Here’s the final post for the week, playing with fun options for the weapon damage benchmarks per level for Starfinder I posted on Monday.
Since those benchmarks allow you to determine the damage of nearly any weapon at any item level (grenades and special weapons are special cases), they are half of what we need to allow you to upgrade Starfinder weapons. If you want to have your laser pistol be improved so it does more damage, just select an item level on the EAC small arms table with a benchmark that’s better than your current damage, and increase the pistol’s item level to match.
The big question left, of course, is “how much does that cost?”
Enter the Weapon Upgrade Pricing chart.
To determine the cost of such an upgraded weapon, find the first value on the chart that is more than it’s current cost. Then go three steps down the chart from there for each increase in item level. That entry is the new value of the weapon. Pay the difference between that new value and your original value, and your weapon is upgraded. (Upgrading a weapon requires the same time, resources, and skill at building a weapon of the new item level from scratch).
(art by 3droman)
For example: Carl has a 5th level wyrmling dragon rifle, a longarm which does 1d8 fire damage and costs 3,020 credits. But his character is 7th level, has money to spare, and he wants to upgrade the weapon. Looking at the benchmark table, he sees that if he upgrades his longarm to 7th level, it’ll do 2d6 damage. Much better!
His friend Ali the mechanic has the ranks and tools to do the upgrade. All Carl needs to know is the price.
Looking at the Upgrade Pricing Chart, he sees the first value higher than 3,020 is 3,250. Since he increased two item levels he needs to go six steps down the chart, which is 7,000 credits. Since his weapon currently has a value of 3,020, he needs to pay the difference — 3,980 credit (likely in UPBs) to get the weapon upgraded.
Weapon Upgrade Pricing Chart
You can also use the chart to estimate the cost of other kinds of equipment such as armor and even magic items… but that’s a different article!
Do you find these kind of analyses and design tools useful? Want to suggest a specific topic for an article? Support this blog by joining my Patreon!
So, Monday I posted a big entry with long lists of tables that gave benchmark damage values for weapons of all types at all item levels in Starfinder, and mentioned there were lots of fun things we could do with a list like that. Here’s another one.
We can eliminate weapon damage being primarily determined by item level.
There are lots of good and well-thought out reasons why damage is tied to item levels in Starfinder, and it works great for the core game, but it makes some setting hacks harder to pull off. In particular, it doesn’t work well for genres that encourage players to get attacked to specific weapons (the Colt revolver Shanna the Gunslinger left you when she rode back into the Outlands, or the longsword your Grandfather carried in the aberration wars two generations ago, and so on).
So, let’s say we wanted to use Starfinder for a pure fantasy campaign, rather than science-fantasy. Perhaps a game set in Solstice, with charters constantly looking for new dungeons to explore.
We’ll call is DungeonFinder… for now.
And we want people to fight with swords and axes and bows in DungeonFinder, rather than plasma sabers and laser pistols. So, first, we make a few fantasy weapons. (This isn’t an exhaustive list, just a short set of examples).
For now we’ll list the prices in “cr,” which could stand for credits, crown coins, copper reals, or whatever. For this example we can treat 1-handed and 2-handed as properties for now (to keep these on fewer charts), allow boost on things without charges, and list the range increment of thrown weapons after the thrown property.
Basic Melee Weapons
Weapon Item Level Cost Damage Critical Bulk Properties
Club 0 0 cr 1d2 B Knockdown 1 1H, Thrown (10 ft.)
Dagger 1 10 cr 1d3 S L 1 H, Thrown (15 ft.)
Mace 1 25 cr 1d4 B Knockdown 1 1H, Boost (1d4)
Maul 1 10 cr 1d6 B Knockdown 2 2H, Boost (1d6), unwieldy
Spear, light 1 15 cr 1d4 P L 1 H, Reach
Spear, heavy 1 25 cr 1d6 P 1 2 H, Reach
Staff 1 5 cr 1d4 B Knockdown 1 2H, Block
Stiletto 1 50 cr 1d3 P Bleed (1d3) L 1H, Conceal, operative
Torch 1 1 cr 1d2 B & F Burn (1d3) L 1 H, One 1-hour charge
Advanced Melee Weapons
Weapon Item Level Cost Damage Critical Bulk Properties
Battle Axe 1 50 cr 1d6 S Wound 1 1 H, boost (1d6)
Great Axe 1 100 cr 1d10 S Wound 2 2 H, boost (1d6), unwieldy
Great Sword 1 110 cr 2d4 S Bleed (1d8) 2 2 H
Short Sword 1 30 cr 1d6 S Bleed (1d4) L 1 H
Longsword 1 50 cr 1d8 S Bleed (1d6) 1 1 H
Rapier 1 150 cr 1d6 P Demoralize L 1 H, Block, feint, operative
THEN, we say if you are proficient with a weapon, when using it you do either its listed damage, or damage from the appropriate benchmark table using your class level (or perhaps equal to your base attack bonus if we want to give soldiers more of an edge) as the item level.
Magic weapons can have fusions… or really powerful ones could actually do damage at +1 or +2 levels on the benchmark chart.
Slings and throw darts can be Small Arms. Crossbows and longbows Long Arms.
But MAGIC WANDS can be small arms too! Your cogamancer might have a wand of lighting that’s just a 1d6 ranged electricity attack with arc on it…
This allows for a HUGE range of weapons, all of which need only be designed as a single item level, since damage will scale automatically.
Want More DungeonFinder?!
The best way to get more of this content, and to suggest other kinds of content you;d like to see, it by joining my Patreon for just a few dollars a month!
So, yesterday I posted a big entry with long lists of tables that gave benchmark damage values for weapons of all types at all item levels in Starfinder, and mentioned there were lots of fun things we could do with a list like that. Here’s one of them.
We can scale weapon damage without having pre-written weapons.
For example, here’s a new version of the hammer fist ability from the soldier’s armor storm fighting style.
Hammer Fist (Ex) – 1st Level
You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove with an item level equal to or lower than your soldier level. Calculate damage for these attacks using the 1-handed basic melee benchmark damage, and adding bonuses as if you had the melee striker gear boost. If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).
(art by photoslaz)
With the core rulebook version of hammer fist, you have long dead levels where your damage with this ability doesn’t keep up. Now it goes to 1d6 at 2nd level and so on, keeping up with relevant weapons you could gain at those levels.
We can now also create class features that allow you to exceed the limits of your weapon’s damage, built on the idea a character *can* get access to an item up to their level +2, without creating some stacking nightmare that could be combined with higher-level gear to break the game.
Let’s say we wanted a Melee Weapon Master archetype, and we wanted them to do more damage with their melee weapon than other folks. The archetype can require to you to focus on an advanced melee weapon type, and then give you advantages with it.
Masterwork Damage (Ex): When using a weapon of your focused type that has an item level no greater than your character level, you may do more damage with it. Find the benchmark damage* matching your advanced melee weapon (KAC or EAC, 1-handed or 2-handed). You deal damage one level above your weapon’s benchmark.
*If your weapon damage dice do not exactly match a listed benchmark, your benchmark damage is considered to be the highest damage dice that have an average result that does not exceed your weapon’s damage dice’s average result. For example, if using a 1-handed EAC advanced melee weapon that does 1d20 damage, your benchmark damage is considered to be 3d6 (average of 10.5), as that is the highest total that does not exceed your weapon’s average (also 10.5). You would thus do 3d8, one benchmark level higher, when using this ability.
My patrons make these posts possible. Please consider joining them in funding my Patreon!
Runeblades always have cool, evocative names… but it can be a pain to have to come with them from scratch all the time. So for all your Runeblade name needs, here’s the What’s Your Runeblade quiz!
Take the second letter of your first name, and the last letter of your last name. So, as Owen Stephens, my Runeblade name is Shadow Slayer. (Or Shadowslayer—you can run them together or not, as you prefer.)
Or, you can roll 1d100 twice to create a random name.
Or just pick something cool. 😊
Runeblade Name Beginning
(Second letter of your first name, or 1d100)
A (01-04). Ash
B. (05-08). Bane
C. (09-12). Battle
D. (13-16). Blaze
E. (17-20). Blood
F. (21-24). Bright
G. (25-28). Crimson
H. (26-32). Dawn
I. (33-36). Death
J. (37-40). Doom
K. (41-44). Fear
L. (45-48). Foe
M. (49-52. Gray
N. (53-56). Hell
O. (57-60). Ice
P. (61-64). Luck
Q. (65-68). Mourn
R. (69-72). Night
S. (73-76). Pain
T. (77-80). Rage
U. (81-84). Run
V. (85-88). Sea
W. (89-91). Shadow
X. (92-94). Soul
Y. (95-97). Storm
Z. (98-100). War
Runeblade Name Beginning
(Last letter of your last name, or 1d100)
A. (01-04). Blade
B. (05-08). Bringer
C. (09-12). Claw
D. (13-16). Cleaver
E. (17-20). Crasher
F. (21-24). Dragon
G. (25-28). Fist
H. (29-32). Flame
I. (33-36). Friend
J. (37-40). Gate
K. (41-44). Hammer
L. (42-48). Iron
M. (49-52). Master/Mistress
N. (53-56). Moon
O. (57-60). Raven
P. (61-64). Razor
Q. (65-68). Sigil
R. (69-72). Skull
S. (73-76). Slayer
T. (77-80). Song
U. (81-84). Star
V. (85-88). Thunder
W. (89-91). Tomb
X. (92.-94). Tooth
Y. (95-97). Wand
Z. (98-100). Widow
Enjoy this content?
Back my Patreon to support the creation of more of it!