Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game

Starfinder


Pathfinder Society


Pathfinder Adventure Card Game

Star wars Theme, Archetypes, and Feats


Homebrew


11 people marked this as a favorite.

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 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.

Paizo / Messageboards / Paizo / Starfinder® / Homebrew / Star wars Theme, Archetypes, and Feats All Messageboards

Want to post a reply? Sign in.

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.