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Centaur PC Race for Starfinder… and more.

CENTAURS IN STARFINDER
I have always loved the idea of centaur player characters. I suspect my love started with “Bridge of Sorrows” by Denis Beauvais, which was the cover of Dragon Magazine #92 (TSR, December 1984). Or maybe to goes back a tad earlier, to the Xanth novel Centaur Aisle, which I read in 1982, the same year I first encountered D&D, and RPGs in general.

I definitely want centaur PCs for my Really Wild West setting hack, which means I need rules for playing them as PCs in the Starfinder Roleplaying Game.

Ability Adjustments
Centaurs are powerfully built and in tune with their surroundings, but their hybrid form does come with drawbacks. Some centaurs are slightly awkward, having the brain of a biped, but the body of a quadruped. Others are delicate, their thin ankles and strange doubled internal organs leaving them prone to injury and ailments. A few are impatient and have little taste for complex calculations, preferring direct action and simple solutions whenever possible.
+2 Strength, +2 Wisdom, -2 to Dexterity, Constitution, or Intelligence.

Size and Type
Centaurs are monstrous humanoids.Centaurs vary in size from halfling-scale torsos on pony equine bodies, to mighty human or even ogrelike torsos on mighty warhorse equine bodies. At character creation, a centaur PC decided if they are Medium or large. They use equipment as Medium characters in either case.

Hit Points
6

Darkvision
Centaurs have darkvision with a range of 60 feet.

Humanoidlike
Centaurs are close enough to nonmonstrous humanoids that they can be affected by spells and abilities that affect humanoids, but do not affect monstrous humanoids. Centaurs gain a +4 racial bonus to saving throws (if any) against such effects.

Gallop
Centaurs have a land speed of 40 feet, but treat it as a speed of 20 feet when determining their movement using Athletics to climb or swim. A centaur gains a +2 bonus to AC when charging (which normally just offsets the -2 penalty to AC for charging). When a centaur succeeds at a bull rush combat maneuver, they can move their target 5 feet farther than normal.

Natural Weapons
Centaurs are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Centaurs gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Quadruped
Centaurs are quadrupeds, which gives them some advantages and a few drawbacks. They take -2 penalties to Acrobatics checks to tumble and Athletics checks to climb. When determining their bulk limits, centaurs add half their Constitution score to their Strength. Centaurs gain a +2 racial bonus to their KAC against bull rush and reposition combat maneuvers. A centaur can carry one creature of its own size, or two of at least one size smaller, without counting them against the centaur’s bulk limit.

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CENTAURS IN THE REALLY WILD WEST
In the pulp-scifi-western-fantasy-world of the Really Wild West, centaurs appear in most ancient civilizations of western Asia, northern Africa, and eastern Europe. They often appear as separate tribes, no less advanced or civilized than the other species around them, and often seen as wiser and more scientifically advanced than the ancient cultures that wrote about them. They are an accepted part of the history of those places, and have become common throughout Africa, Europe and northern Asia.

However, centaurs are not generally huge fans of sea travel. This dislike is not pathological, but practical. Centaurs are excellent overland travelers, but at best mediocre swimmers, and many are large enough to make building ships to accommodate them problematic. In previous centuries, they simply used Roman roads and Asian trade routes to spread their kingdoms far and wide, often as the most feared and effective of cavalry. But the rise of sea travel in empire-building has left most centaur nations shrinking, and often joining larger bipedal nations in mostly-friendly alliances and unifications.

As a consequence, centaurs are not particularly common in the Americas, as their lack of a tradition of sea travel simply has centaur businesses and families less interested in the kinds of roles that have brought people from other nations to American shores. This in turn has caused most major North and South American to develop without taking centaur needs into account. Buildings are not designed to be accessed by hooved people up to seven feet tall, and even centaurs small enough to fit in American buildings find themselves with few places to stand in settings where everyone else sits.

Most centaurs in the Americas find they are just more comfortable in frontier towns or pure wilderness. So while there are not many centaurs on the continents in general, a disproportionate number of those who are present take to Wild West living, where their speed and carrying capacity, and long tradition of dedication and excellence, are seen as more than enough to justify making a few changes to the local saloon, or having on or two of the hotel’s stable stalls be well-appointed rooms, as well.

CENTAURS PF2
So, PF1 already has solid rules for centaur PCs, but what if you wanted to play a centaur PC in PF2, or 5e?

Hit Points
10

Size
Medium

Speed
30 feet

Ability Boosts
Strength
Wisdom
Free

Ability Flaw
Dexterity

Languages
Common
Sylvan
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aklo, Elvish, Gnomish, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevent to your region).

Traits
Centaur
Humanoid

Darkvision
You can see in darkness and dim light just as well as you can see in bright light. though your vision in darkness is black and white.

Centaur Heritages
Centaurs have a vast number of ethnic differences, but also can trace their linneage back to a few early tribes that still often produce very different

Kentoroi
You are Large, rather than medium, and have a thick, sturdy appearance. You may have small tusks, or pointed ears. You gain the orc trait and your bulk limits are increased by +6. You can select orc feats whenever you gain an ancestry feat.

Lapith
Your head, arms and torso are extremely humanlike. You gain the human trait and are trained in one skill of your choice. You can select human feats whenever you gain an ancestry feat.

While for a full suppliment we’d obviously want some cool centaur-specific ancestry feats, doing things this way ensures that as the PF2 game adds new options for humans and orcs, our centaur PCs will automatically gain expanded options as well.

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Really Wild West Class Features: Envoys

We covered why it’s a good idea to offer some campaign-specific class features for the Really Wild West (index of articles here) Campaign Hack for Starfinder in our first such article, which went over soldier class features. We continue to explore the classes with new class features for the envoy.

There are numerous Western and pulp-adventure tropes that work for an envoy character in the Really Wild West, including merchants, cattle barons, carpetbaggers, snake-oil salesmen, reporters, tourists and vacationers from Back East (be they sightseers, big game hunters, or displaced nobles struggling to carve out a new empire), diplomats, traders, and activists, to name just a few!

We offer four new envoy improvisations, and two new envoy expertise talents.

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Envoy Improvisations [Any level]

Factor (Ex): You have a factor, a CR 0 NPC that helps make arrangements for you. The factor doesn’t even go adventuring for you, and generally doesn’t even travel with you, preferring to handle your affairs by telephone, telegraph, Babbage-Bell message, and courier. You can only communicate with your factor when you have access to a settlement or the Babbage-Bell Grid.

Your factor can handle one request at a time, and all requests take at least 24 hours. A factor can research a question (taking time to take 20, with a +1 bonus, thus answering anything a DC 21 check can find), make travel arrangements or housing (ensuring you get the needed number of seats or rooms at a location, at the normal cost), keep your funds secure (and wiring them to banks and stores as you direct), make inquiries about location conditions and agents (making a Diplomacy check to gather information with a bonus equal to 5 + your level), and do such minor tasks as receiving and sending mail, looking after objects you end to them, and whatever else the GM considers appropriate. They are not a spellcaster, crafter, famous personage, or combatant in any way.

In some cases when dealing with officials or members of high society, the GM may grant you a circumstance bonus to Diplomacy checks to do things such as ask for an audience or open negotiations if you do so through your factor.

Have Thing, Will Travel (Ex): (Sense-dependent) You possess one weapon that you are well-known for carrying, or that is itself recognizable (either as a unique weapon, or as one of a class of renowned weapons). You can choose what weapon this is each time you gain a new level, and if lost you can replace it with another weapon with 24 hours of adjustments and spreading rumors.

You can draw this weapon without taking an action as part of any move action or full action, and as part of rolling for initiative. When you draw the weapon in this way outside of combat or in the surprise round of combat, you may make an Intimidate check to demoralize a single creature within 30 feet of you also without taking an action. Any creature within 60 feet of you when you do this is immune to this ability of yours for 24 hours.

Put A Price on their Head (Ex): You can put a bounty on a foe, dead or alive, to encourage bounty hunters, law agents, allies, sellswords, and gunslingers to make their best effort against that target. You can only do this in a settlement with a Babbage-Bell station, and you must either make a Successful DC 15 Diplomacy check to accuse the target of a crime you reasonably believe they have committed, or have the GM make a Bluff check in secret (DC 15 + 1-1/2 target’s CR, +10 if viewed as friendly by the settlement, +20 if viewed as helpful) to accuse them of something believable, with the ability only working on a successful check.

You must offer at least 100 credits for the target, to be brought to justice dead or alive. You must pay ¼ of this amount in advance. The GM then makes a secret Diplomacy check for you (DC 15 + 1-1/2 target’s CR). If it is successful, within 24 hours everyone who could reasonably have heard about the bounty gains the benefit of your Get ‘Em improvisation when attacking the target, even if you are not present. On a failed check there is no benefit, but you do not know if the check succeeded until you witness someone attack the target.

The bonus lasts 30 days, and you can then renew it by doubling the bounty (and paying 25% of the new amount in advance). If you learn the check failed, you can make a new check my doubling the bounty. If you do not renew a bounty, you cannot set a new bounty on the same target for 30 days.

If someone brings in the target and claims the bounty, you must pay it, or you cannot use this ability again in the same territory (generally an area the size of a US state) until you do so.

You must have Get ‘Em to select this improvisation.

References (Ex): You have a series of references you can use as your bona fides in certain segments of society. These may be names of people who will vouch for you (and who you can describe well enough to convince others such vouchsafing is likely), passwords and phrases, physical letters of recommendation or letters of credit, secret handshakes, or any combination of similar methods. You know exactly which references to call on in what circumstances, allowing you to benefit from these to a degree other characters can’t match.

Select a “reference alignment” within one step of your own alignment. When dealing with official members of an organization with an alignment within one step of your reference alignment, or officials or people with influence in a settlement with an alignment within one step of your reference alignment, you can make a Diplomacy check to change the attitude of that character as a move action by calling on your references. This only works once (ever) per character, and only if the character is unfriendly or indifferent toward you. (Hostile creatures don’t care what your references are, and friendly or helpful creatures already like you well enough not to care either).

Additionally, in a settlement with an alignment within one step of your reference alignment, treat your character level as 1 higher for purposes of determining what you can buy.

Expertise Talents

Interlocutor (Ex; Culture): You know a number of languages, and can often work out how to communicate with someone who only knows a language related to yours. You gain a number of bonus languages equal to your ranks in Culture (increasing whenever you put an additional rank in Culture).

When you meet someone who speaks a language, but with whom you do not share a common language, you may roll your expertise die (by itself). On a result of 1-5 you have no special advantage communicating with the target. On a result of 6 or 7, you have found a related language and can convey very simple concepts with a minute of work. On a result of 8 or more, you find a common language similar enough to easily communicate basic concepts.

Look Harmless (Ex; Bluff): If you do not have a weapon or obviously dangerous item or spell readied for use, and a creature has never seen you make an attack, rather than add your expertise die to a Bluff check, you can make a Bluff check as a standard action to convince the target you are no threat. This is a Bluff check to lie, but it does not take a modifier for the target being hostile or unfriendly. If the check succeeds, and there is any other target in line of sight making attacks against the target or the target’s allies, the target does not attack you, favoring attacking more dangerous-looking foes.

This immediately ends if you are witnessed take any action that works against the target’s best interests, or aiding the target’s foes. If you target gives you instructions (such as “don’t move!”) and you do not follow them, you must make another check with a cumulative -5 penalty for every instruction you have not followed.

If you attack the target while it believes you are harmless, it is treated as flat-footed against your first attack.

In the coming weeks, we’ll look at class features for the rest of the Starfinder core classes, to give them Really Wild West-specific options!

PATREON
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Really Wild West Class Features: Soldiers

A big part of the point of making the Really Wild West (index of articles here) a Starfinder Campaign Hack is that it means most of the rules we need for weird-science-and-fantasy-infused-western stories already exist. While the RWW Index has lots of special rules subsets for things like high noon showdowns, renown, gambling, and so on, the majority of the game’s basic rules, including classes, skills, feats, and even most equipment, are largely unchanged.

However, as with any campaign setting, there are good reasons to add some new class options to a Really Wild West campaign, to allow players to make Western-themed characters that are appropriate in the Weird West of a Martian-invaded Earth of 1891, which might not fit in a more traditional (or official) science-fantasy setting. We already touched on a few campaign-specific themes and rules for theosophy and psychic powers, but it’s also worthwhile to create some class-specific new options to help players make some iconic weird-west concepts.

We start with soldier class features, focusing on some new gear boosts and two new fighting styles.

(And, of course, the other advantage of making this setting Starfinder-compatible is that you can take new material like this, and use it in other settings if you want to. 🙂 )

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Soldier

Gear Boosts

Shootist (Ex) You add your level to damage done with small arms, in addition to any other bonuses you get (including your Weapon Specialization bonus). You cannot add this damage at the same time you are adding any other ability that only works with a subcategory of weapons that includes small arms or operative weapons.

Shotgun Fit (Ex) You can custom-fit a shotgun so it’s trigger pull, balance, but plate, and position match your frame and shooting style perfectly. This precise a fit requires you to do maintenance on a shotgun, so it must be in your possession for 24 hours before this ability applies, and you can only keep a maximum of two shotguns adjusted to use this ability on at a time.

When using a custom-fit shotgun firing shot, you halve the damage penalty it takes for range.

THAT’s a Knife! (Ex) You add your level to damage done with operative weapons, in addition to any other bonuses you get (including your Weapon Specialization bonus). You cannot add this damage at the same time you are adding any other ability that only works with a subcategory of weapons that includes small arms or operative weapons.

Tight Grouping (Ex) When you make multiple ranged attacks at the same target in a single round, you gain a +1 bonus to the ranged attack rolls after the first one. If you attack a different target or make a melee attack, you don’t receive the tight grouping bonus for the rest of the round.

Fighting Styles

Cavalry

You may have been formally trained in cavalry tactics, or grown up on a ranch or in a culture where being mounted s a way of life, or be a skilled scorcher who learned to fight from a seat while running scouting missions against Martian Tripods.

Ready to Ride (Ex) [1st Level] You begin play with a light or heavy horse (or with the GM’s approval a similar creature using the same statistics, such as a bison,camel, or moose), or a safety bicycle. If it is lost, you may replace it at no chare at a major settlement, or when you gain a level.

If you begin play with a mount, you gain Expert Rider as a bonus feat, without needing to meet its prerequisites. If you begin play with a safety bicycle, you instead gain the Scorcher feat as a bonus feat, without needing to meet its prerequisites.

Mounted Combat (Ex) [5th] You gain a +10 ft. bonus to speed when using the mount of bike from the ready to ride ability.  Additionally, once per round when your mount or bike is hit by an attack or fails a saving throw, without taking an action you may make a Survival check (for a mount) of Pilot check (for a bike). If your check meets or exceeds the total of the attack roll against your mount or the DC of the saving throw, the mount is missed or considered to have made its saving throw.

Fight From the Saddle (Ex) [9th] You gain Mobility as a bonus feat, but only when using the mount or bike gained from the ready to ride ability. If you already have Mobility, you instead gain your choice of Shot on the Run or Spring Attack (only when using your mount or bike) as a bonus feat without having to meet its prerequisites.

Like the Wind (Ex) [13th] You bonus to speed when using the mount of bike from the ready to ride ability increases to +20 feet. Additionally, you can take 10 for Survival checks and Pilot checks regarding mounted combat and bicycles, even in combat or when stress or distraction would normally prevent you from doing so.

Cavalry Charge (Ex) [17th] When you are on a mount or using a bike, you take no attack penalty to attacks made when charging, and add a +4 bonus to damage done on a successful attack when charging.

Pugilist

Whether it’s street brawling, a formal martial art, boxing, Bartitsu, or a knack picked up from years of literally punching cows, you are particularly skilled at fisticuffs.

Improved Unarmed Strike (Ex) [1st Level] You gain Improved Unarmed Strike as a bonus feat, and when you gain this ability choose to either have your unarmed attacks not count as archaic weapons, or gain a +1 bonus to damage with unarmed attacks. You can make an unarmed attack without having a hand free as long as you are not immobilized and have one limb or your head free to move about.

Additionally you can make unarmed strikes using melee or ranged weapons, by using the weapon to smash a pommel or other blunt part of the weapon into your target. If the weapon has a fusion or weapons special property that is appropriate to apply to an unarmed attack, or is made of a special material, you add those effects to your unarmed attack.

Keep Your Guard Up (Ex) [5th] Your KAC against combat maneuvers is increased by +4.

Stunning Blow (Ex) [9th] You can hit a foe so hard they are briefly disabled. You take no penalty to your attack roll to do nonlethal damage to a target with an unarmed attack. Additionally, you can declare a unarmed attack to be a stunning blow in advance of your attack roll. If the attack hits, the target must make a Fortitude save (DC 10 +1/2 your soldier level + your key ability score modifier) or be stunned for 1 round. Once you attempt a stunning blow, you cannot do so again until you regain Stamina Points during a 10-minutes rest.

Sucker Punch (Ex) [13th] Once per turn you can make an attack of opportunity with an unarmed attack without taking a reaction. You can still only make attacks of opportunity when a target provokes one from you.

Flurry of Blows (Ex) [17th] When you take a full attack, you may make one additional attack at -8 to the attack roll, which must be an unarmed attack.

In the coming weeks, we’ll look at class features for all the Starfinder core classes, to give them Really Wild West-specific options!

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

 

 

Gambling in the Really Wild West (for Starfinder)

Gambling, and being a professional gambler, are common Wild West tropes, so the ideas ought to be supported in the Really Wild West setting hack for the Starfinder Roleplaying Game (which, after a long rest, is going to start getting regular support from me again!).

On the one hand, those rules ought to include some way to have dramatic gambling scenes for when a game of chance has become crucial to the plot. On the other hand, most people don’t want to have to be good gamblers to play the gambler character (any more than they want to have to be sharpshooters to play gunslingers).

So the rules should be simple, and play to the character sheet as much as the player, while retaining some dramatic tension.

Profession (gambler)

Step one is to explicitly allow “gambler” as an option for the Profession skill. In most cases, a character who wants to make money gambling just uses Profession (gambler). While all professional gamblers can pull from a broad toolbox to make money, the emphasis of their gambling style is determined by what ability score it’s based on. If the skill is Intelligence-based, the gambler depends primarily on knowing the odds and rules of the games, calculating the smart bet and using betting schemes to maximize wins and minimize losses. If the skill is Wisdom-based, the gambler depends more on reading other gamblers and trusting instinctive gut feelings on how to bet. If the skill is Charisma-based, the gambler depends more on bluffing, faking out other gamblers, or using a distraction to cover cheating.

Unlike most Profession skills, a character can make Profession (gambler) checks untrained *thought they cannot use it for the earn a living task if untrained). A player decides what ability score Profession (gambler) is based on when they take their first rank it in (and may choose any ability score if using it untrained).

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Casual Gambling

To make things slightly more interesting, a character with Profession (gambling) can use casual betting when making the skill check for the Earn a Living task. The player bets a number of credits equal to their Profession (gambler) skill +10. Then if their skill check for the task (which they may not take 10 on) results in a d20 roll of 2-5, their bet is lost and no money is earned. On a 6-10, they win back their bet, but do not earn any additional income. On an 11-15, they win back their bet and earn credits normally. On a 16 or higher, they win back their bet and earn twice as much as normal for a week’s work. On a natural 1, they lose the bet and lose the same amount of additional credits. (Overall this option is good deal for the player.)

Once a character has used this option for a week in a settlement and made money doing so, it’s not normally available again for at least a month (as locals have learned better than to play with the character). A GM may modify this rule for cities with lots of gambling, very large settlements, and times when numerous new potential gambling partners are appearing regularly.

Dramatic Gambling

Dramatic gambling is only used when the GM calls for it, and normally only when there’s more on the line than just credits. This is the option when the master villain insists on playing poker to see who wins the blood-soaked contract that sells a soul to a devil, or a neutral third party won’t sell the crucial material for a required ritual, but will gamble for it. Unless all the players are gamblers (or find interacting with the dramatic betting rules interesting), this should be as rare as any other focus most players can’t interact with—it’s fine as a spotlight scene or a change of pace, but you shouldn’t build regular encounters out of these rules unless your players know the campaign is going to have a gambling focus.

Dramatic gambling can be done with Bluff, Culture, Diplomacy, Profession (gambling), or Sleight of Hand (with potential consequences). Characters must make multiple checks during a dramatic gambling event, usually using at least two different skills. Most of these skills cannot be used more than once during a dramatic gambling event. The exceptions to this are Profession (gambling) and Sleight of hand, which may always be used. If a character decides to use Sleight of Hand they are choosing to cheat, and all participants and bystanders are allowed to make an opposed Perception check with a -5 penalty and, with a successful check, spot the character cheating.

The Stakes

Before any rolls are made, the gambling event’s stakes must be determined. This can be as simple as an amount of money risked by each participant, but for dramatic gambling events it’s equally likely to be some sort of plot point. For example, if the PCs are trying to convince the Cattle Duke of Montana to allow them to lay train tracks through his grazing lands, the Duke might decide the issue is settled by a high-stakes game of Red Dog, as represented by a dramatic gambling event. Similarly, if the specific player is trying to pick up a legendary item using renown, a GM might decide the final task needed to do so is a throw of the dice with Death herself… again, as a dramatic gambling event.

If the stakes are money, the winner gets to double their stake, and everyone else loses their stake (any “unwon” money goes to the house, which is never a PC). If the stakes are more plot driven the GM should be clear about the consequences of winning and losing. The PCs convince the Cattle Duke to allow their train through his territory if they win, and lose any chance of a peaceful settlement of the problem if they lose. The PC wins a legendary weapon from Death with a win, and gains a temporary negative level with a loss.

Stakes should also include the cost of folding. A character can fold until the Final Reveal. Normally folding costs you half your stakes, though for dramatic gambling where the stakes are more conceptual, the GM should just establish stakes that are half as bad as loosing (the Duke won’t work with you, but will allow you to keep trying to find a new deal he likes better. Death doesn’t give you the legendary item, but the negative level only lasts 1d6 days.)

The First Deal

Once stakes are set, the First Deal is made. This represents how good a position each participant begins with in the gambling. This need not be one hand of cards, or even cards at all. It could represent luck in the first spin of a roulette wheel, how good information about a horse is, or the value of an initial die roll in a gambling dice game.

Each participant in the event rolls a d20 in secret. The die is set aside for the moment. The First Deal is used to determine the final winner of the dramatic gambling event, but not yet.

No abilities that affect d20 reroll can be used on another character’s First Deal, including things like rerolls, unless the character using the ability has successfully Read the d20 result first. Any participant can attempt to Read another participant’s First Deal with a successful use of the detect deception task of Sense Motive check. This can be attempted once after the First Deal, once after the First Deal, and once after the Raise Round, each time looking at a single participant’s First Deal. On a successful check, the raw d20 result of the First Deal is revealed. Once you use Sense Motive to attempt to Read a First Deal you can’t use Sense Motive for any other purpose during the dramatic gambling event.

The GM can ask to see anyone’s First Deal die result, but can’t have NPCs act based on that knowledge without successfully using an ability to Read it.

Raise Round

After the First Deal, comes the Raise Round. Each player makes one d20 roll in the open. Then, from lowest die result to highest, each participant chooses a skill to add the bonus of to d20 roll. Characters can only use their ranks + ability score for this bonus, unless they state they are using some other rule that affects it, such as a class feature, feat, racial ability, spell, or item. (Using spells or items is always considered cheating, and requires a Stealth check opposed by all bystander’s and participant’s Perception checks, to do so without being noticed). Any such ability that affects a die roll or skill bonus can only be used once at any point in the dramatic gambling event. If an operative decides to add operative’s edge to a skill check for the Raise Round, it cannot be used again in the Final Round, even for a different skill.

Once each participant has done this, and the current result of all the raise Round skill checks are known, in the same order characters may choose if they wish to change to a new skill (perhaps one with a higher bonus), or to add an ability that can impact the Raise Round skill check. If anyone does so, another round of potential chances to skills used and class features is taken, repeating until all players pass.

Any skill or ability used in this process cannot be used again in the Final Round.

The winner of the Raise Round is allowed to roll an additional d20, in the open. In the Final Round, that player can use his original First Deal d20 check, or the new d20 roll. This decision need not be made until all the Final Round actions are completed, and everyone’s First Deal is revealed.

If two or more character’s Raise Round skill check totals are tied for the highest total at the end of the Raise Round, whichever character got to that total first wins the round.

At any point in the Raise Round, a participant may Fold, in which case they lose half their stakes (or suffer the more minor penalty, for dramatic gambling events with nonmonetary stakes.)

Final Round

In the Final Round, participants go in reverse order of the order used in the Raise Round. Each participant chooses a skill and declares what their total bonus for that skill is, but do NOT yet reveal what their total is with their First Deal die.

As with the Raise Round, after every participant has declared a skill and any abilities they wish to use to boost it, another round is held where characters may swap to new skills or add new abilities. After each round, characters may Fold, as with the Raise Round.

After everyone passes, everyone in the same order decides to Fold or Call.

Everyone who Calls reveals their First Deal d20 roll, adds their total bonus, and the highest total wins. Whoever won the Raise Round may swap to their second d20 roll in place of their First Deal roll after seeing everyone else’s total. In case of a tie, the character with the highest number of ranks in their chosen skill wins (better good than lucky). If there is still a tie, everyone tied rolls a d20 and the highest result wins.

Example of Play

Alex (a soldier), Janye (an operative), and Stan (an envoy) are playing out a dramatic gambling event. They establish stakes, 100 credits each.

Each of them makes a First Deal roll. Alex gets a 4, Jayne a 7, and Stan a 17, but none of those die results are revealed.

Alex decides to attempt to Read Stan’s First Deal die roll. Alex makes a Sense Motive check, opposed by Stan’s Bluff check. Alex succeeds, and learns Stan’s hidden die roll is a 17. Alex now can’t use Sense Motive for any purpose in this dramatic gambling event other than attempting another Read check after the Raise Round.

For the Raise Round, Alex, Jayne, and Stan each make another d20 roll this time in the open. Alex gets a 15, Jayne an 11, and Stan a 10. Since Stan rolled the lowest, he is the first to declare a skill total. Since he knows he has a 17 as his First Deal, he decides to use a lower skill here and states his using Diplomacy, which is +8, for a Raise Round total of (d20 roll 10 + 8) 18.

Jayne goes next. She has Profession (gambling) at +12, and is an operative with another +2 from operative’s edge. She can use Profession for both her die rolls, but can only apply her operative’s edge to one of them. Knowing she has a First Deal roll of 7, she’d like to win the Raise Round to get a reroll, but hopes she won’t have to use operative’s edge to do it. So she uses her Profession skill without her+2 operative’s edge, getting a total of (d20 roll 11 +12) 23.

Alex has a Raise Round result of 15, and knows his First Deal result is 4 and Stan’s is 17. His best skill is Culture, which is +12, and his second-best is Diplomacy, which is +9. He feels he must get the reroll in the Raise Round to have any hope of winning, and isn’t sure using Diplomacy is good enough. It would get him a 24, better than  Jayne’s current total, but if she has any abilities to boost her result she could beat him. Alex decides to use his Culture to get a total of (d20 roll 15 +12) 27.

Everyone has a chance to change their skills now, again beginning with Stan. Stan decided he wants to prevent Alex or Jayne from getting the reroll from winning the Raise Round, even if he doesn’t need it, so he switches to his Bluff, which has a +12 bonus and gives him the option of adding a +1d6+1 expertise die. Stan decided to use the expertise die now, and rolls a (1d6 roll 4 +1) 5, giving him a +17 bonus for this skill check. That gives him a (d20 roll 10 +17) 27 total as well. However since Alex got that result first, he wins the tie.

No one else wants to use any other skills, so Alex wins the Raise Round. He makes a d20 Raise Roll in the open, getting a 12. Now he can use either his original First Deal result of 4, or his Raise Roll of 12, for the Final Round.

On the Final Round, participants go in reverse order of their Raise Round totals (Jayne 23, Stan 27, Alex 27). Each announced their skill total, but does not yet reveal their First Deal die. Jayne knows Alex has a Raise Roll result of 12 he can use, and she knows her own First Deal roll is a 7. She declares she is using Profession (gambling) again, which gives her a +12 bonus, and that she is using operative’s edge (there’s no reason not to), for a total of a +14 bonus.

Stan used his best skills (Bluff and Diplomacy) and his skill expertise class feature, so his best remaining option is to use his weaker Sense Motive skill, at +7.

Alex knows he has a Raise Roll of 12, but his best remaining skill is diplomacy at +9.

No one has any additional abilities to add or better skills to switch to, the everyone passes.

Jayne then must decide to Fold or Call. She has a skill bonus of +14 and a First Deal die roll of 7, so she knows her total is 21. She also knows Alex has at least a 12 (his visible Raise Roll) and a bonus of +7, also a 21. She thinks she has more ranks in Profession (gambling) than Alex has in Diplomacy, so she calls.

Stan has a skill bonus of +7, and a First Deal die roll of 17, for a total of 24. But he is afraid Jayne’s much higher skill bonus makes her more likely to win. He folds, and loses half his stakes (50 credits).

Alex thinks Jayne must have a really bad First Deal die roll, so he Calls.

Jayne and Alex then reveal their totals. They are tied at 21, but Jayne DOES have more ranks in her skill than Alex has in his, so she wins. Alex loses all his stake, and Jayne doubles her stake.

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Starfinder Roleplaying Game Monster Design Notes—Spellcasting Creatures, Western Rakshasa

We’re going to take a pause from the Multiclass ThemeType rules, to pick up a thread from a few weeks ago when I was discussing how to make creatures and NPCs using the Starfinder Roleplaying Game monster creation rules. I already did two entries in this series using Really Wild West creatures as examples—the grizzly boar for the combatant array, and the rattle-cat for the expert array.

Now, it’s time to talk about the spellcaster array, and for that, we need something special.

Western Rakshasa

Rakshasa are native outsiders—that is they are inhuman creatures of supernatural power, that are born in and native to the mortal world. They are among the more powerful and feared threats of Southern Asia, and plagued that section of the world of the Really Wild West for centuries before anyone in Europe or the Americas knew anything at all about them. Rakshasa are generally born to a rakshasa parent and a humanoid parent and few rakshasas immigrate out of South Asian, keeping their population elsewhere low. But there is a second circumstance where a rakshasa can be born—when human parents are exposed to great evil and cruelty and kept away from holy places, practices, and people, sometimes an reincarnated evil spirit is drawn to their misery, and born as a rakshasa in a concealed guise as the same race as its parents.

Sadly, the fact that the United States Naturalization Law of March 26, 1790 denied citizenship to all immigrants not of white lineage, and most South Asians who were brought to North America served as low-paid farm workers, often lead to situations where the immigrants were forbidden to practice their own religions, suffered cruelty and evils committed upon them, and were even sometimes imprisoned and used for experimentation by Caucasians seeking to gain more power through the expanding arts of theosophy and mad science.

As a result, in the mid 1800s, the first natural born western rakshasa began to appear.

Such creatures are natural deceivers, planners, leaders, and generally power hungry. They learn how to manipulate social systems to their advantage while just children, and are not above arranging horrible fates for their communities in order to be found as “lone survivors,” and adopted by wealthier, more affluent families, While some settle in to urban areas to gain political and economic power in increasingly large cities, others prefer to head to the frontier, to carve their own empires out of the wilderness as cattle barons, marshals, regional governors, and even the unquestioned leaders of outlaw gangs.

While an infant rakshasa might be less powerful than the CR 5 given here as a minimum, such a creature would never risk exposing itself. Any rakshasa willing to operate in any open manner is at least a young adult, and no less than CR 5. Western rakshasa are no more powerful or organized than their South Asian brethren, but they have grown to be one of the greatest threats any Really Wild West adventurer might encounter.

In their natural form, rakshasa have the appearance of anthropomorphic animals, usually predators, and have some joint or joints backwards from a human. The use of  tiger-headed rakshasa with backwards-curling hands in the spectacularly popular 1897 Mark Twain novel “The Chronicle of Young Rakshasa,” where Huck Finn and Tom Sawyer encounter and must drive away a powerful Satan-like figure (who claims to be the “youngest of 44 master rakshasa”), has caused the common view of rakshasa to be exclusively this version, to the point that some rakshasas take the form when wishing to impress, even if they actually have different animals-features and reversed joints.

Rakshasa Gunslinger - JEB

Building and Defining a Spellcaster

Spellcaster arrays are for creatures that should first and foremost be seen as users of supernatural powers. They gain either spell-like abilities or spellcasting automatically, allowing them to use such powers for offense and defense, while still having other special abilities to make them unique and interesting. Anytime you are making an NPC mystic or technomancer, you want to use the spellcaster array and the appropriate class graft, in addition to any creature graft.

But in this case, we’re going to write up creatures that have innate spellcasting abilities, as natural to them as their unholy blood.

As with the creatures we designed in the previous entries, we want to create a template graft, that a GM can use to create rakshasas of any appropriate CR. So, the final template graft looks like this:

WESTERN RAKSHASA TEMPLATE GRAFT (CR 5+)

Required Array: Spellcaster
Required Type: Outsider
Alignment: Lawful Evil
Size: Medium
Speed: 40 feet
Ability Score Modifiers: Dexterity, Charisma, Strength
Special Abilities: 0-Spellcasting (mystic and technomancer). 1- Change Shape (see below). Damage Reduction (equal to CR x 1.5, bypassed by good). 3- Detect thoughts (see below). 4-Spell Resistance (equal to CR +15).
Key Spells: 1st charm person, magic missile; 2nd caustic conversion, invisibility, 3rd arcing surge, holographic image
Skills: Master– Bluff; Good-Diplomacy, Sense Motive
Attacks: Multiattack melee (bite, two claws), melee weapon, ranged weapon.
Detect Thoughts (Su): A rakshasa can detect thoughts as per the spell of the same name. It can suppress or resume this ability automatically at the beginning of its turn. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a successful Will save.

To make this monster, a GM just takes the spellcaster array for the desired CR of the end monster, adjusts the numbers as noted for the outsider type, and enters those values in a stat block as directed by the template graft.

There are a few things to look out for with rakshasa. First, since they use the spellcaster array, they get spellcasting automatically, and you need to pick their spells known. The template graft offers some “key spells,” but that’s largely just to save you time and give you a feel for what a typical rakshasa of this type is likely to focus on. Feel free to deviate from this list if you wish. Also, the stat block doesn’t bother with 1st level spells, because the rakshasa is unlikely to run out of higher-level options during a typical fight. This is the same logic for giving it unlimited 2nd-level spells per day. If for some reason you need to know exactly how many lower-level spells an npc has, check out the rules in Starfinder Pact Worlds.

Secondly, as a tool user, the rakshasa needs weapons. The easy options is to pick melee and ranged weapons that are about 10th item level. The same applies if you plan to give them armor, though rakshasa don’t really need it, and it doesn’t impact their AC anyway (you give a creature armor if it makes sense for the creature to have armor, or if you want to use it as PC loot, of if you want them to have an armor upgrade—which may also serve as loot). Since this is a Really Wild West rakshasa I gave it a damascus repeating shotgun and limited it’s pistols to 6 rounds each, but you could swap that out for any weapons appropriate to your setting.

Finally, I gave them multiattack. That allows them to forgo using a melee weapon to make a series of natural melee attacks. Read the multiattack rules on how to figure out their damage and attack rolls, but this only matters if they take a full attack routine. They can just use their melee weapon to make a normal attack.

Here’s what a CR 10 western Rakshasa (one of the most dangerous things in all of the Really Wild West) looks like, for example.

Rakshasa, Western                                 CR 10          [SPELLCASTER]
XP 9,600 each
LE Medium Outsider (evil, native, rakshasa, shapechanger)
Init +8 Senses darkvision (60 ft.); Perception +19
DEFENSE     HP 140
EAC 22; KAC 23
Fort +9; Ref +11; Will +13
Defensive Abilities DR 15/good
OFFENSE
Speed 40 ft.
Melee +17 microserrated longsword (2d10+13, critical bleed 2d6)
Multiattack bite +11 (1d10+13 P), 2 claws +10 (1d10+13 S)
Ranged +19 damascus repeater shotgun (3d8+10 P) or
+19 elite revolving pistol (3d6+10 P)
Technomancer Spells Known (CL 10th) DC 18
  4th (3/day)greater invisibility, mind thrust (DC 22)
3rd (6/day)
arcing surge (DC 21), charm monster (DC 21), holographic image (DC 21),
    lesser resistance armor
2nd (at will)
caustic conversion (ranged attack +18), invisibility
STATISTICS
Str +3; Dex +8; Con +3; Int +1; Wis +1; Cha +8
Skills Bluff +24, Diplomacy +19, Sense Motive +19
Languages Aklo, Common, Infernal
Other Abilities change shape
Gear Damascus repeater shotgun with 12 slugs and 12 shot, two elite revolving pistols with 36 rounds, microserrated longsword, 2 mk II serums of healing
SPECIAL ABILITIES
Change Shape (Su): As a standard action, a rakshasa can physically alter its form to look like any Medium humanoid or outsider, as long as it has seen a similar creature before. It can attempt to either mimic a specific creature or look like a general creature of any humanoid subtype it is familiar with. The rakshasa gains a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of the rakshasa’s Disguise check is not modified as a result of altering major features or for disguising themselves as a creature of a different type. The rakshasa can remain in an alternate form indefinitely (or until it takes another form).

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Alternate Multiclass Rules for Starfinder (Mystic)

Since we’ve spent this week introducing the Multiclass ThemeType concepts, providing examples for envoy, mechanic (with drone), mechanic(with exocortex), operative, and technomancer, and name-dropping the Really Wild West, we’re actually pretty close to handling all the core rulebook classes at this point. Since we’ve presented a way to use Multiclass ThemeTypes with spellcasting classes, let’s present the mystic!

Mystic ThemeType

You draw power of a supernatural connection to… something. It may be your faith in a divine force or philosophy is strong enough to grant you power, despite the majority of your training being elsewhere. Or you may have some innate connection, to psychic powers, the fundamental forces of the universe, or an ancient  secret once discovered by an alien race now dead for millions of years. Whatever the source, it channels real power through you.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Mysticism, Sense Motive, or Survival. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Minor Mysticism (Sp, Archetype, 2nd Level): Select one 1st level mystic spell. You can cast this spell once per day. Select two 0-level mystic spells. You can cast these spells at will. Your caster level for all mystic spells gained from this Multiclass ThemeType is equal to your character level, and you use your key ability score for all calculations that normally draw on the mystic’s key ability score.

Basic Mysticism (Sp, Archetype, 4th Level): Select two 1st level mystic spells. You have two 1st-level mystic spell slots per day you can use for any combination of the 1st-level mystic spells gained from this Multiclass ThemeType. This replaces the 1st level spell you gained from minor mysticism. Also select a third 0-level mystic spells. You can cast this spell at will.

Minor Connection (Theme, 6th Level): You gain either the healing touch or mind link mystic class feature. Once this decision is made, it cannot be changed You treat your character level as your mystic level for all class features gained from this Multiclass ThemeType.

Intermediate Mysticism (Sp, Archetype, 6th Level): Select one 2nd level mystic spell. You can cast this spell once per day.

Advanced Mysticism (Sp, Archetype, 9th Level): Select two 2nd level mystic spells. You have two 2nd-level mystic spell slots per day you can use for any combination of the 2nd-level mystic spells gained from this Multiclass ThemeType. This replaces the 2nd level spell you gained from intermediate mystic.

Basic Connection (Theme, 12th Level): You gain the connection mystic class feature, for one connection of your choice, though you only have access to its 1st level connection ability. Once this choice is made, it cannot be changed. You do not gain the connection skill ability, but do add the 1st level connection spell to the spells you can use your 1st level mystic Mutliclass ThemeType spell slots to cast.

Greater Mysticism (Sp, Archetype, 12th Level): Select one 3rd level mystic spell. You can cast this spell once per day.

Greater Connection (Theme, 18th Level): You gain the 3rd level connection power of your connection, and add the 2nd and 3rd level connection spells to the list of spells you can use your mystic Mutliclass ThemeType spell slots to cast.

Full Mysticism (Sp, Archetype 18th): You replace all your mystic spells gained from this Multiclass ThemeType with 4 0-level spells known, 4 1st-level spells known, 3 2nd-level spells known, 2 3rd-level spells known, and one 4th-level spell known. You can cast the 0-level spells at will, and have three 1st-level spell slots, two 2nd-level spell slots, two the connection 3rd-level spell slots, and one 4th-level spell slot.

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Alternate Multiclass Rules for Starfinder (Operative)

Since we’ve spent this week introducing the Multiclass ThemeType concepts, providing examples for envoy, mechanic (with drone), mechanic(with exocortex), and technomancer, and name-dropping the Really Wild West, it seems a good idea to keep that momentum with another class that has abilities that are difficult to scale—the operative!

Operative ThemeType

You have extensive training in the arts of spying, stealth, subterfuge, or a combination of all of those. It’s not your primary area of expertise, but then, isn’t actually being good at something else entirely the best possible way to maintain your cover?

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain either Bluff or Stealth as a class skill. If you have both of these as class skills from other sources at 1st level, you instead gain a +1 bonus to one of the two skills. Once these choices are made, they cannot be changed.

If you select Bluff, you may use your Bluff skill bonus as your Stealth skill bonus, and are considered trained in Stealth. If you select Stealth, you may use your Stealth skill bonus as your Bluff skill bonus, and are considered trained in Bluff.

Minor Trick Attack (Ex, Archetype, 2nd Level): You gain the operative’s trick attack ability, subject to all of that class feature’s requirements. Your trick attack does not deal any additional damage, but on a successful skill check it does cause your target to be flat-footed against your attack.

Exploit (Ex, Archetype, 4th Level): You gain one operative exploit, selected from the list of 2nd level operative exploits. You treat your character level as your operative level for all operative exploits gained from this Multiclass ThemeType.

Edge (Ex, Theme, 6th Level): You gain a +1 insight bonus to all skill checks, and to initiative checks.

Basic Trick Attack (Ex, Archetype, 6th Level): Your trick attack now deals 1d8 additional damage for every three full character levels you have.

Exploit (Ex, Archetype, 9th Level): You gain one additional operative exploit, selected from the list of 2nd level operative exploits.

Improved Edge (Ex, Theme, 12th Level): Your insight bonus to all skill checks and initiative checks increases to +2.

Exploit (Ex, Archetype, 12th Level): You gain one additional operative exploit, selected from the list of 2nd level or 6th level operative exploits.

Greater Edge (Ex, Theme, 18th Level): Your insight bonus to all skill checks and initiative checks increases to +3.

Exploit (Ex, Archetype, 18th Level): You gain one additional operative exploit, selected from the list of 2nd, 6th, or 10th-level operative exploits.

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Alternate Multiclass Rules for Starfinder (Technomancer)

So we’ve presented the Multiclass ThemeType (which uses your theme and an archetype to present an alternate method of multiclassing), and provided examples for the envoy, drone-using mechanic, and exocortex-using mechanic. We’ve even name-dropped the Really Wild West setting hack, for people who are most excited about weird west options.

So, let’s talk multiclass spellcasting.

The Starfinder Roleplaying Game has a number of ways to get just a little magic power, including your race, theme, and archetype, and even combines your caster level among all your spellcasting classes is you happen to multiclass into more than one spellcasting class. But it’s still difficult to have spellcasting be a secondary, but major and ongoing, part of your overall character build. A character that adds just a few levels of solider gets abilities that retain their usefulness throughout a campaign. A character that takes a few levels of technomancer quickly find those options fall way the curve. At the same time, you obviously can’t have a few class levels give you access to the highest-level spells in the game, or the power boost involved is more than a few levels should grant.

The technomancer Multiclass ThemeType tries to get just the right balance, making sure your sacrifices of core class abilities from your archetype’s alternate class features reward you enough to be worthwhile, without making you overpowered.

Technomancer ThemeType

While you haven’t had the opportunity to master the ways theosophy and technology can be blended, you haven dabbled in the area. You understand the basics of how hybrid items function, and how to cast some small number of technomagical spells.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Computers, Engineering or Mysticism. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Minor Technomagic (Sp, Archetype, 2nd Level): Select one 1st level technomancer spell. You can cast this spell once per day. Select two 0-level technomancer spells. You can cast these spells at will. Your caster level for all technomancer spells gained from this Multiclass ThemeType is equal to your character level, and you use your key ability score for all calculations that normally draw on the technomancer’s key ability score.

Basic Technomagic (Sp, Archetype, 4th Level): Select two 1st level technomancer spells. You have two 1st-level technomancer spell slots per day you can use for any combination of the 1st-level technomancer spells gained from this Multiclass ThemeType. This replaces the 1st level spell you gained from minor technomagic. Also select a third 0-level technomancer spells. You can cast this spell at will.

Magic Hack (Theme, 6th Level): You gain one magic hack, selected from the list of 2nd level technomancer magic hacks. You treat your character level as your technomancer level for all magic hacks gained from this Multiclass ThemeType.

Intermediate Technomagic (Sp, Archetype, 6th Level): Select one 2nd level technomancer spell. You can cast this spell once per day.

Advanced Technomagic (Sp, Archetype, 9th Level): Select two 2nd level technomancer spells. You have two 2nd-level technomancer spell slots per day you can use for any combination of the 2nd-level technomancer spells gained from this Multiclass ThemeType. This replaces the 2nd level spell you gained from intermediate technomagic.

Improved Magic Hack (Theme, 12th Level): You gain one magic hack, selected from the list of 2nd level or 5th level technomancer magic hacks.

Greater Technomagic (Sp, Archetype, 12th Level): Select one 3rd level technomancer spell. You can cast this spell once per day.

Greater Magic Hack (Theme, 18th Level): You gain one magic hack, selected from the list of 2nd, 5th, or 8th-level technomancer magic hacks.

Full Technomancy (Sp, Archetype 18th): You replace all your technomancer spells gained from this Multiclass ThemeType with 4 0-level spells known, 4 1st-level spells known, 3 2nd-level spells known, 2 3rd-level spells known, and one 4th-level spell known. You can cast the 0-level spells at will, and have three 1st-level spell slots, two 2nd-level spell slots, two 3rd-level spell slots, and one 4th-level spell slot.

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Alternate Multiclass Rules for Starfinder (exocortex Mechanic)

We covered the basic idea behind Multiclass ThemeTypes in the Starfinder Roleplaying Game, talked about why they are especially good for Really Wild West campaigns, and presented two example of how it works—the Envoy and the drone Mechanic. That, of course, immediately suggests there should be an exocortex mechanic Multiclass ThemeType.

And there is! 😊

Mechanic (exocortex) ThemeType

You have an extremely advanced combat brain implant. It may not be the absolute best hardware in existence, but it’s much better than anything you can buy off-the-shelf.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Computers, Engineering or Physical Science. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Computers, Engineering or Physical Science. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Basic Combat Training (Ex, Archetype, 2nd Level): You gain proficiency in either longarms, or heavy armor. If you select proficiency in longarms, this counts as a proficiency granted by your class for purpose of weapon specialization class feature.
If you already have proficiency with both longarms and heavy armor, you instead gain Weapon Focus with longarms as a bonus feat.

Basic Combat Tracking (Ex, Archetype, 4th Level): Your exocortex provides you with enhanced combat ability. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to reduce one penalty you take to attacks against that target by 1. Designating another target causes you to immediately lose this bonus against the previous target.

Basic Memory Module (Ex, Theme, 6th Level): You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge.

Improved Combat Tracking (Ex, Archetype, 6th Level): Your combat tracking ability can now allow you to treat your base attack bonus from this class as being 1 higher (to a maximum of 1 less than your class level), rather than reducing one penalty to attack rolls against the target by 1 point.
If your base attack bonus from this class is so high that this gives you no benefit, and you are talking no penalties to your attack rolls, instead when using combat training you add half your Intelligence bonus (minimum +1) to damage done with weapon.

Wireless Hack (Ex, Archetype, 9th Level): You gain the wireless hack ability of the exocortex version of the mechanic’s artificial intelligence class feature, though your range is only 10 feet.

Exocortex Trick (Ex, Theme, 12th Level): You gain one mechanic trick, selected from the mechanic tricks of 8th level or less that grant an ability to your exocortex (such as neural shunt or overclocking).

Exocortex Mod (Ex, Archetype, 12th Level): Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, resistance, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in advanced melee or heavy weapons).

Twin Tracking (Ex, Theme, 18th Level): You gain the twin tracking ability of the exocortex version of the mechanic’s artificial intelligence class feature.

Advanced Combat Tracking (Ex, Archetype, 18th Level): When using the combat tracking ability of the exocortex version of the mechanic’s artificial intelligence class feature, you treat your base attack bonus from this class as being 2 higher (to a maximum of 2 less than your class level), or reduce one penalty to your attack roll by 2.
If your base attack bonus from this class is so high that this gives you no benefit, and you are talking no penalties to your attack rolls, instead when using combat training you add your Intelligence bonus (minimum +2) to damage done with weapon.

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Alternate Multiclass Rules for Starfinder (drone Mechanic)

We covered the basic idea behind Multiclass ThemeTypes in the Starfinder Roleplaying Game, talked about why they are especially good for Really Wild West campaigns, and presented one example for the Envoy. That, of course, leaves six more classes to cover just to expand the concept to the classes in the core rulebook. Alphabetically, after envoy, that would bring us to the mechanic.

And we immediately run into a problem.

One of the core things someone wishing just a little of the utility of the mechanic might want is a drone. It IS possible to build a ThemeType that gives you access to a drone… but unless that drone very quickly becomes useless, it can’t do much of anything else. So if we build a mechanic ThemeType that handles drones well, it’s not likely to handle exocortexes or generic mechanic hacks well. It could be done by having every choice at every level being one of three options, but then either what you do at 1st level locks you in to just one of those choices at every level, or you’d have the choice of only occasionally selecting a drone upgrade, which very quickly makes the drone too weak to be of any use for the character.

Ultimately, it seems best to just accept that if you want a drone, that’s pretty much all you are getting from that ThemeType, and break the mechanic into multiple ThemeTypes. This also promotes more spotlight protection for a core mechanic. If a group has a mechanic with an exocortex, a player taking the Mechanic (drone) ThemeType doesn’t overlap at all with the true mechanic. Similarly, if a full mechanic does take a drone, it’ll be obvious among all the players that selecting this ThemeType may step on the mechanic’s toes, hopefully leading to an adult and rational conversation where GM and other players all work out how to proceed to everyone has fun.

A group COULD decide everyone is going to have a drone, for example, and make that a unifying theme of their adventuring party. As long as the mechanic player liked that idea, and everyone else was fine with the fact that the mechanic’s drone is always going to be noteworthily better than theirs.

And now, without further ado, we present the Mechanic (drone) ThemeType.

Mechanic (drone) ThemeType

You may not be the universal miracle-worker or mechanics that some people manage, but you have built a unique drone AI ally that is way beyond what can be bought off the rack. It’s maybe never going to be quite as good as a full mechanic’s drone, but it’s better than what any other non-mechanic can manage.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Computers, Engineering or Physical Science. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Basic Drone (Ex, Archetype, 2nd Level): You gain the drone version of the mechanic’s artificial intelligence class feature. Your effective mechanic level is equal to your class level –1, to a maximum mechanic level of 3rd. You do not gain any other mechanic class features, but your drone does gain drone special abilities, feat, and drone mods appropriate for your effective mechanic level.

Drone Improvement (Ex, Archetype, 4th Level): Though still calculated as your character level –1, your maximum effective mechanic level for your drone increases by +1.

Drone Improvement (Ex, Theme, 6th Level): You gain the repair drone mechanic trick, treating your mechanic level as your character level -1

Drone Improvement (Ex, Archetype, 6th Level): Though now calculated as your character level –2, your maximum effective mechanic level for your drone increases by +2.

Drone Improvement (Ex, Archetype, 9th Level): Though still calculated as your character level –2, your maximum effective mechanic level for your drone increases by +4.

Drone Improvement (Ex, Theme, 12th Level): Though still calculated as your character level –2, your maximum effective mechanic level for your drone increases by +3.

Drone Improvement (Ex, Archetype, 12th Level): Though still calculated as your character level –2, your maximum effective mechanic level for your drone increases by +3.

Drone Trick (Ex, Theme, 18th Level): You gain one mechanic trick, selected from the mechanic tricks of 8th level or less that grant an ability to your drone (such as drone meld or overclocking).

Drone Improvement (Ex, Archetype 18th): Though still calculated as your character level –2, your maximum effective mechanic level for your drone increases by +2.

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