd Level] blade in the night, dark matter, gravitic reinforcement, gravity anchor, gravity boost; [6th Level] blazing orbit*, defy gravity, reflection, roiling cloud****,  serpent’s coil, water flowing step****; [10th Level] soul furnace*, stealth warp; [14th Level] gravity shield; [16th Level] superlative nebula.

You have access to the following revelations as sword saint attack stance revelations, with the same requirements (including level requirements) as a solarian: [2nd Level] distracting glare, flare, plasma sheath, stellar rush, ultraviolet pulse’ [6th level] astrologic sense, corona, crush**, crushing force***, draining agony***, glow of life*, luminescent inquisition; [10th Level] gravity well***, solar inferno; [14th Level] sunbolt; [16th Level] superlative constellation.

*This is a mobile stance revelation, despite normally being a photon revelation.

** This is an attack stance revelation, despite normally being a graviton revelation. If your bonded weapon is a melee weapon, you can only use this on targets within reach.

*** This is an attack stance revelation, despite normally being a graviton revelation.

****New revelation, presented below.

Roiling Cloud [6th] You gain a +1 bonus to Reflex saves against area attacks. If you are in mobile stance, and you can get out of an area by moving no farther than your land speed, as a reaction if you succeed at a Reflex save against an area effect you can move to the nearest space that would place you outside the area.

Serpent’s Coil [6th] You gain a +1 bonus to your AC against grapples and attacks with the attach, grab, or swallow whole universal creature rule. If you are in mobile stance, this increases to +1 per 3 sword saint levels.

Water Flowing Step [6th] You do not provoke attacks of opportunity by leaving the first space you move from each round. If you are in mobile stance, none of your movement provokes attacks of opportunity.

Zenith Revelation
Rather than using zenith revelations when fully attuned, you can use a zenith revelation as long as you are in the correct stance. However, this requires the expenditure of a Resolve Point, and once you do so you cannot use another Zenith Revelation until after you have expended a Resolve Point to regain Stamina Points following a 10-minute rest. Crashing Wave Strike and Death Blossom are Zenith Revelations for this purpose.

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Really Wild West Spells, levels 0-1

While Really Wild West  spellcasters can obviously use standard Starfinder spells, the flavor of spells can strongly impact the feeling of a campaign.

So, we’ll want some Western/Victorian themes spells. Here is one each at 0 and 1st-level.

RWW Theosopher

(art by storm)

Phantom Pocketwatch [Mystic 0, Technomancer 0]
School enchantment (mind-affecting)
Casting Time 1 standard action
Range touch
Targets Up to 5 willing creatures, +1 creature per level
Duration 24 hours
The technomancer version of this spell literally summons a phantom pocketwatch. The mystic version creates a small tattoo of a sundial.
Creatures effected by this spell know what time it is, including the date and year, day of the week, phase of the moon, time zone, and time down to the second. They can also have it track how much time has passed since a specific moment, and inform them when a specific time has arrived.
The most common version of the spell in the US use its official time zones, the Gregorian calendar, and so on. Variations of this spell from other cultures use other calendars, an absolute time based on dawn, and other standards. If the spell is cast while touching some timepiece or calendar, it can use that as its standard rather than its normal units.

Ask The Wind Their Name [Mystic 1]
School divination
Casting Time 1 full round
Range personal
Duration instantaneous
This spell can only be cast while outside. You learn about one creature you can currently see, or that you have previously seen and know the name of. You receive information about the creature as if you had used the identify creature skill task with a result equal to 20 + your Mysticism bonus. You do not learn any information about their allegiances or true name or identity, but if you cast it using their name you do learn if that is a name they are commonly known by.

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Armor and the Really Wild West

The original blog entry for the Really Wild West  has super-simplified armor rules, which were enough to cover the campaign when it was just a couple of blog posts for running weird west in Starfinder. Now that the setting hack has grown to more than 20,000 words of content, it’s appropriate to expand on those–slightly–to cover iconic exceptions to the general trend of Old West heroes not wearing much in the way of armor.

These rules can also easily apply to GammaFinder and (with a change of tone and material from leather to kevlar) FreedomFinder.

Armor and AC

No one much wears armor in the Really Wild West. Instead every PC gains a bonus to EAC equal to your level, and a bonus to KAC equal to your level +2. If you are proficient with heavy armor, you get an additional +1 bonus to EAC and KAC, and if you are proficient with powered armor, you get an *additional* +1 bonus to EAC and KAC.

You can wear armor, it’s just uncommon. Ned Kelly famously covered himself in meal sheathing, a few gunslingers are known to have put a metal plate or two under their longcoats, and some cultures have adapted older armor techniques to the world of 1891 with varying degrees of success. From a game mechanics point of view, all armor of any use falls into one of four categories – light, high light, heavy, and spot heavy.

Item     Item Level       Cost     EAC      KAC     Max Dex          Armor Check   Movement       Bulk
Light Armor      1          100 credits       +0         +1         +5         -1         -0 ft.    L
High Light Armor          2          1,000 credits   +1         +1         +6         -0         -0 ft.    L
Heavy Armor    1          150 credits       +2         +2         +4         -3         -5 ft.    4
Heavy Spot Armor        1          100 credits       +0         +1         +5         -1         -0 ft.    2

Light Armor
Light armor is normally cloth or leather-based, with heavy leather dusters combined with chaps and gloves, double-layer canvas coveralls, and blacksmith aprons and gloves as good examples. Alternatively light armor can be made of bone, wood, laminated strips of cloth or hide or similar materials. Light armor is generally obvious, requiring bulky clothing to be concealed at all and it cannot be concealed from a dedicated search. It’s possible to instead have something like a very small area of high light armor (such as a vest with a fine chainmail front), which can be easily concealed as high light armor is, but the cost doubles.

High Light Armor
High armor is much rarer than light or heavy armor, and is most common among rich duelists, veteran mercenaries, and high-society explorers. It is more likely to be made of coats of spider-silk, inner linings of fine chain, enchanted natural materials, or cunningly designed plates of gravity-defying cavorite. Unlike light armor, high light armor can be concealed (impossible to notice casually, and requiring a DC 10 = 1.5x item level to notice with a careful examination).

Heavy Armor
This is the Ned Kelly option (though it may be more professionally designed), heavy metal plates protecting a good chunk of the body. It cannot be concealed.

RWW Ned Kelly

Heavy Spot Armor
Heavy spot armor is generally a thick plate placed over vitals (such as a boilerplate chestpiece), or areas that are easily used to block and defense (such as vambraces and greaves). Though it’s not as protective as full heavy armor, it allows someone with heavy armor proficiency add just a bit of extra protection. It can be concealed from casual observation (DC 10 = 1.5x item level to notice) but not careful examination.

Powered Armor
Powered armor essentially does not exist in the Really Wild West, at least not as a commercial option. Any powered armor is going to be the exclusive domain of characters who access it through class features or similar avenues. Standard Starfinder powered armor can be accessed in this way, but regardless of what the powered armor normally grants, it’s AC bonuses and Max Dexterity bonus to AC are calculated as light armor, high light armor, heavy armor, or spot heavy armor.

RWW Steam Powered Armor

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Keepsakes and Baubles in Really Wild West (for Starfinder)

The Really Wild West intentionally doesn’t have as broad a range of consumables that are easily available to PCs. Unless someone takes the Mad Genius or Wonder Worker genre feats, most consumables beyond dynamite are available only as treasure. That reduces a PC’s ability to dip into a pool of resources when the going gets rough, and that can make life more difficult than the setting intends.

That’s where keepsakes and baubles come in.

In a world where magic is real, spiritualists can read minds, and Martians literally invaded from another world, when your grandmother tells you to keep hold of the holy symbol she had the day she outran a werewolf, or you narrowly avoid death right after finding a lucky penny on the sidewalk, or you discover feeling the weight of your book of proverbs from Ubar in your coat pocket keeps your calm, you take those things seriously.

Is it magic? Positive theosophic vibrations? Divine blessing? A boost to morale? Who knows, but you are holding on to your keepsakes just in case.

RWW Keepsakes

(art by Poltavska)

A keepsake gives a character a new way to spend Resolve Points. Unless it says otherwise, a keepsake’s use is triggered by a specific event, it never requires an action, it can only be done if the keepsake is on your person, it requires you expend 1 Resolve Point, and once you use a keepsake you cannot use any keepsake again until you spend a RP to regain Stamina Points following a 10-minute rest. Many keepsakes require conditions that may not be obvious to a player. If you attempt to use a keepsake when its conditions have not been met, you do not expend the Resolve Point (or loose the bauble, see below)

A bauble is works like a keepsake (including the limitation on how often you can use keepsakes), but using it does not require a Resolve Point. However, once used, a bauble breaks.

Several keepsakes allow you to make a “boosted reroll.” This is a reroll where if the d20 result on the second roll is 1-10, you add ten to the final value. You always take the second result of a boosted reroll.

Every PC starts with one keepsake of their choice. You can pick up other keepsakes and baubles as the campaign progresses, as they are fairly common and may be treasure, payment or loot.

There also exist relics, which work like keepsakes but are much more powerful. relics are generally the focus of entire adventures, and sought by numerous powerful groups.

These are the categories of keepsakes a PC may begin with, each with a few examples (though a PC may select another form). Other types may also exist.

RWW Scarab Coin

Emblem of Knowledge: [Book of Scientific Learning, medal of an appropriate saint, Science Agent badge, compass] Gain a boosted reroll on any failed skill check to recall knowledge.

Holy Symbol: [Symbol of any religion or faith] Gain a boosted reroll on any failed saving throw against an effect with the evil descriptor, or magic effect from a creature with the evil descriptor.

Icon of Health: -[Serpent medallion, Rod of Asclepius, red crescent, bottle of tonic] Gain a boosted reroll on a failed Fortitude save.

Icon of Rationality: [Book of Aristotle, scarab, class ring, mantra] Gain a boosted reroll on a failed Will save.

Icon of Safety: -[Eye of Horus, appropriate saint’s medal, the Yellow Sign, Seal of Solomon] Gain a boosted reroll on a failed Reflex save.

Lucky Charm: [4-leaf clover, lucky penny, rabbits foot, deck of cards, dice] Gain a boosted reroll on any attack, save, or skill check when you rolled a natural 1.

Icon of Grace: [Swam medallion, jaguar medallion, blue ribbon, bone pistol grips] Gain a boosted reroll on a failed Reflex save.

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