Blog Archives
“Toss a Credit to Your Jinxer,” Soldier Fighting Style for Starfinder
Posted by Owen K.C. Stephens
Obviously when working on ShadowFinder, one of the things I want to do is give new character options that will help produce the kinds of PCs I expect people to want for that modern-urban-fantasy Play Mode. While many of those are inspired by various urban fantasy media, there are also fantasy, horror, and scifi concepts that adapt well. The Jinxer is one such concept, adapted as a soldier fighting style.
Jinxer Fighting Style
You have been trained to oppose monsters and supernatural threats. In this pursuit you can create and utilize special serums to enhance your abilities, and over time change your physiology to gain access to greater eldritch powers.

Personal Serums (Ex) – 1st Level
You have learned to take materials that would be useless at best for others (and poisonous at worst) to make a serum specifically designed to boost your metabolism. When you regain your daily abilities, you can create any one enhancement serum with an item level of 5 or less. This serum works only for you, and expires after 24 hours, as well as whenever you create a new personal serum. You can draw and consume this serum as a move action. You can recreate an expended personal serum whenever you recuperate*. While there is no cost to this serum, you must have access to your personal possessions to be able to create it.
Jinxer Power (Su) – 5th Level
When you consume a serum (including your personal serum), you can use it to unlock special powers. Each time you drink a serum, select one of the powers below. It lasts for 10 minutes per soldier level.
Darkvision: You gain darkvision with a range of 90 feet.
Extreme Speed: You gain a +10-foot enhancement bonus to your land speed.
Jinxer Blast: You access phrenic powers to gain a telekinetic strike, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not archaic, has a range increment of 30 feet, bludgeoning damage, is a force effect, and has the stunned critical hit effect. For the duration of this ability, you gain a special version of the Weapon Specialization feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level).
*Recuperate is my proposed term for when a character takes a 10-minute rest and expends a Resolve point to regain Stamina points.
Jinxer’s Vigor (Ex) – 9th level
When you consume a serum (including your personal serum), you also heal damage equal to your soldier level. If this healing exceeds your max HP, you gain the additional healing as temporary HP that alst for 10 minutes per soldier level. These otherwise work as jinxer powers.
Expanded Jinxer Power (Su) – 13th Level
When you drink a serum (including your personal serum) you add the following powers to those you can select with the jinxer power.
Black Blood: Your blood becomes toxic. Any creature that damages you with a bite attack must make a Fortitude save or be sickened for 1 minute/soldier level. Adjacent creatures that damage you also must make this save, but gain a +4 bonus to their saving throw.
Ear for Trouble: You gain blindsense, 30 feet.
Jinxer Resilience: You gain DR/– and energy resistance to acid, cold, electricity, fire, and sonic equal to 1/4 your soldier level.
Rapid Reactions: You gain a +4 bonus to Initiative checks.
Greater Jinxer Power (Su) – 17th Level
When you gain a jinxer power from drinking a serum (including your personal serum), you may select two abilities rather than just one.
Want to ask questions about ShadowFinder? See a huge backlog of game stuff in articles? Just like my stuff and want to support its creation? Check out my Patreon!
Posted in Game Design, Starfinder Development
Tags: gaming, Geekery, PC Options, ShadowFinder, Soldier, Starfinder
DungeonFinder/ShadowFinder Soldier Fighting Style
Posted by Owen K.C. Stephens
So, yesterday I pitched on way to handle weapons in DungeonFinder or ShadowFinder, both concepts for 100% Starfinder-compatible campaign settings (one classic fantasy, the other modern urban fantasy). I mentioned that while equipment was a big part of what would be needed to make such settings work, there would also have to be some work done on classes. Some classes would need to be tossed out and replaced. But others, like operative and soldier, just need new genre-appropriate choices.
So, what might those look like? Let’s look at the soldier.
Obviously the soldier class is going to stand in for the fighter, and likely a lot of fighter-adjacent base and hybrid classes. Now, some of that work can be done with archetypes and existing material (the assassin and battle leader archetypes work for any class and are pretty good as-is, and would take at most just a little tweaking, while the wrathful warrior fighting style does a pretty good job of turning a soldier into a rage-themed berserker). But there are some classic fantasy/modern combat tropes that no existing Starfinder material does a good job of covering. for example, the very first fighter archetype in PF1 is the archer, and nothing in Starfinder really fills that conceptual space.
So, we’d almost certainly want an archer fighting style. (As an aside – we might ALSO want an archer archetype, so other classes can do some archery-stuff, in which case we’d certainly want the two to be compatible. We might even want to have them draw from the same pool of abilities. But those are concerns we can tackle later — a proof-of-concept effort shouldn’t try to tackle every possible nuance. We can adjust the idea as needed when we’re further along – none of the work we do here is wasted, even if we move around who gets it and how.)
(As a second aside – we’d ALSO need to do something about how bows work, too, but given we tackled the core idea of fantasy weapons in Starfinder yesterday, for now I feel comfortable saying “I could manage that.”)
So, what would an archer fighting style look like?

Archer
You are a master of early ranged weapons and, despite this fighting style’s name, are expert with bows, crossbows, and slings. Whenever this fighting style says “bows,” the rules apply to any analog ranged weapon that is not thrown.
Hawkeye (Ex): At 1st level, Perception becomes a class skill for you. If it is already a class skill, you instead gain a +1 bonus to Perception checks. Additionally, you increase the range increment of bows by 10 feet of any You add an additional 10 feet to such range increments at 5th level, and every 4 levels thereafter.
Trick Shot (Ex): At 5th level, select one of the following combat maneuvers: dirty trick, disarm, sunder, trip. You can perform this maneuver at range using a bow. You can pick a second combat maneuver from the list to perform with such weapons at 11th level, and a third at 17th level.
Safe Shot (Ex): At 9th level, when making attacks with a bow, you do not provoke attacks of opportunity.
Sharpshooter (Ex): At 13th level, when making attacks with a bow, you add half your Dexterity bonus to the damage done.
Volley (Ex): At 17th level, as a full-round action, you can make a single bow attack at your highest base attack bonus against each creature in a 15-foot- radius burst, making separate attack and damage rolls for each creature. You use ammunition for each creature attacked.
PATREON
Want to hear more about DungeonFinder or ShadowFinder? Want to suggest specific things for me to design or discuss? Just want to support these articles every weekday? Join my Patreon for as little as the cost of a cup of coffee a month, and become part of the process!
This is an Expanded Post, with more exclusive content (looking at different abilities that might be part of an archer archetype, or abilities a soldier archer could choose from) available exclusively to my Patrons!
Strategy Boosts for the Starfinder Soldier (Pt. 3)
Posted by Owen K.C. Stephens
We continue looking at strategy boosts, an alternate class feature for the soldier. You can take a strategy boost in place of a bonus combat feat, as long as you meet the strategy boost’s minimum soldier level.
Soldier 6
A soldier must be at least 6th level to select these strategy boosts.

Hold the Line! (Ex): You expend 1 Resolve Point as part of any other standard, move, or full action to inspire your allies to hold their ground against enemy advanced. Allies within 60 feet gain a +4 AC bonus against combat maneuvers that change their position (such as bull rush and reposition) and special attacks that move them (including swallow whole). If a special attack has an effect other than to move a target, the non-movement portion occurs if the attack hits the ally’s normal AC, but the movement portion only occurs if the attack hits the AC with the +4 bonus. These bonuses last until an ally is moved by an attack, or 10 minutes pass. This is a sense-dependent, language-dependent ability.
MEDIC! (Ex): When you allies are wounded, you can inspire those able to patch them up to move faster and do better. As a reaction when an ally takes damage, or as a swift action, you can expend 1 Resolve Point to select one damaged ally and call for a medic. For 2 rounds, any creature within 60 feet can make a Medicine check on the selected ally more quickly. Checks that normally take 10 minutes can be performed as a full action. Those that take 1 minute can be performed as a standard action, those that are normally a standard action can be performed as a move action, and those that are normally a move action can be performed as a swift action. Additionally, creatures can cast a spell with the healing description on the ally as a move action (as long as it’s normal casting time is 1 standard action or less).
This is a sense-dependent, language-dependent ability.
Patreon
I have a Patreon. It supports the time I take to do all my blog posts, videos, and other bits of free content. If you’d like to see more game-bending rule options (or more fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
Posted in Game Design, Starfinder Development
Tags: Class Options, Game Design, gaming, Geekery, PC Options, Really Wild West, Soldier, Starfinder
Strategy Boosts for the Starfinder Soldier (Pt. 2)
Posted by Owen K.C. Stephens
We continue looking at strategy boosts, an alternate class feature for the soldier. You can take a strategy boost in place of a bonus combat feat, as long as you meet the strategy boost’s minimum soldier level.

Soldier 4
A soldier must be at least 4th level to select these strategy boosts.
Gear Up! (Ex): As a standard action, you can direct your allies to prepare for hazardous situations. Each ally within 60 feet able to see and hear you can draw one weapon or piece of equipment, or activate a piece of equipment already ready for use (including activating environmental protection on worn armor, but not any kind of attack.) This is a sense-dependent, language-dependent ability.
Take Cover! (Ex): As a standard action, you can direct your allies to take cover. Each ally within 60 feet able to see and hear you can move up to their speed directly toward the nearest piece of cover. Allies that do this are staggered on their next turn (even if they are normally immune to being staggered, and this condition cannot be removed prematurely). This is a sense-dependent, language-dependent ability.
Patreon
I have a Patreon. It supports the time I take to do all my blog posts, videos, and other bits of free content. If you’d like to see more game-bending rule options (or more fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
Posted in Game Design, Starfinder Development
Tags: Class Options, Game Design, gaming, Geekery, PC Options, Really Wild West, Soldier, Starfinder
Strategy Boosts for the Starfinder Soldier (Pt. 1)
Posted by Owen K.C. Stephens
Strategy boosts are an alternate class feature for the soldier. You can take a strategy boost in place of a bonus combat feat, as long as you meet the strategy boost’s minimum soldier level.
Honestly, while they are themed more around tactical concerns strategy boosts are exactly the same as Soldier Combat Feats, but with a different name and framing device for people who don’t like class-locked feats. (I tend to be fine with class-locked feats, since they have existed as long asd20 feats have existed, but I get why some people find them awkward.)

Soldier 2
A soldier must be at least 2nd level to select these strategy boosts.
Fighting Withdrawal (Ex): When you affect an ally with covering fire, or hit a foe with harrying fire, the ally cannot be the target of an attack of opportunity, or the foe cannot make an attack of opportunity. This lasts until the beginning of your next turn.
Fire For Effect (Ex): When you hit and damage a foe, as a reaction you can call out targeting information to your allies to help them effectively attack that target. Allies within 60 feet able to see and hear you and see the target you selected can reroll any damage die from their own attacks against that target that show a 1 on the die. A given die is only rerolled once per attack.
Once you use this ability, you cannot do so again until you score a critical hit against a target (in which case you can use fire for effect as a reaction against that target), or you recuperate*.
*Recuperate is my proposed game term to represent when a character spends 1 Resolve Point to regain Stamina Points following a 10-minute rest.
Patreon
I have a Patreon. It supports the time I take to do all my blog posts, videos, and other bits of free content. If you’d like to see more game-bending rule options (or more fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
Posted in Game Design, Starfinder Development
Tags: Class Options, Game Design, gaming, Geekery, PC Options, Really Wild West, Soldier, Starfinder
Soldier Feats for Starfinder
Posted by Owen K.C. Stephens
Unlike the fantasy RPG it evolved from, which has feats only members of the fighter class can take, Starfinder does not have feats that only Soldiers can take. It does have fighting styles and gear boosts as exclusive class features, but those serve somewhat different roles. As a class that is supposed to be the master of standard combat, it still makes sense that soldiers be able to use their bonus combat feats to pick up specific feats that allow them to perform actions in combat other classes cannot master. Here are some possible examples of soldier combat feats.

Soldier Bonus Feats: These feats can only be taken using the soldier’s bonus combat feat class feature. A soldier must meet the feat’s prerequisites, but also cannot take them with feats gained from other sources–only their bonus feats gained from the soldier class.
BRACE (Combat, Soldier Bonus)
You have learned how to set yourself before an attack, trading defense for accuracy.
Prerequisites: Soldier Level 2.
Benefit: At the beginning of your turn, before you take any other actions, you can choose to brace as a move action. You gain a +2 bonus to attack rolls, and take a -4 penalty to your EAC and KAC. This penalty does not apply to your AC values against combat maneuvers, and it lasts as long as you are braced and until the beginning of your next turn even if your brace ends. You remain braced until you move, or choose to end your brace as part of any other action (which ends the brace after the action you combine it with).
IMPROVED FIRE SUPPORT (Combat, Soldier Bonus)
You know how to fire for effect.
Prerequisites: Soldier Level 2.
Benefit: You you provide covering fire or harrying fire (including when you do so while using other abilities, such as Suppressive Fire), until the beginning of your next turn the bonuses apply to all attacks against the ally you protect with covering fire or attacks allies make against the foe you penalize with covering fire.
Additionally if you take a full attack, you can use one or both of those attacks to perform covering fire or harrying fire (taking the normal attack penalty for your full attack to the attack roll needed for the covering or harrying fire to be successful).
OVERWATCH (Combat, Soldier Bonus)
You are skilled at attacking when specific circumstances arrive.
Prerequisites: Soldier level 6.
Benefit: You can ready an action to enter overwatch. While in overwatch, until the beginning of your next turn you can make an attack as a reaction to any action by others that you perceive. Your attack always occurs after the triggering action, you you do not need to declare what that circumstance is in advance. If you are knocked down or moved, your overwatch ends.
OVERWATCH MASTERY (Combat, Soldier Bonus)
You are expert at attacking when specific circumstances arrive.
Prerequisites: Overwatch, soldier level 8.
Benefit: When you are in overwatch, you can choose to take a -4 penalty to the first attack you make as part of overwatch. If you do so, you can make a second overwatch attack (also at -4) before the beginning of your next turn.
SKIRMISH (Combat, Soldier Bonus)
You can move up quickly to engage foes in melee and move swiftly from target to target.
Prerequisites: Soldier level 4.
Benefit: When you make a full attack with melee attacks, you can move up to your speed. You can move before or after both attacks, but all your movement must be taken at once, and you cannot move between the attacks. Once you make a melee attack roll against a foe while using Skirmish, until the beginning of your next turn your movement does not provoke attacks of opportunity from that foe.
Special: If you also have Spring Attack, when you use Skirmish you can break up your movement to move before, between, and after the attacks as long as your total movement does not exceed your speed.
WALKING FIRE (Combat, Soldier Bonus)
You can move while laying down heavy fire.
Prerequisites: Soldier level 4.
Benefit: When you make a full attack with ranged attacks, you can move up to your speed. You can move before or after both attacks, but all your movement must be taken at once, and you cannot move between the attacks.
Special: If you also have Shot on the Run, when you use Walking Fire you can break up your movement to move before, between, and after the attacks as long as your total movement does not exceed your speed.
Patreon
I have a Patreon. It supports the time I take to do all my blog posts, but especially longer and more experimental ones like this. If you’d like to see more game-bending rule options (or more fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
Posted in Game Design, Starfinder Development
Tags: feats, Game Design, gaming, Geekery, PC Options, Really Wild West, Soldier, Starfinder