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Now On Patreon: Companion Feats for PF2

As I run my Gatekeepers campaign for PF2, the player running a ranger with a bear companion (“Brogue,” who is beloved by the team) and I are learning the Companion rules together.

Sometimes, we both think there ought to be an option to expand the existing options, such as with a feat.

Two of those feats are now up at my Patreon.

(Art by grandfailure)

Those feats (and all Tuesday and Thursday posts) is currently exclusive to my Patreon. When we raise my Patreon to $1,500/month, I’ll go back to making all my weekly posts double posts here and on my blog. (And at 1,000/month, I’ll go back to including Thursday posts here on the free blog.)

At the $1,500 goal, I’ll also create and maintain Starfinder and 5e article Index Pages for my Patrons, with links to all my 5e and Starfinder blog and Patreon content.

(However, my #Dungeon23 project, Into the Tomb Lands, is also at my Patreon and free to all! And as of this writing, we’re up to 3 encounters.)

Simple Stance Feats for Pathfinder 2nd Edition

One of the things that evolved in PF1 was “Stances,” special kinds of combat options you could only use one of at a time. They were a neat idea, but were implemented haphazardly over years of expansions (in some cases under my watch, on books I was the developer for).

Similarly, there were weapon traits in PF1, but many of them were inherited from the previous version of the game, and others were added 9again, in some cases under my watch) in ways that may not have been as consistent as they should have been.

For PF2, the Pathfinder Design Team made stances and weapon traits a core part of the game, and gave them a much more uniform (and compiled) core set of rules in the core rulebook.

So, of course, I want to play with them… in this case by combining them. Stances have the limitation you can only use one at a time (unless you’re a 20th level monk who picks just the right feat), and weapon traits have the limitation that they are only on some weapons so it can be impossible to get some combinations of traits. But with this Simple Stance feat, you can get access to traits not on your weapon, at the cost of having to set yourself into a stance (taking an action) and not being able to benefit from another stance at the same time.

(Art by warmtail)

Simple Stances [Feat 1]
[Class varies, see below]

Select two of the simple stances below which list your class, you gain access to these stances. When you meet one of these stances’ requirements you can enter that stance with the Enter Stance action. While in that stance, you may choose to add the weapon trait the stance is named for to weapons noted in the stance’s requirements. For example, a rogue can select agile stance, and when wielding a single 1-handed melee weapon and having the other hand free, the rogue may choose to add the agile trait to that weapon. If you take this feat as a monk class feat, you may also add the trait to any unarmed attack you make, and may replace any requirement with being able to make an unarmed attack.

Enter Stance [1-action]
You enter a stance you know through the simple stance feat. You may also Step.

Agile Stance [Bard][Magus][Monk][Fighter][Investigator][Rogue][Swashbuckler]
Requirement You are wielding a single 1-handed melee weapon and your other hand is free.

Backstabber Stance [Monk][Fighter][Investigator][Rogue][Swashbuckler]
Requirement You are wielding an agile or finesse weapon.

Backswing Stance [Barbarian][Fighter]
Requirement You are wielding a a 1-handed weapon that has the two hands trait, and are using 2 hands.

Concussive Stance [Fighter][Rogue]
Requirement You are wielding a versatile weapon that deals bludgeoning or piercing damage.

Disarm Stance [Magus][Fighter][Investigator][Rogue][Swashbuckler]
Requirement You are in light armor or unarmored.

Fatal Stance [Barbarian][Champion][Fighter][Ranger][Swashbuckler]
Requirement You are wielding a deadly weapon. Your fatal die size is based on the original weapon’s deadly die size, and the weapons loses its deadly trait while you are in this stance. If the weapon’s damage die is already the same size or greater than the new fatal die size, do not change the weapon’s damage die size (though it still adds a die of damage as normal for the fatal trait).

Original Deadly Die Size/New Fatal Die Size
1d6 or less/1d8
1d8/1d10
1d10/1d12
1d12/2d8

Finesse Stance [Bard][Magus][Monk][Fighter][Investigator][Ranger][Rogue][Swashbuckler]
Requirement You are wielding a melee weapon of 1 or less bulk.

Forceful Stance [Barbarian][Monk][Fighter][Ranger]
Requirement You are wielding a melee weapon that does not have the deadly or fatal traits.

Grapple Stance [Bard][Fighter][Ranger][Rogue][Swashbuckler]
Requirement You are wielding a weapon from the flail group, or that has “whip” in its name.

Hampering Stance [Barbarian][Monk][Fighter]
Requirement You are wielding a two-handed melee weapon, or one with reach.

Parry Stance [Champion][Monk][Fighter][Ranger][Rogue][Swashbuckler]
Requirement You are wielding a shield or two weapons.

Shove Stance [Champion][Fighter]
Requirement You are wielding a shield.

Sweep Stance [Fighter][Ranger][Rogue][Swashbuckler]
Requirement You are wielding two melee weapons.

Trip Stance [Bard][Fighter][Investigator][Rogue][Swashbuckler]
Requirement You are wielding a reach weapon, a weapon from the flail group, or that has “whip” in its name.

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Now On Patreon: Fighter Critical Specialization Feats

One of the interesting additions of Pathfinder 2nd Ed is critical specialization effects. While there are lots of PC options built around accessing them, I haven’t noticed any built around modifying how they work. Which, of course, made me want to create some.

Being better with criticals definitely feels weapon master/fighter themed. I could see creating a Weapon master archetype, but for now I’ve just created them as fighter class feats for Pathfinder 2nd ed over on my Patreon. Since I need to raise the funding level of my Patreon, until I get more backers all Thursday posts are Patreon exclusive.

However, once my Patreon funding level hits $1,000/month, I’ll go back to posting my Thursday posts free for all to see here, AND I’ll create and maintain an index page of all my PF2 articles for Patrons, so they can easily access all my online PF2 content!

(Art by grandfailure)

Spell Slot Expansion Class Feats for Pathfinder 2nd ed

So in Pathfinder 2e gaining some additional spellcasting options is pretty straightforward — pick up the Multiclass Dedication feat for any full spellcasting class other than your base class, and then start grabbing Spellcasting feats as they become available. Of course that gets you spells from another class, rather than your own, and it requires you pick up a Dedication feat first. But when it comes to gaining more spell slots for your own class, your only real option is Cantrip Expansion. But cantrip Expansion is very similar to the Spellcasting dedication feats, in that it gives you access to two extra cantrips.

So, let’s compare the Cantrip Expansion feat to the Wizard Dedication feat:

—–

CANTRIP EXPANSION
Feat 2
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

A greater understanding of your magic broadens your range of simple spells.
Prepared Caster (Cleric, Wizard, etc.): You can prepare two additional cantrips each day.
Spontaneous Caster (Bard, Sorcerer, etc.): Add two additional cantrips from your spell list to your repertoire.

WIZARD DEDICATION
Feat 2

Archetype Dedication Multiclass
Archetype
Wizard
Prerequisites Intelligence 14
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select one arcane school of magic; you don’t gain any abilities from your choice of school.
Special You can’t select another dedication feat until you have gained two other feats from the wizard archetype.

—-

So we can see from this that the Wizard Dedication feat gives you much more than the cantrip Expansion feat — but both add 2 cantrips per day to your total spell output. Now, there are potentially good and valid reasons for the Dedication feat to give you more, the biggest one being that as a dedication feat once you take it, you are temporarily locked out of other dedication feats, while Cantrip Expansion leaves you free to still pick up an archetype if you wish to.

So, using this as the power level baseline, we can create other Expansion feats as class feats by comparing them to Sorcerer/Wizard archetype feats of the same level. That gives us a clear blueprint for Spell Slot Expansion class feats, which like Cantrip Expansion) become class feats for all the spellcasting classes.

(Art by warmtail)

Basic Spell Slot Expansion Feat 4
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

A greater understanding of your magic broadens your range of more complex spells.
You gain an additional 1st-level spell slot. You gain an additional 2nd-level spell slot when your class level reaches 6th, and an additional 3rd-level spell slot when your class level reaches 8th.

Spell Breadth Feat 8
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

Prerequisites Basic Spell Slot Expansion
A greater understanding of your magic broadens your range of more complex spells.
You can cast more spells each day. Increase the spell slots you gain from your class by 1 for each spell level other than your two highest class spell slots.

Expert Spell Slot Expansion Feat 12
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

Prerequisites Basic Spell Slot Expansion
A greater understanding of your magic broadens your range of even more complex spells.
You gain an additional 4th-level spell slot. You gain an additional 5th-level spell slot when your class level reaches 14th, and an additional 6th-level spell slot when your class level reaches 16th.

Master Spell Slot Expansion Feat 18
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

Prerequisites Basic Spell Slot Expansion, Expert Spell Slot Expansion
A greater understanding of your magic broadens your range of extremely complex spells.
You gain an additional 7th-level spell slot. You gain an additional 8th-level spell slot when your class level reaches 20th.

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Now On Patreon: Shield Feats for PF2

I’m currently running a PF2 campaign (Gatekeepers, you can find the index here), and preparing to be on a PF2 actual play podcast (more info on that closer to time, likely early next year). This has me thinking about PF2 feats, how they are constructed, and what they are supposed to do.

As a result, I’ve released a set of shield-themed feats for F2 over on my Patreon. Since I need to raise the funding level of my Patreon, until I get more backers all Tuesday posts are Patreon exclusive.

But, there IS another set of shield feats I’ve already done for PF2, which you can access for free here.

(Sometimes you really want to get your shield up! Art by Nyothep,)

Class Paragon: An Archetype for Pathfinder 2nd edition

One common and popular Pathfinder 2e optional rule is the “free archetype,” which gives characters a free feat they can use for archetypes at 2nd level (and every even level thereafter), which they can only use for archetype feats. This makes it easy and appealing to pick up an archetype that can expand your options and bring depth to your character build.

It also makes it mandatory.

If someone just wanted to be a rogue, in a Free Archetype campaign, their choices are to violate that desire, or to ignore 10 free feats over 20 levels and be notably less powerful than their allies. Now, it’s simplicity itself to allow a character to take additional class feats the qualify for in place of archetype feats… but that isn’t really equivalent. The breadth and access to totally new and unrelated powers granted by archetypes are more than just extra feat slots. It has a broadening effect on an entire character build, and if a player wants to match that while remaining with a single class, it takes slightly more complex rules.

For that purpose, I offer up the Class Paragon. This is an archetype is designed ONLY for use in campaigns with the free archetype optional rules, to allow characters that opt to still remain within the realm of a single class to gain the same kind of benefit, in time picking up abilities from within the class that normally wouldn’t be available to them.

(Art by warmtail)

Class Paragon

Rather than spending time to learn abilities outside your core competency, you have devoted yourself to mastering a single path. In time, you will have a depth of tricks few in your chosen line of action can master.

Class Paragon Dedication Feat 2

Archetype Dedication
Prerequisites: Levels in only one class, no multiclass archetype feats
You gain a 1st-level or 2nd-level class feat, and become trained in one skill of your choice.

Basic Paragon Training Feat 4

Archetype
You gain a 1st-level or 2nd-level class feat.

Advanced Paragon Training Feat 6

Archetype
You gain a class feat with a level no greater than half your class level.
Special: You can select this feat up to five times.

Skill Mastery Feat 8

Archetype
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.
Special: You can select this feat up to five times.

Class Paragon Mastery Feat 10

Archetype
You gain an additional class feature of your class, or an advantage with abilities gained through your class and class feats, as detailed below. You gain the benefits of any selected additional feature that would be granted to a character of half your class level, and gains additional benefits as appropriate as your effective class level for these features increases. Any time a benefit you grant you a skill proficiency level you already have, you may become proficient in one additional skill.
Alchemist: Select an additional research field.
Barbarian: Select an additional instinct.
Bard: Select an additional muse. You also add another focus point to your focus pool, which can expand your focus pool to 4 points if you would have 3 without this feat.
Champion: Select an additional cause. Your alignment need not match this cause exactly, but you must have at least 1 element in common.
Cleric: Select an additional doctrine.
Druid: Select an additional druidic order. You also add another focus point to your focus pool, which can expand your focus pool to 4 points if you would have 3 without this feat.
Fighter: Select an additional weapon group for weapon mastery. At 13th level, you also select an additional weapon group for weapon legend. At 20th level, you gain a +1 bonus to all attacks with weapons you have legendary proficiency with.
Gunslinger: Select an additional way.
Inventor: Select an additional innovation.
Investigator: Select an additional methodology.
Magus: Select an additional hybrid study.
Monk: You gain one bonus stance feat for which you meet the prerequisites. Select one stance which may be on you just gained with this feat). You can enter this stance when you roll for initiative by expending 1 focus point. You can also enter into a new stance while already in another stance without ending the previous stance, as long as one of the two stances is your selected stance, by expending 1 focus point. Each subsequent round you must either end one of the stances, or expend another focus point. You also add another focus point to your focus pool, which can expand your focus pool to 4 points if you would have 3 without this feat.
Oracle: Select an additional mystery. You can choose to also gain its associated curse, or not. You can change this decision each time you gain an oracle level.
Psychic: Select an additional conscious mind.
Ranger: Select an additional hunter’s edge.
Rogue: Select an additional racket.
Sorcerer: Select an additional bloodline.
Summoner: The manifest eidolon action takes you only 2 actions. Additionally, you gain a second eidolon (built as if you were a summoner of half your actual summoner level). You can only have one eidolon summoned at a time, but may summon either eidolon whenever you use the manifest eidolon action. If you already had an eidolon manifested when you do this, it immediately disappears as if you had dismissed it.
Swashbuckler: You select an additional style.
Thaumaturge: You select an additional implement, which functions as a first implement for a thaumaturge of half your class level.
Witch: You gain the hex cantrip and granted spell of an additional patron theme of your choice. You also add another focus point to your focus pool, which can expand your focus pool to 4 points if you would have 3 without this feat. At 15th level, you gain an additional witch focus spell of your choice.
Wizard: Select an additional arcane thesis. At 15th level, select another additional arcane thesis.

WANT TO KEEP GETTING THIS CONTENT? MY PATREON NEEDS SUPPORT!

So, I need to shill for my Patreon. The time I take to write these posts is paid for my people paying me as little as $3 a month. I very much prefer making the vast majority of these posts publicly available, but right now my Patreon is not bringing in as much as I need to cover the time my blog takes up.

So, beginning this week and until my Patreon hits a higher benchmark, my Tuesday and Thursday posts are going to be Patreon-exclusive. At $1k/month, I’ll go back to having Thursday posts be public, and at $1500/month, I’ll go back to all my posts being public. I hate having to close some of my content, and I know a lot of people are in tight circumstances (and I get it), but the reality is I need to either cut back on the time taken on these blogs, or have my Patreon grow. Rather than cut back immediately, I’m trying to encourage more people to join my Patreon, in the hopes that can benefit everyone.


Converting PF1 spells to Starfinder: Explosive Icon and Weakness Emoji

Today we continue the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. (You can find an index of all the PF1 spells I have already converted here.) We’re still working on doing all the glyphs, runes, and symbols. 

The second spell listed, weakness emoji (converted from symbol of weakness), means we’ve gone through all the PF1 “symbol” spells. But since we originally started this whole set of spells so we could eventually convert absorb rune I-III, and we already got glyph of warding changed over to glyph circuit, we might as well hop from symbol spells to other similar runes and magic traps… which brings us to explosive rune, which becomes explosive icon.(which I present first due to alphabetization). When designing explosive icon, I carefully kept in mind that glyph circuit already exists, so I want this new spells to be different enough to justify it’s own spell entry.

(Art by lassedesignen)

Explosive Icon
Class
 technomancer 3
School abjuration (force)
Casting Time 1 standard action
Range touch
Effect one rune
Duration permanent until discharged (D)
Saving Throw Reflex half (see text); Spell Resistance yes

You create a mystic icon on a computer, comm unit, or piece of electronic technological equipment (including anything that uses batteries and does not note it is a hybrid or magic item) to ward it so that it can discharge to harm a target that touches or activates the warded object.

You set all of the conditions of the ward. Typically, any creature activating the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively, or in addition to a password trigger, explosive icons can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind, or to a specific activity (such as speaking a specific word, or touching the warded object rather than activating it). They cannot be set according to alignment, creed, class, HD, or level. Explosive icons respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple icons cannot be cast on the same object. However, you can individually ward components of an item — for example you could place an explosive icon on both a laser pistol and the battery inside it. In such cases, wards on individual components are only triggered when they are accessed separately (firing a laser pistol with a warded battery would not set off the battery’s ward, but removing the battery could if that is how the ward is set).

When casting the spell, you weave a tracery of faintly glowing lines in the pattern of a computer icon that looks like an explosion. Explosive icons cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a ward, as can any disguise that gains a bonus to the Disguise check (such as granted by technological or magic assistance), though other disguises and the like can’t. Detect magic allows you to identify an explosive icon with a DC 15 Mysticism check. Identifying an explosive icon does not discharge it and allows you to know the basic nature of the ward (both damage it deals and what conditions set it off).

You can have one explosive icon active at a time without expending any additional resources. Each time you cast an explosive icon when you already have one or more active, you must expend one Resolve Point. You cannot regain that RP until the explosive icon is discharged, dismissed, or dispelled.

Magic traps such as explosive icon are hard to detect and disable. While any character can use Perception to find an explosive icon, a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 28.

When activated, an explosive icon deals 5d8 bludgeoning force damage to the creature that triggered it. Creatures and objects within 10 feet of the warded object also take damage, but are allowed a reflex saving throw for half damage. When you cast the spell, you decide if it damages the object it is warding, or not.

Weakness Emoji
Class
 technomancer 4
School transmutation
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with being encumbered or weak. When triggered, affected creatures in the area are weighed down (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are unaffected. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are encumbered for as long as they stay within the rune’s area and for 1d4 rounds after leaving it. Creatures that fail a saving throw and do not have both SP and HP left are overburdened for as long as they stay within the rune’s area and for 1d4 rounds after leaving it.

Detect magic allows you to identify a weakness emoji with a DC 19 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as weakness emoji are hard to detect and disable. While any character can use Perception to find a slow emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 29.

WANT TO KEEP GETTING THIS CONTENT? MY PATREON NEEDS SUPPORT!

So, I need to shill for my Patreon. The time I take to write these posts is paid for my people paying me as little as $3 a month. I very much prefer making the vast majority of these posts publicly available, but right now my Patreon is not bringing in as much as I need to cover the time my blog takes up.

So, beginning next week and until my Patreon hits a higher benchmark, my Tuesday and Thursday posts are going to be Patreon-exclusive. At $1k/month, I’ll go back to having Thursday posts be public, and at $1500/month, I’ll go back to all my posts being public. I hate having to close some of my content, and I know a lot of people are in tight circumstances (and I get it), but the reality is I need to either cut back on the time taken on these blogs, or have my Patreon grow. Rather than cut back immediately, I’m trying to encourage more people to join my Patreon, in the hopes that can benefit everyone.

Converting PF1 spells to Starfinder: Striking Emoji, Strife Emoji, and Vulnerability Emoji

So, before we get to the spells, I need to shill for my Patreon. The time I take to write these posts is paid for my people paying me as little as $3 a month. I very much prefer making the vast majority of these posts publicly available, but right now my Patreon is not bringing in as much as I need to cover the time my blog takes up.

So, beginning next week and until my Patreon hits a higher benchmark, my Tuesday and Thursday posts are going to be Patreon-exclusive. At $1k/month, I’ll go back to having Thursday posts be public, and at $1500/month, I’ll go back to all my posts being public. I hate having to close some of my content, and I know a lot of people are in tight circumstances (and I get it), but the reality is I need to either cut back on the time taken on these blogs, or have my Patreon grow. Rather than cut back immediately, I’m trying to encourage more people to join my Patreon, in the hopes that can benefit everyone.

Okay, on to the game content!

Today we continue the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. We’re still working on doing all the glyphs, runes, and symbols. The first spell today, striking emoji, is also the first emoji spell I decided to create with a variable spell level. I did that because Starfinder spells do not have their attack bonuses and damage scale by caster level the way PF1 spells do, and I could see this being useful at a range of levels. I actually really like the end result, and I may go back and look at a few of the emoji/symbol spells I’ve already done and see if I want to remake them as variable spell level options.

Speaking of PF1 spells I’ve already converted to Starfinder on this blog to-date, you can find an index of them here.

Striking Emoji
Class
 technomancer 4, 5, 6
School illusion [shadow]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw None (harmless); Spell Resistance yes

This spell acts as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates melee attacks or warriors.

When triggered, a striking emoji attacks each creature within 10 feet of it (see below). It attacks creatures closest to it, selecting those lacking Stamina Points over those who have SP if multiple creatures are equally distant from it. It then attacks any creature that comes within range, and attacks each creature within range once per round (acting just before the initiative count on which it was activated).The attack bonus and damage are determined by the spell’s level (see table at end of spell). Once activated, the symbol keeps attacking creatures until 10 minutes have passed, or it’s made a number of attacks equal to your caster level. Each time you cast a striking emoji, you must expend one Resolve Point. You cannot regain that RP until the striking emoji is discharged, dismissed, or dispelled.

Detect magic allows you to identify a striking emoji with a Mysticism check, with the skill check DC determined by the spell’s level. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as striking emoji are hard to detect and disable. While any character can use Perception to find a striking emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is determined by the spell’s level.

4th level Spell: Each attack has a +15 attack bonus, deals 4d6+15 slashing damage, and has the knockdown critical hit effect. Identify DC 18, Remove DC 25.

5th Level Spell: Each attack has a +18 attack bonus, deals 5d6+18 damage, and has the staggered critical hit effect. Identify DC 20, Remove DC 31.

6th Level Spell: Each attack has a +22 attack bonus, deals 8d6+20 damage, and has the stunned critical hit effect. Identify DC 21, Remove DC 34.

(Art by VectorShots)

Strife Emoji
Class
 technomancer 6
School enchantment (compulsion, emotion, fear, mind-affecting)
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as death emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with anger, attacks, or combat. Rather than deal damage, the rune causes creatures to attack one another (see below).  If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are off-target for 1d4 rounds. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, attack the nearest creature (as the “Attack nearest creature” result of the confused condition) for 1 round. Creatures that fail a saving throw and do not have both SP and HP left attack the nearest creature (as the “Attack nearest creature” result of the confused condition) for as long as they are within the rune’s area, and for 1d4 rounds after leaving.

Detect magic allows you to identify a strife emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as strife emoji are hard to detect and disable. While any character can use Perception to find a strife emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even they are normally immune to the off-target or confused condition.

Vulnerability Emoji
Class
 technomancer 6
School transmutation
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as death emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with cracks, rust, weakness, or vulnerability. Rather than deal damage, the rune causes creatures to have their defenses reduces (see below).  If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining have their DR (if any) reduced by 5 and their energy resistances (if any) reduced by 10 for as long as they are in the area of the rune. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, have their DR (if any) reduced by 10 and their energy resistances (if any) reduced by 20 for as long as they are in the area of the rune and for 1 minute after leaving. Creatures that fail a saving throw and do not have both SP and HP left have their DR (if any) reduced by 15 and their energy resistances (if any) reduced by 30 (and if they have immunity to an energy type, have their immunity replaced by energy resistance 30) for as long as they are in the area of the rune and for 10minutes after leaving the area. These reductions can never reduce a defense to less than 0.

Detect magic allows you to identify a vulnerability emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as vulnerability emoji are hard to detect and disable. While any character can use Perception to find a vulnerability emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

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Converting PF1 Spells to Starfinder: Electrical Storm Emoji and Slow Emoji

Continuing the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. We’re still working on doing all the glyphs, runes, and symbols.

You can find an index of the spells that have already been converted on this blog to-date here.

Electrical Storm Emoji
Class
 technomancer 6
School evocation [air, electricity]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Reflex partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with electrical storms or electricity. When triggered, the spell immediately strikes one randomly selected target within 30 feet of it with a single-target bolt of lightning that deals 10d6 electrical damage (Reflex save for half damage). Each round afterwards on the same initiative count, the rune strikes another randomly selected target within 30 feet of it. Once activated, the rune lasts for 1d4 minutes.

Detect magic allows you to identify an electrical storm emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as electrical storm emoji are hard to detect and disable. While any character can use Perception to find a electrical storm emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

(Art by Yael Weiss)

Slow Emoji
Class
 technomancer 4
School transmutation
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with being slow, tired, unfocused, or lackadaisical. When triggered, affected creatures in the area are slowed (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are unaffected. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are slow (as the spell) for 1d4 rounds. Creatures that fail a saving throw and do not have both SP and HP left are slow for 3d4 rounds.

Detect magic allows you to identify a slow emoji with a DC 19 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as slow emoji are hard to detect and disable. While any character can use Perception to find a slow emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 29.

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Converting PF1 spells to Starfinder: Sleep Emoji and Stunning Emoji

Continuing the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. We’re still working on doing all the glyphs, runes, and symbols.

You can find an index of the spells that have already been converted on this blog to-date here.

(Art by film.design.)

Sleep Emoji
Class
 technomancer 5
School enchantment [compulsion, mind-affecting]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as death emoji, except as noted above and as follows. The symbol created is one that represents sleep of unconsciousness, it can only deal a total of 120 points of damage, and the damage is nonlethal. Wherever death emoji refers to a Fortitude save, sleep emoji instead uses a Will save.

Detect magic allows you to identify a sleep emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as sleep emoji are hard to detect and disable. While any character can use Perception to find a sleep emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even if they are normally immune to nonlethal damage. If such a construct is knocked unconscious by the nonlethal damage, it shuts down and functions as if asleep until conditions occur that would wake a biological creature, it receives any healing, or 1d4 hours pass.

Stunning Emoji
Class
 technomancer 6
School enchantment [compulsion, mind-affecting]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with boggled, confused, or dazed. When triggered, affected creatures in the area are staggered or stunned (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are staggered for 1 round. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are staggered for 1d4 rounds. Creatures that fail a saving throw and do not have both SP and HP left are stunned for 1d4 rounds.

Detect magic allows you to identify a stunning emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as stunning emoji are hard to detect and disable. While any character can use Perception to find a stunning emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even they are normally immune to the staggered or stunned condition.

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