Star wars Theme, Archetypes, and Feats


Homebrew


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My group and I made a Force-Sensitive Theme, and a couple of Archetypes for a Star Wars flavor campaign. We got some feedback on Reddit, so I thought I would post here to get some feedback as well. We have taken elements from both Fantasy Flight’s Force and Destiny and Wizard’s Star Wars Saga and applied them to Starfinder.

And before you say, "but the Solarian is a Jedi Class and the Stewards are the pretty much the Jedi Order", we are making an archetype that can be used across other classes to give it the diversity of the Jedi Order. We liked that by adding one archetype you could build a Consular (Envoy), a Guardian (Soldier), or a Sentinel (Operative) among others. One simple change and you get wildly different characters from the universe as opposed to tinkering with a whole class to get a smaller variation.

Another criticism we heard on Reddit was just flat out WHY do this when there are so many other good Star Wars tabletops. Well for one we prefer the Starfinder mechanics to the others and for two we anticipate there being a lot more material (equipment, pc and npc options, ship options, spells, etc.) available for Starfinder in the future than was produced by other tabletop games.

Paizo did an amazing job with Starfinder. They created a tabletop that with a change to a theme or an archetype, the game can be fit into many different worlds. I fully support people trying to apply it to Star Trek, Mass Effect, Shadowrun, etc. You don’t have to learn new rules or equipment to play in a new setting just new races, themes, and archetypes.

Here are the links to the documents:

Star wars Theme, Archetypes, and Additional Rules This contains a Force-Sensitive Theme, Jedi Knight Archetype, and a Force Adept Archetype. It also has options for acquiring Force powers and rules for handling the light and dark sides of the Force.

Star Wars Feats This contains a few new feats and 8 of the Lightsaber Forms.

Force Powers This contains 14 (Very Optional) Force Powers that are based on the new Starfinder variable-spell level mechanic.


Imnotgoodwithnames wrote:

My group and I made a Force-Sensitive Theme, and a couple of Archetypes for a Star Wars flavor campaign. We got some feedback on Reddit, so I thought I would post here to get some feedback as well. We have taken elements from both Fantasy Flight’s Force and Destiny and Wizard’s Star Wars Saga and applied them to Starfinder.

And before you say, "but the Solarian is a Jedi Class and the Stewards are the pretty much the Jedi Order", we are making an archetype that can be used across other classes to give it the diversity of the Jedi Order. We liked that by adding one archetype you could build a Consular (Envoy), a Guardian (Soldier), or a Sentinel (Operative) among others. One simple change and you get wildly different characters from the universe as opposed to tinkering with a whole class to get a smaller variation.

Another criticism we heard on Reddit was just flat out WHY do this when there are so many other good Star Wars tabletops. Well for one we prefer the Starfinder mechanics to the others and for two we anticipate there being a lot more material (equipment, pc and npc options, ship options, spells, etc.) available for Starfinder in the future than was produced by other tabletop games.

Paizo did an amazing job with Starfinder. They created a tabletop that with a change to a theme or an archetype, the game can be fit into many different worlds. I fully support people trying to apply it to Star Trek, Mass Effect, Shadowrun, etc. You don’t have to learn new rules or equipment to play in a new setting just new races, themes, and archetypes.

Here are the links to the documents:

Star wars Theme, Archetypes, and Additional Rules This contains a Force-Sensitive Theme, Jedi Knight Archetype, and a Force Adept Archetype. It also has options for acquiring Force powers and rules for handling the light and dark sides of the Force....

Nice work. Very comprehensive. Personally, I would avoid option #1 for Force Powers, spells are too expansive. But option #2 is awesome.

I especially like that there are several ways to acquire Force use. The ability to be a Jedi while still being an Soldier, or Envoy, is brilliant. You can go partial power, with just the archetype. Or full blown, theme, archetype, all feats, and you still have most of your class abilities.


This seems very cool :D Nice


Thank you both for the positive feedback.

Can'tFindthePath wrote:

Nice work. Very comprehensive. Personally, I would avoid option #1 for Force Powers, spells are too expansive. But option #2 is awesome.

I especially like that there are several ways to acquire Force use. The ability to be a Jedi while still being an Soldier, or Envoy, is brilliant. You can go partial power, with just the archetype. Or full blown, theme, archetype, all feats, and you still have most of your class abilities.

I am glad you picked up on the variety of Force users that can be created with these options. We were really trying to make something that was not only Jedi but also options for Force Users that had no connection to the Jedi Order or a peripheral one.


Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

I really enjoy these. I also like option 2 for Force powers. Taking what you started, I've modified a few more powers from the Saga books (I have all of them). So far I've converted Valor and Inspire into one, Force Light, Fold Space, Battle Strike, and Slow.

The only question I have at the moment with it though is the plasma sword (ligtsaber). Is it equivalent to the tactical plasma sword (which is the same damage as the lightsaber in Saga Edition), or is it basically each level of plasma sword in game with a different name.

Next on my list is to convert the rest of the lightsaber crystals and then the armor to Starfinder values.


Warhawk7 wrote:

I really enjoy these. I also like option 2 for Force powers. Taking what you started, I've modified a few more powers from the Saga books (I have all of them). So far I've converted Valor and Inspire into one, Force Light, Fold Space, Battle Strike, and Slow.

The only question I have at the moment with it though is the plasma sword (ligtsaber). Is it equivalent to the tactical plasma sword (which is the same damage as the lightsaber in Saga Edition), or is it basically each level of plasma sword in game with a different name.

Next on my list is to convert the rest of the lightsaber crystals and then the armor to Starfinder values.

It's awesome to hear that someone likes what we did enough to build on it further. I would like very much to see the additions that you create. To your question about the plasma sword versus lightsaber, which is a good one, we were trying to keep it as close to the Starfinder equipment as possible. So basically, the lightsabers applied to all levels of plasma swords with a different name like you said. Maybe they just have better parts and/or hilts at higher levels. I'm not sure how that fits in the Star Wars universe thematically though.


Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

I would say they have a stronger capacity/battery. It fits the theme better, but maybe ONLY the one they construct themselves.

As for the damage, I personally am not a big fan of Starfinder's weapon damage progression or armors EAC/KAC progression. To me it feels like a lot of games these days that jump out of the gate with the whole "MASSIVE NUMBERS = GOOD" mentality.

I'll stick with my own damage/eac/kac values and get rid of the multiple tier stuff for my games.

Sorry, went off-tangent there for a moment.

I'm going to be running a Starfinder game shortly with some interested players, and at least 2 of them are VERY intrigued by the theme and archetypes.

Once I tidy up my creations, I'll send them to you to perhaps add to your document.


Your creation is really promising and i plan to use some of it in my campaign.

I am doing some adjustments here and there, like giving specific bonuses for each alignment step (in my campaign there will only be a light/dark track instead of good/evil, and no law/chaos).

Also in my opinion it's a bad idea to allow DEX to damage, i played a swashbuckler in pathfinder and it had an insane damage output, vastly outclassing everyone else and forcing the GM to scale up the CR of the encounters. As such i would change Ataru form in: you treat lightsabers as they have the operative weappn quality. At level 10 you can use the Surge force power as a swift action while using this form.

Other suggestions may come in the future.


theGlitch wrote:

Your creation is really promising and i plan to use some of it in my campaign.

I am doing some adjustments here and there, like giving specific bonuses for each alignment step (in my campaign there will only be a light/dark track instead of good/evil, and no law/chaos).

Also in my opinion it's a bad idea to allow DEX to damage, i played a swashbuckler in pathfinder and it had an insane damage output, vastly outclassing everyone else and forcing the GM to scale up the CR of the encounters. As such i would change Ataru form in: you treat lightsabers as they have the operative weappn quality. At level 10 you can use the Surge force power as a swift action while using this form.
Other suggestions may come in the future.

Thanks for the positive feedback. I liked your suggestion about the Ataru form and have already changed it. I restated it to say that anyone using the Form can treat a lightsaber as having the operative weapon special quality. I also added a drawback for trick attack because it will most likely be overpowered with a plasma sword. I like the idea of adding the Surge Force Power into a form, but I decided not to add it for simplicity sake, especially since using the homebrew force powers are optional.

Your alignment adjustments of Light/Dark is actually what we were going for when we put this together. I was trying to use the Pathfinder Relative alignment as more of an example of a rule set that has already be put into play. I’ve added an extra table to reflect that.

I am curious to know about any other suggestions that you might have.

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This is pretty nice. I'm going to run it by my group and see if they want to include it. We all tend to like star wars and play the Fantasy Flight edge of the empire game but tended to enjoy the d20 based systems more so this would be something that might could bridge the gap and let us have more star warsy stuff running around in starfinder

already designed the VT-49 as our ship if we ever get one :)


Kamin_Majere wrote:

This is pretty nice. I'm going to run it by my group and see if they want to include it. We all tend to like star wars and play the Fantasy Flight edge of the empire game but tended to enjoy the d20 based systems more so this would be something that might could bridge the gap and let us have more star warsy stuff running around in starfinder

already designed the VT-49 as our ship if we ever get one :)

Thanks. Let me know how it works for you; if you end up running it. I agree with you about the Fantasy Flight system, I really liked the their Star Wars products, but my group and I weren't into the narrative dice system. This seems to be much more fun.


I was a star wars nut till Disney went and changed the cannon. Read all the books and everything. I have to agree with you on starfinder being a better option. It will be supported for a long time and the system lends itself to changes.


Here's some other changes we made.

To make the khyber crystals that give Severe Wounds more appealing i suggest that plasma swords gets the Wounds critical effect instead of Severe Wounds.
I wasn't sure what you meant with the krayth pearl and unstable crystal critical effect, and the last update confirmed my skepticism. So i came up with a new effect: Cleaving "on a critical the wielder can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach."
In my opinion this enforces the idea of a more powerful and violent blow that cleaves through the first enemy and hits a second one.

Next comes our new and improved version of the alignment. The shifting is not mathematically regulated but decided by the player (through his/her action) and ultimately by the GM. Light, Gray and Dark Sides have 4 steps, each one gives some bonuses (and in some case maluses). Every character begins dividing his alignment between two of the three Sides (for example 1 Light and 3 Gray or 2 Gray and 2 Dark), keeping in mind that you can't have both Light and Dark Side points at the same time. Alternatively every character starts with 1 point in one of the Sides and "evolves" from there, accumulating up to 4 points divided as described above.
The modifiers for each step and Side are:
STEP 1
Light Side> +1 bonus to diplomacy
Gray Side> +1 bonus to bluff
Dark Side> +1 bonus to intimidate
STEP 2
Light Side> +1 bonus to WIS skill checks
Gray Side> +1 bonus to STR and DEX skill checks
Dark Side> +1 bonus to INT skill checks, -1 to Will
STEP 3
Light Side> +1 bonus to Will and is Good alignment
Gray Side> +1 bonus to Fortitude
Dark Side> +1 resolve point, -2 Constitution score and is Evil alignment
STEP 4
Light Side> +1 to Force Rating and emits an aura of Good that even Force unsensitives can feel
Gray Side> +1 resolve point
Dark Side> +1 to Force Rating and emits an aura of Evil that even Force unsensitives can feel
This way the dark side APPEARS as more powerful as it offers bonuses to more skills and gives the "capstones" of the other two Sides, but comes with corruption for both the body and the mind/soul.

So far i have made a Starfinder version for the Wookiees, the Twi'leks and the Vahlas (an obscure race of Force sensitive space nomads).


theGlitch wrote:

Here's some other changes we made.

To make the khyber crystals that give Severe Wounds more appealing i suggest that plasma swords gets the Wounds critical effect instead of Severe Wounds.
I wasn't sure what you meant with the krayth pearl and unstable crystal critical effect, and the last update confirmed my skepticism. So i came up with a new effect: Cleaving "on a critical the wielder can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach."
In my opinion this enforces the idea of a more powerful and violent blow that cleaves through the first enemy and hits a second one.

Next comes our new and improved version of the alignment. The shifting is not mathematically regulated but decided by the player (through his/her action) and ultimately by the GM. Light, Gray and Dark Sides have 4 steps, each one gives some bonuses (and in some case maluses). Every character begins dividing his alignment between two of the three Sides (for example 1 Light and 3 Gray or 2 Gray and 2 Dark), keeping in mind that you can't have both Light and Dark Side points at the same time. Alternatively every character starts with 1 point in one of the Sides and "evolves" from there, accumulating up to 4 points divided as described above.
The modifiers for each step and Side are:
STEP 1
Light Side> +1 bonus to diplomacy
Gray Side> +1 bonus to bluff
Dark Side> +1 bonus to intimidate
STEP 2
Light Side> +1 bonus to WIS skill checks
Gray Side> +1 bonus to STR and DEX skill checks
Dark Side> +1 bonus to INT skill checks, -1 to Will
STEP 3
Light Side> +1 bonus to Will and is Good alignment
Gray Side> +1 bonus to Fortitude
Dark Side> +1 resolve point, -2 Constitution score and is Evil alignment
STEP 4
Light Side> +1 to Force Rating and emits an aura of Good that even Force unsensitives can feel
Gray Side> +1 resolve point
Dark Side> +1 to Force Rating and emits an aura of Evil that even Force unsensitives can feel
This way the dark side APPEARS...

I like a lot of the changes you made. To start with I like the new "cleaving" critical, that sounds fun. It occurred to me that the "+1 die" might be confusing, and you brought to my attention a more important issue. In the Core Rulebook, they have the actual damage listed in the critical sections, I missed that and will have to change it.

I really like what you did with the alignment. It feels more like the poison and disease affliction system. Maybe add a DC Mysticism check to move along the track like in the affliction system. Although, I am kind of curious how one would measure a shift to a greater gray alignment. I will add this as an option to my document and give you credit. I would make 2 changes though: 1) I would make the bonuses, ability adjustments rather than bonuses. Then make it clear that if you move backward on the track those adjustments are negated. That way you don't have to deal with, "is it a divine bonus or enhancement?" 2) I would give the Dark Side a +1 to Cha because a reddit user made a convincing argument that the Dark Side relies on passions they should benefit from Cha.

Also I just added some races as well. I would like to compare because I'm not sure how under/over powered mine are. Starfinder gives their races a lot more abilities than other systems so its tough to balance.


Update, I have added:

1) More Force Powers contributed by Warhawk7
2) More Kyber Crystals, some contributed by Warhawk7
3) Sith and Nightsister Archetypes contributed by Redditor /ReptoidRyuu
4) 19 Star Wars Race options. Star Wars Species
Chiss, Clawdite, Clone, Devaronian, Droid, Duros, Ewok, Gran, Kel Dor, Ithorian, Mandalorian, Mirialan, Nautolan, Rodian, Togruta, Trandoshan, Twi’lek, Wookiee, and Zabrak
5) Lightsaber Maneuver feats: Combat feats, like the Sarlacc Sweep and the Hawk Bat Swoop, that can be trained after learning a lightsaber form.

Now on my to do list is to add the suggestions from theGlitch.

I would appreciate any feedback on the Race options and feats.


We created the Gray side so that it could act like a buffer between Light and Dark and to offer an option to those who don't feel like aligning with such extremes (or just plain "i don't care" mentality), so it gain points in it by either acting "neutrally" (or so that the sum of your light and dark action is zero) or by slowly going dark or light from light or dark.
Since we see mysticism as an almost caster (force sensitive) exclusive skill and only force sensitives benefit from the extreme Light and Dark we don't really like tying it to the alignment.
After putting some more thought to it we decided to change the STEP 3 Dark side malus to -1 to Fortitude rolls so that no Ability is really affected from the alignment.
Your suggestion to make it so it gives bonuses to Abilities would make sense in a "Pathfinder in space" game, but since Starfinder clearly tries to make away with Ability changes outside from character creation and leveling up we think it would be best to keep that trend. Also notice that a bonus to Charisma would be redundant with the STEP 1 Darkside benefit, and a bonus to Wisdom for STEP 2 Lightside would be redundant with the bonus of STEP 3. By keeping an untyped bonus to some skill we can give something without giving too much.

The only difference between our Wookiees is that mine has lowlight vision instead of enhanced regeneration (i guess your version is more lore-friendly), and i would edit the Rage so that it can enter it willingly only once per long rest and becomes fatigued until a small rest.
My twi'lek is a mixture between yours and your Gran, but i like your version better.

Your other races seems pretty solid (but there is an hilarious mistake on the military droid).

Vahla
4hp/level
+2Dex +2Int -2Cos
Humanoid with vahla subtype
Heightened Spiritually: Vahlas receive a +2 racial bonus to Mysticism. In addition, they receive a +2 racial bonus to caster level checks to overcome Spell resistance.
Cartilaginous bones: Vahlas are extremely flexible and gain a +5 bonus on acrobatics check made to escape from a grapple.
Vahl's gift: At will a vahla can use psicokinetic hand. Once per day they can use wisp ally.


BartS wrote:

I was a star wars nut till Disney went and changed the cannon. Read all the books and everything. I have to agree with you on starfinder being a better option. It will be supported for a long time and the system lends itself to changes.

There was so much Star Wars cannon made since Return of the Jedi, that it would have been hard to make Episode VII for a general audience that has not read every book for all the decades in between, all they know is Episodes I, II, III, IV, V, and VI. Try explaining why Chewbacca is dead in a Movie for an audience that never read the books.


"He died in combat against a monstrous foe, now long defeated."


I'm a bit sad that you are not updating anymore. I have a question about droids, specifically with "upgrade slots". Does it mean that a droid can somehow obtain drone upgrades without being a mechanic? If so how much does it costs to do?

There are a couple of things that need a correction, like specifying the damage dealt by lightsaber crystals arc critic.

Not a great fan of X stat to Y bonus (i think i already said that) so i don't particularly like the "mystic duelist" feat and i would make "Dark side sorcery" part of the sith archetype.

Regarding channel force. Oh boy. Let's say i'm a technomancer with FR-3 and the spell Arching Surge; i convert it for 3 force points that i use to cast a level 3 force surge, which has the same power of arching surge. So i can triple my loadout.

I still suggest you to not give bonus to ability scores with the new and improved alignment system.

Hope this doesn't discourage you from creating new content.


theGlitch wrote:
I'm a bit sad that you are not updating anymore.

I am not discouraged at all by your input. In fact, it’s always good to get a little push back into it from someone else. I looked at your suggestions and changed most of them. After those though, I was kind of running low on ideas. Did you have any suggestions? Next, when it is more finalized I was thinking about pulling it all together into a PDF.

theGlitch wrote:
I have a question about droids, specifically with "upgrade slots". Does it mean that a droid can somehow obtain drone upgrades without being a mechanic? If so how much does it costs to do?

The intension wasn’t really that droids could get a drone without being a mechanic, so I cleaned up the wording and just made the upgrade slots for armor mods.

theGlitch wrote:
There are a couple of things that need a correction, like specifying the damage dealt by lightsaber crystals arc critic.

Fixed this and added the cleave critical to the Krayt Dragon Pearl.

theGlitch wrote:
Not a great fan of X stat to Y bonus (i think i already said that) so i don't particularly like the "mystic duelist" feat and i would make "Dark side sorcery" part of the sith archetype.

I agree that X stat to Y bonuses are a lazy way to fix MAD problems. I am still trying to think of a better way. I am leaning toward making Mystic Duelist a force power in the spirit of Divine Favor. Since it was a way for more Force focused characters to not suck at using weapons, it will have to be a lower bonus since it is part of the game that everyone can’t be good at everything. I am also trying to think of a way to clean up Dark Side Sorcery.

theGlitch wrote:
Regarding channel force. Oh boy. Let's say i'm a technomancer with FR-3 and the spell Arching Surge; i convert it for 3 force points that i use to cast a level 3 force surge, which has the same power of arching surge. So i can triple my loadout.

The intension of the channel force feat was to be able to convert class spell slots to use a force power of the same level and nothing that over powered. The wording was messy, so I cleaned it up to reflect that.

theGlitch wrote:
I still suggest you to not give bonus to ability scores with the new and improved alignment system.

I agree. I don’t really want to mess with ability scores too much. I changed the groups up a little bit, Grey Jedi and Duty bound characters got Improved Resolve Point Recovery and criminals got a bonus feat.


I'll put some thougth on this after chistmas (and a particularly nasty biochemistry exam).


Update 2, I have added:

1) 2 More Force Powers: Dark Rage and Projection
2) More Kyber Crystals: Heart of the Guardian and Mantle of the Force
3) Overhauled the Alignment system and replaced it with Codes that players follow. The codes represent relationships a player character has with organizations, like the Jedi, Sith, Rebel Alliance, Empire, Hutt Kajidics, etc. There are 5 codes to choose from: The Code of Light, The Code of Darkness, The Code of the Middle Way, The Code of Duty, and The Criminal Code.
4) Fixed a couple feats.
5) Finally, I added Star Wars Spaceships:

Imperial Ships
TIE FIGHTER (TIER 1/3)
TIE STRIKER (TIER 1/3)
TIE INTERCEPTOR (TIER 1/2)
TIE TACTICAL BOMBER (TIER 1)
TIE DEFENDER (TIER 3)
LAMBDA-CLASS T-4A SHUTTLE (TIER 3)
GOZANTI-CLASS CRUISER (TIER 4)
ARQUITENS-CLASS COMMAND CRUISER (TIER 10)
IMPERIAL INTERDICTOR (TIER 10)
IMPERIAL I-CLASS STAR DESTROYER (TIER 16)

Rebel Ships
T-65B X-WING (TIER 1)
BTL-A4 Y-WING (TIER 1)
RZ-1 A-WING (TIER 1)
UT-60D U-WING STARFIGHTER (TIER 3)
YT-1300 LIGHT FREIGHTER “Millennium Falcon” (TIER 4)
VCX-100 LIGHT FREIGHTER "THE GHOST" (TIER 4)
CR90 CORVETTE (TIER 7)
EF76 NEBULON-B ESCORT FRIGATE (TIER 10)

Other Ships
DELTA-7 AETHERSPRITE INTERCEPTOR (TIER 3)
KOM'RK-CLASS FIGHTER (TIER 3)
FIRESPRAY-31 SYSTEM PATROL CRAFT "SLAVE 1" (TIER 4)
MINSTREL-CLASS SPACE YACHT (TIER 8)

As usual, I would appreciate any feedback on any part of the project.

Liberty's Edge

It all looks really interesting. I just wish that it was easier to download a copy that won't end up with the formatting being mangled somehow.


Valkyn Highwind wrote:
It all looks really interesting. I just wish that it was easier to download a copy that won't end up with the formatting being mangled somehow.

Thanks! I am working on a PDF right now that contains everything. Stay tuned.


Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

I haven't worked on any new Force powers, feats, or items lately, but I am actively working on a full Jedi class. To me the archetypes fit the idea of someone finding out later on about their abilities and seeking out training to compliment their current skills. The class will be more along the lines of someone who went to a temple/praxeum/academy at a young age and devoted their life to the Jedi ways. I'm using a combination of the material from Saga Edition, SWd20, and the Pathfinder Jedi material created by someone on the Pathfinder Homebrew *(I can't remember for the life of me at the moment).

I was also expanding on the Lightsaber forms a bit, combining the forms you created as well as the ones in the Pathfinder Jedi class and giving them 3 tiers (padawan, knight, master). Rather than a number of spells per day per level, the class uses the Force pool and Force Rating from your stuff (should integrate well enough). The Jedi gains force ratings per their level, and only gains the added powers per day or powers known benefits from the Feats. Of course, they gain no benefit from the archetype.

EDIT: One thing I'm doing for the class are Force Paths, which are in the same style of Mystic Connections or a Soldier's fighting style. These paths give you various benefits such as a bonus skill and changes to the number of powers known/powers per day, etc. So far there are 3 paths: Guardian, Sentinel, Consular. I may add more, like Shadow, Marauder, Sage, etc... but I haven't figured out what to do with them yet. Once I finish the class with the 3 paths, maybe we can all brainstorm to add more.


Have you thought about using equipment from SW d20? Looking at the balance issues it shouldn't be a big deal.


Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
doc chaos wrote:
Have you thought about using equipment from SW d20? Looking at the balance issues it shouldn't be a big deal.

The only issue with integrating the SW d20 weapons and equipment (as well as d20 Future), is that they don't scale up like Starfinder's weapons and armor (which I am not a big fan off imho). You could of course ignore all the scaling gear and use what is in SW d20, SWSE, or d20 Future. In fact, the SW d20 classes already use a Hit Point/Stamina Point mechanic so the equipment could feasibly already be balanced.

Come to think of it, if I run a Starfinder Star Wars, I may just use my SW d20 books for equipment and weapons (i have pretty much all of them).


This is pure gold thank you very much. I will probably suggest some idea for you in January like a few more force powers and a Mandalorian thème (because Bounty Hunter sucks so much in SF).

The Code idea is just awesome no matter the universe or setting or rules.


Just slot everything into a level and you should be good to go.
I love Starfinder spaceship rules as far as stats and combat but I'm not using Drift in a certain part of the Galaxy. Not using SW rules neither. I'm going with Dragonstar vehicle rules because of the land, atmospheric,and space intergrated combat system with no double move for vehicles. I think the vehicles are too tankish though.


Update 3: I finally have a workable PDF of Star Wars Starfinder and am back on the forums after a hiatus. The PDF has everything pulled into one document – Themes, Species, Archetypes, Force Powers, Choosing a Code, Force User Feats, Star Wars Starships, and Kyber Crystals.

Here is version 1 of the PDF: Star Wars Starfinder Ver 1.0 PDF

Next, I plan to expand the Force Vergence section to give examples of the gameplay rules. It will include specific locations like the Jedi Temple, Ilum, Dagobah, Ossus, etc.


Warhawk7 wrote:
I haven't worked on any new Force powers, feats, or items lately, but I am actively working on a full Jedi class. To me the archetypes fit the idea of someone finding out later on about their abilities and seeking out training to compliment their current skills.

I agree, the features are slower to come online when you use the archetypes. I was mainly trying to see what could be done with the Starfinder archetypes when this enterprise first started, so I definitely could see the use of an actual Jedi class. I am curious to know what you come up with when it is all done. I really like the idea of Force Paths.

SteelGuts wrote:

This is pure gold thank you very much. I will probably suggest some idea for you in January like a few more force powers and a Mandalorian thème (because Bounty Hunter sucks so much in SF).

The Code idea is just awesome no matter the universe or setting or rules.

Thank you very much for your positive feedback. I am looking forward to hearing more of your suggestions. I actually played around with some Mandalorian feats for a while, but eventually abandoned them because I figured Starfinder would cover the abilities at some point. A Mandalorian theme could be interesting, what did you have in mind?

doc chaos wrote:
Have you thought about using equipment from SW d20? Looking at the balance issues it shouldn't be a big deal.

I have given much thought to the equipment. I was going for ease of use by just using the Starfinder equipment. I agree it shouldn’t be very difficult to a new item into a level.

Silver Crusade

Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

This is wonderful.


DM_aka_Dudemeister wrote:
This is wonderful.

Thanks!


Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

Give me a few days (or week) to clean up the file and I can send it. I haven't converted it to your alignment system though. Personally I'm not a fan of it... I just like the whole Light Side/Dark Side score stuff more. It also makes it a bit easier to mesh into game mechanics without over-complicating it.


Does vital transfer hurt the caster in the basic version?


Good catch. When I took that force power from the Star Wars Saga edition I neglected the part that says, "Each time you use vital transfer, you take half as much damage as you heal (rounded down)." But that essentially makes it worse than Mystic Cure. I'm thinking about having Vital Transfer heal stamina instead of hit points; at the cost of taking stamina damage. This way mystic cure and vital transfer can be two separate force powers.

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