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My group and I started running Edgewatch last month. We are still in book 1, but thought I would share this because it could be useful for the other GMs on the forum. None of my group wanted to confiscate money or loot from the criminals in Edgewatch. They said it didn't feel right to them, and we had a great discussion about the ethical implications of paying city guards versus not. In the end, they felt like not being paid was a recipe for corruption, so I created a simple system where they are paid a stipend for being city guards.

The math is very simple. I use the Party Currency column from the Party Treasure by Level chart on page 508. Then I made an Earned Income chart based on those numbers, which each player rolls on at the end of the session. I figured that we usually take around 3 sessions per level, so I made a success roll on the chart the gp reward for that level divided by 3. For example, the total gp reward for a player at level one is 40, so I divided it by 3 for that session. A successful roll means they did a good job that session and received 13 gp from Edgewatch. For a critical success I divided the number by 2, on a failure I divided it by 4, and a critical failure I divided by 5. So at level one on a critical failure, they screwed up paperwork or something more terrible and only receive 8gp for the session. The great thing is that GMs can adjust the basic success number (and corresponding divisors) based on how many session you think the party will spend at any particular level.

The one caution I do have is looking at the numbers at higher levels. I am concerned that this method my not scale well at the high level. But for now my players are enjoying having a paying job in Absalom!


ADDENDUM
I realized that my example of the location detail could be more flushed out to provide better insight into how the Tension Dice work.

Say we choose the decommissioned space station from Artguy’s example. We are going to measure the space station in terms of time not feet. I am going to decide it takes 30 minutes to get from the outer rim to the center of the station (a 30 minute radius). With that in mind it will be easier to tell the PCs how long it will take to go through some corridors to get to the creepy darkened mess hall.

Now the GM is going to keep track of the game’s time limit. The station will totally collapse in an hour’s time, giving PCs plenty of time to get to the center if they want, but an hour is all they have for this game. The first part of the station breaks off after the PCs have been on the station for 25 minutes. The second at the 40 minute point and the third at the 50 minute point. The collapse is progressing at faster intervals (25 / 15 / 10) with 10 minutes remaining in the final zone.

So now that the station’s size and its collapse rate has been determined. We can make the Tension Die worth 5 minutes apiece. If they don't do anything time consuming they PCs will still have to roll the dice at least once before the station collapses (6 dice at 5 minutes each = 30 minutes). But they will probably want to spend 5 minutes looking for weapons at various location, spend 5 minutes progressing through a hazard, or even 5 minutes waiting for an enemy to expose themselves. Eventually, the PC will start to feel time weighing on their decisions and the Fast Pace mode of travel will start to seem like the better option.

In order to create the atmosphere and generate the random encounters. I will roll the Tension Dice at the beginning of the game before the PCs take any actions. Then I will roll whatever dice they have accumulated each time the station collapses in order to create maximum tension.


I just came across this thread by Artguy about creating a one shot battle royale. It spurred my creativity so I thought I would give making a battle royale deathmatch a go.

THE SYSTEM
First, and foremost you don’t want to plot 100 npcs around the map and plan out where to put all the caches of equipment most of which the PCs will never encounter. That is why GMs use random tables. Especially for something fluid like this. So now we need a system for activating the random tables that doesn’t make the adventure seem tedious and repetitive. Luckily the Angry GM, who has an awesome blog here, developed a good system that is pretty applicable to this kind of one shot. He calls it Time Pool, but later changes the name to Tension Pool:

“I [Angry GM] invented this thing called the Time Pool. Basically, it was just a pool of dice. Whenever the players took an action – or stood around doing nothing – that took something between five and fifteen minutes of time, the GM would pick up a die [d6] and add it to the Time Pool. Once there were six dice in the pool, the GM would stop adding dice to the pool. Instead, if a die had to be added, he’d pick up all the dice and roll them. If any came up a one, something bad would happen. A wandering monster, for example. Either way, he’d then empty the pool and assume one hour had passed. Durations could be ticked off.
Also, though, if the party takes a reckless or loud action – like breaking down a door instead of picking the lock or hustling quickly overland and not keeping watch – the GM can roll the Tension Pool right then and there. Basically, cautious and time-consuming actions add dice to the pool. Fast and reckless actions roll the dice in the pool.
In a sense, the Tension Pool is a time-keeping, narrative-pace-management, and skill challenge tool all rolled into one. One that visibly represents the fact that the longer it takes the PCs to do anything, the more likely something is going to go wrong. And that means that, because the players themselves can see the passage of time, they themselves will feel the same tension their characters feel as they spend more and more time in dangerous situations trying to accomplish a goal.”

Now let's add some danger!
The Danger system created by The Angry GM is a useful way of labeling hexes and determining random encounters (more on that one later). "Danger is measured from 1 to 5. 1 is a relatively safe, civilized region or a barren, desolate region. 2 is a dangerous frontier. 3 is enemy territory. 4 is regularly patrolled, extremely hostile territory, or hunting ground. And 5 is reserved for the sort of terrain which is filled with monsters that are actively trying to destroy all intruders and can detect the intruders with supernatural means. For example, Hell or The Land of the Dead. Seriously, 4 and 5 are pretty ridiculously dangerous." If a party wishes to explore an area rather than merely travel through it, the DC for a successful exploration is based on the danger level of that area.

For this particular one shot the Danger Grid will most likely look like a target with concentric circles. The outside circle being Danger Level 1 counting inward to the small center circle of Danger Level 4. This will be overlaid on top of whatever space station or radioactive mine you want to use.

DANGER CHART
Level 1: Civilized, Desolate, Barren; Exploration DC 7+Average Party Level
Level 2: Dangerous Frontier; Exploration DC 12+APL
Level 3: Enemy Territory; Exploration DC 17+APL
Level 4: Regularly Patrolled, Hunting Ground; Exploration DC 22+APL
Level 5: Extremely Hostile; Exploration DC 27+APL

GAME PLAY
Okay now that we have set up a system for random encounters, let's give the PCs something to do and choices to make. The gameplay is an amalgam of rules I devised for my homegroup from the Tomb of Annihilation by Wizards of the Coast, travel rules by The Angry GM, exploration rules by Paizo, and my own ideas.

1) Determine Location on Map
Using a map, identify the hex or area in which the party is currently located.

2) Party Decides Pace & Direction:
Let the players determine what direction the party wants to go, and whether they plan to move at normal pace, a fast pace, or slow pace. During this phase the party may also determine if they are going to explore an area or travel through it. The GM will determine how long it takes to get to the location at a normal pace and adds the appropriate number of tension dice.

Normal pace
When traveling at a normal pace the PCs travel to the location in the amount of time set by the GM. In addition, the party scavenger can search for items but at a -4 penalty. During exploration, checks to determine if an area has a place of interest or tactical importance are at a -4.

Slow pace
When traveling at a slow pace the time it takes the PCs to get to a location is doubled, but the party can hide from encounters or approach stealthily. They gain a +4 bonus to all checks to perceive danger and all hostile creatures suffer a -4 penalty to detect the party, thus allowing the party to surprise enemies. In addition, the party can scavenge for items normally if they maintain a slow pace. During exploration, checks to determine if an area has a place of interest or tactical importance are without penalty. Finally, navigation checks in difficult conditions enjoy a +4 bonus when moving at a Slow pace.

Fast pace
When traveling at a fast pace the time it takes the PCs to get to a location is halved. The party suffers a -4 penalty on all checks to perceive dangers and on navigation checks. Hostile creatures enjoy a +4 bonus on checks to detect or track the party. While traveling at a Fast Pace, the party cannot scout or scavenge for equipment at all. Exploration is not allowed as the party is moving too quickly to fully explore an area.

3) Party Decides Roles:
Determine Party Roles: Moving to a new location the party members each select which role they would like to take. They choose from 5 roles: Navigator, Scavenger, Watch, Inspiration, or Scout.

Navigator
The navigator determines where the party is on the map and how to get to the safe zone before the map collapses. This can be hindered by poor visibility, darkness, or signal jammers that create a fog of war. In addition, this roll however will be made in secret by the GM in #5. A Slow Pace adds +4 to this check whereas a Fast Pace takes a -4 penalty.

Scavenger
It is the scavenger's job to be on the lookout for useful items while they party travels. The DC for scavenging is set by the danger level’s Exploration DC and any additional modifiers the GM wishes to include. A successful Survival check discovers a cache of items and the GM may roll on the chart to determine what is discovered. Failure means that the group discovers nothing. A Slow Pace adds +4 to this check whereas a Fast Pace takes a -4 penalty.

Watch
The PC who takes this role is must stay vigilant for enemies or hazards during the trip. A successful Perception versus any encounter stealth checks negates surprise. A Slow Pace adds +4 to this check whereas a Fast Pace takes a -4 penalty. During Exploration, the watch may make a single Survival or Perception check when exploring an area to determine if it is a place of interest. The DC is based on the exploration DC of the area. On failure the party must spend extra time searching the area to determine if it contains anything of interest.

Inspiration
This role inspires the rest of the party during the movement aiding their actions. A PC may make the Demand or Encourage Captain actions from starship combat section of the core rulebook. The DC of the Demand action is equal to the Exploration DC.

Scout
This role makes sure the party is not ambushed or followed by hostile creatures when camping an area. Successfully camouflaging the camp reduces the probability of a surprise attack. A successful Stealth check versus the local survival DC gains a re-roll on any encounter die while camping an area. While moving, a successful Stealth check forces any hostile creatures to re-roll their perception checks to detect the party and take the worse result. During exploration, the scout may make a single Survival check when exploring an area to determine the danger level of environment. The DC is the Exploration DC of the area based on the danger level set by the GM.

3a) Situation Modifiers
Proper navigational tools (digital map, tool kit, etc.) +4 for Navigation Role
Poor visibility -4 for Watch and Navigation Roles
Darkness -8 for Watch and Navigation Roles
Slow Pace +4 for Watch, Scavenge, and Scout Roles
Fast Pace -4 for Watch Roles
Resource Hex +4 for Scavenge Role

4) Navigation (optional)
After the roles are chosen, if necessary, the GM will make a Survival check on the Navigator's behalf to determine if the party is becomes lost. If the party is moving at a fast pace the modifier is a -4 or a +4 if they are moving at a slow pace. If the check succeeds, the navigator knows where the party is on the map throughout the day. If the check fails, the party becomes lost. Whenever the party moves to the next area, roll a d6 to randomly determine which neighboring area the party enters and do not divulge the party's location to the players on the map.
The next time the Navigator succeeds on a Survival Check to navigate, reveal the party's actual location to the players.

5) Exploration Check (Optional)
As the PCs search a location, the Watch will attempt an exploration check to determine if the party discovers points of interest or tactical locations in the area. On failure the party must spend additional time searching the location to determine if it contains anything of interest. Exploration checks are typically Survival checks, though unusual territories may require other specialized skills. A character can attempt an exploration check using Perception in place of the required skill with a –5 penalty.

6) Roll Tension Dice
The GM will wait until the party accumulates six dice in the Tension Pool. Once there are six dice in the pool, the GM would stop adding dice to the pool. Instead, if a die had to be added, he’d pick up all the dice and roll them. If any shows the Danger number or less, something bad happens in the form of a Random encounter. For example, if the Danger is 3, and your six dice show 5, 2, 3, 4, 1, 6; the party will have three encounters. Roll the d100 three times. To determine the events.
Random encounters represent all of the potential dangers and hazards an area might present to PCs: creatures, hazards, terrain obstacles, traps, disease sources, rare plants, a cache, etc. They can even be discoveries that waste the party's time or a social encounter that does not need to progress into combat. Your list is not supposed to be one completely comprised of combat encounters, but can be. Finally, it is perfectly fine if the party evades an encounter. The ability to do that is the outcome of choices of pace and roles made by the party, and when they successfully evade those choices are validated.

6a) Roll d100
Roll the percentile die and consult which ever random encounters chart you are using based on terrain and danger level. Each Danger Level in your adventure can have a separate chart. For example, more difficult encounters or increase the number of creatures in the encounters at higher danger levels. Or just use one chart and add +10 to the d100 roll for each Danger Level starting at level 2. The GM then decides where to place the random encounters, either at the new location or along the way.

7) GM Narrates Events
The GM should narrate the journey to the new location and any encounters that occur. Then recap how far they traveled and what happens that the new location. Repeat steps 1-7 until the PCs die or are victorious in the deathmatch.

VICTORY
Set your victory conditions. Eg. If the characters make it to Danger Zone 5 and survive 2 encounters, it can be assumed that all others have been eliminated, therefore PCs are victorious and win the match.

DETAILS
Now all that is left is for you to fill in the details. For this example I am going to make a level 3 one shot:

  • Character Level
    Determine what level your PCs will start at. In this one it will be level 3. Don't let them have any equipment other than armor.

  • Location
    Choose an exotic location for the battle royale. Then determine how map will collapse, after how much time elapses before it does, and which part will be the last safe zone. Actually plan the finally boss (or rival group) and put it in the final zone.

  • Encounters
    Create a list of random combat and environment encounters like this:
    Battle Royale Random Encounters

  • Equipment
    Finally, make a list of useful and maybe not-so-useful equipment you want to add to the match pulling from the equipment tables up to item level 5. Alternatively, you can use the loot generator provided by the amazing website Sfrpgtools.

There you have it. That's how I would make a One Shot Battle Royale Deathmatch.


PERFORMER

You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility allows some to consider you a jack-of-all-trades and a beguiling ne’er-do-well who spends too much time in nightclubs, it’s dangerous to dismiss you as a master of none.

Associated Deities: Arshea, Desna, Eloritu, Hylax, Talavet
Associated Skills: Profession (musician or actor) and Culture

Spells: 1st—5th Enthrall*; replaced by 1st—Charm Person, 2nd—Calm Emotions*, 3rd—Suggestion, 4th—Confusion, 5th—Enthrall, 6th—Suggestion, Mass
*Semi New Spells (From Pathfinder)

Empowered Composition (Su) 1st Level
As a move action, you can spend 1 Resolve Point to add a flourish to your composition to extend its benefits. You must attempt a Profession (musician or actor) check with a DC equal to 15 + your target’s CR or ally’s level, but the GM can assign a different DC based on the circumstances. You draw upon the power of your muse to empower your allies. On a successful check choose one of the following effects to add to your composition:

  • The composition lasts an additional 2 rounds. If you beat the DC by 10 you may add an additional round.
  • The composition affects an additional target. If you beat the DC by 10 you may add an additional target.
  • The composition area increases by 20 ft. If you beat the DC by 10 you may add an additional 10ft.

Versatile Performance (Su) 3rd Level
In social situations, you can rely on the grandeur of your performances rather than ordinary social skills. You can use Profession (musician or actor) instead of Diplomacy to Change Attitude and instead of Intimidation to Demoralize. You can also use an acting performance instead of Deception to Impersonate.

Greater Inspire Courage (Su) 6th Level
Your inspire courage composition spell gains the following effects: its aura range increases to 30ft, the bonus to damage rolls equals half of the inspired ally’s bonus from weapon specialization, and now grants a +2 moral bonus to saves versus fear.

Quick Composition (Su) 9th Level
You can cast a composition spell as a move action. You can spend 2 Resolve Points to cast a quickened 0-level composition spell. At 15th level, when you spend 2 Resolve Point to quicken a composition it is cast as a swift action instead of a move action.

Play to the Crowd (Su) 12th Level
If you use a composition that only targets one ally, you can spend 1 Resolve Point to add a flourish to your composition to extend its benefits. You must attempt a Profession (musician or actor) check with a DC equal to 15 + ally’s level, but the GM can assign a different DC based on the circumstances. If it succeeds then you may choose an additional ally within range to receive the benefits.

Virtuoso (Su) 15th Level
You gain more control over your Enchantment spells. The DCs of your Enchantment spells are increased by +1. This stacks any bonuses provided by the Spell Focus feat.

Symphony of the Muse (Su) 18th Level
You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition spell each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects remain.

New Spells
Composition: This is a new descriptor for spells. To cast a composition spell, you use a type of performance for the spell such as playing an instrument, acting, dancing, etc. This sometimes calls for a skill check Profession of the corresponding performance. The spell gains all the traits of the performance you used. You can cast no more than one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, ongoing effects from your previous composition spell end immediately.

Inspire Courage
Level Mystic 0
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 10-foot aura
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You inspire your allies with words or tunes of encouragement. You and all allies in the aura gain a +1 insight bonus to attack rolls, damage rolls, and a +1 morale bonus to saves against fear.

Summon Instrument
Level Mystic 0
School conjuration (summoning)
Casting Time 1 round
Range 0 ft.
Duration 1 min./level
Saving Throw none; Spell Resistance no

This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting. You can’t summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell or if the spell is cast anew.

Counter Performance
Level Mystic 0
School Enchantment (mind-affecting, composition)
Casting Time reaction
Area 30-foot aura
Targets one humanoid creature
Duration 1 round
Saving Throw none; Spell Resistance yes

You protect yourself and allies through performance. When you or an ally within 30 feet are forced to roll a saving throw against an auditory or visual effect, you may roll a Profession (musician or actor) check with a DC equal to 15 + your target’s CR. The chosen target receives an insight bonus equal to your Profession connection skill bonus on their saving throw.

Fascinate
Level Mystic 0
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 60-foot aura
Targets one humanoid creature
Duration see text
Saving Throw Will negates; Spell Resistance yes

You can cause one or more creatures to become fascinated with you. Each creature to be fascinated must be within 60 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers increases the DC of the Will save by 4. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as you continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Inspire Competence
Level Mystic 0
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 30-foot aura
Targets one creature
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Your encouraging words inspire your ally to succeed at a task. That ally must be within 30 feet and be able to hear you. The ally receives an insight bonus equal to your Profession connection skill bonus on skill checks with a particular skill of your choice. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. You can't inspire competence in yourself. Inspire competence relies on audible components.

Enthrall
Level Mystic 1-5
School Enchantment (mind-affecting, composition)
Casting Time 1 round
Range medium (100 ft. + 10 ft./level)
Targets any number of creatures
Duration see text
Saving Throw Will negates; Spell Resistance yes

If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

1st: When you cast enthrall as a 1st-level spell, it affects all living creatures of CR 1 or lower at close range (25 feet + 5 feet/2 levels). A target with 2 or more HD or with a Wisdom score of 14 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

2nd: When you cast enthrall as a 2nd-level spell, it affects all living creatures of CR 3 or lower at medium range (100 feet + 10 feet/level). A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

3rd: When you cast enthrall as 3rd-level spell, it affects all living creatures of CR 6 or lower. A target with 7 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

4th: When you cast enthrall as 4th-level spell, it affects all living creatures of CR 9 or lower. A target with 10 or more HD or with a Wisdom score of 18 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

5th: When you cast enthrall as 5th-level spell, it affects all living creatures regardless of CR. A target with a Wisdom score of 20 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you.

Calm Emotions
Level Mystic 2
School Enchantment (mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Area creatures in a 20-ft.-radius spread
Duration concentration, up to 1 round/level
Saving Throw Will negates; Spell Resistance yes

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a performer's ability to inspire courage or rage abilities. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Dirge of Doom
Level Mystic 3-5
School Enchantment (emotion, fear, mind-affecting, composition)
Casting Time 1 standard action
Area 30-foot aura
Targets see text
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

With a single mental nudge, you can unlock one or more targets’ deepest nightmares. To be affected, an enemy must be within 30 feet and able to see and hear the your performance. The effect persists for as long as the enemy is within 30 feet and you continue to concentrate on the spell.

3rd: When you cast dirge of doom as 3rd-level spell, you use a performance to foster a sense of growing dread in enemies, causing them to become shaken. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect.

4th: When you cast dirge of doom as 4th-level spell, you use a performance to foster a sense of growing dread in enemies, causing them to become frightened. This performance cannot cause a creature to become panicked, even if the targets are already frightened from another effect.

5th: When you cast dirge of doom as 5th-level spell, you use a performance to foster a sense of growing dread in enemies, causing them to become panicked.

Inspire Greatness
Level Mystic 4
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 30-foot aura
Targets one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You inspire greatness in yourself or a single willing ally within 30 feet, granting extra fighting capability. To inspire greatness, the target must be able to see and hear you. A creature inspired with greatness regains a number of Stamina Points (up to his maximum) equal to twice your mystic level + your Wisdom modifier, a +2 insight bonus on attack rolls, and a +1 morale bonus on Fortitude saves. Once an ally has benefited from your inspiring greatness, that ally can’t gain the benefits of your inspire greatness again until he takes a 10-minute rest to recover Stamina Points.

Soothing Ballad
Level Mystic 5
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 60-foot aura
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You draw upon the power of your muse to soothe your allies. Choose one of the following three effects:
The spell attempts to dispel fear effects on the targets.
The spell attempts to dispel paralysis effects on the targets.
Soothing ballad restores Stamina Points equal to 7d6 plus your spellcasting ability modifier to the targets.

Inspire Heroics
Level Mystic 6
School Enchantment (mind-affecting, composition)
Casting Time 1 standard action
Area 30-foot aura
Targets one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You inspire tremendous heroism in yourself or a single ally within 30 feet. To inspire heroics, all of the targets must be able to see and hear you. Inspired creatures gain a +4 morale bonus on saving throws and a +4 insight bonus to AC.

Feats

Melodious Spell
You subtly weave magic into your performances unnoticed.

Benefit
When you cast a spell with a composition descriptor, you can spend 1 Resolve Point to to conceal the manifestation of casting the spell. You must attempt a Profession (musician or actor) check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are casting a spell. This conceals only the spell’s spellcasting actions, not any of the spell’s physical effects, so an observer might still see a ray streak out from you or see you disappear if you turn invisible.

Harmonize
The a spell becomes a harmonized composition.

Prerequisite
Profession (musician or actor) 6 ranks.

Benefit
A harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized composition. Casting another harmonized composition ends any harmonized composition you have in effect.

Spellsinger
You draw upon your mystical power to enhance your performances with magical energy.

Benefit
You may lose a spell slot to increase the duration of a composition for a number of rounds equal to the spell slot used.


Hmm wrote:

Most likely in May.

Here's what the Call for Wayfinder 19 Submissions looked like. That issue of Wayfinder will come out at PaizoCon, so you'll be able to download it this May. I have 2 poems, and a couple of articles in there. My favorite was the one I wrote on Shirren Option Bars called, "Ollie's Option Bar".

I can't wait to show it off!

Hmm

The Wayfinder project seems like it would have been a lot of fun. I am already inspired by all of the different categories available for submission. I can't wait to check out the finished product in May. I hope they do another Starfinder edition in the near future.

Kate Baker wrote:
So Hilary has excellent advice! I can only add a couple of minor comments.

Thank you for your additional comments and sharing your experience. I will definitely look into everything that both you and Hilary have suggested.


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That is awesome advice! Thank you very much!
Best of luck to you as well.


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I currently just finished writing an adventure for Starfinder and had a fantastic time telling a story set in the Pact Worlds. I would really like to write for Starfinder Society, unfortunately I have only written narrative fiction before and not RPG material. I am looking for advice about best places to break into this field. Paizo’s website suggests to either begin writing for a 3rd party publisher that publishes compatible products or to self-publish with their Compatibility License. Does anyone have advice on the best way to begin writing for Starfinder Society? Or experience with either of the options presented by Paizo?


I was playing around with a burst fire feat:

Burst Fire (Combat)
Prerequisite: Weapon Proficiency (Longarms or Heavy Weapons)
Benefit: When using a ranged weapon with the Automatic special property, and that you are Proficient with, you may fire a short burst as a part of a standard action or full action against a single target. You take a cumulative -5 penalty on your attack roll, but deal extra damage equal to the item’s level.
Special: Firing a Burst expends two times as many charges, and can only be done if the weapon has at least that many charges remaining.


breithauptclan wrote:

Which dynamics of the 3 action system are you liking? Maybe you could come up with some smaller homebrew that would give you that.

For added mobility in combat you could upgrade a swift action to be able to do any move action that only involves moving. So moving another 4 squares would be fine. Climbing a rain gutter would work. But drawing a weapon or reloading would not.

Something like that.

This is a really good suggestion. Ill have to think about this one more.


I just started running A History of Ashes right now and came up with a doc that combined the AngryGM's wilderness travel tips with stuff from 5e's Tomb of Annihilation. At the end I put my Cinderlands encounters as an example. About half are non-combat encounters like Thassilonian ruins, diseases, friendly Ko-Minkas, dead bodies with a cashe of survival supplies, wild fires, etc. My players really like the way it ran. Here is a link to the homebrewery site (it only seems to work when opened in Chorme): Getting There is Half the Fun 2.0


Isaac Zephyr wrote:

You're welcome, but Envoys aren't the only exception you'll need to write.

In particular, you've got the Operative whi already kind of gets the 3 acton economy with Trick Attack. A full action where they make a skill check to flat foot, move, and attack with a bonus all as one. They also gain Quad Attack which you'll need to accomodate the fact they get 4 attacks at normal full attack penalty.

Solarians have Stellar Rush, which is a Standard action charge with bonus damage. 3 actions means 3 of that per turn. They also have things like Plasma Sheath that cost a move but last a round, so giving them extra attacks with bonus damage equal to half their level is going to get scary fast. They also get Triple Attack where their fulls are supposed to give 3 attacks.

Soldiers have a lot of crossover similar abilities to Solarians (Triple Attack, Charge as a Standard).

Technomancers and Mystics would both get spell + shoot every turn. Not considering their magic hacks which likely have at least a few easily abused abilities...

Long story short, you'll need to fine tooth comb every PC and Monster ability and make a call on its action economy. If you're making every Standard Action cost 2, and every Move cost 1 then you've hit the point you should probably just use the base system as built, because that's pretty much how it already is. I can't prevent you from homebrewing it all, but in my own experience just needing to cross-reference DCs from the FAQ page takes up a lot of our game time. If I had to add additional time cross-referencing exactly what my ability's new action economy is my 3 hour table might get through a single encounter per session at best.

You make a good argument between on the one hand simplifying too much and I might as well be playing the base system and on the other hand the extra work it will take to homebrew the abilities not found in Pathfinder Unchained and reference them during the game. I think you might have convinced me. Thanks for the advice. We still like the dynamics that the 3 action system provides, so we might just test it out with a one shot to see how broken it is in Starfinder.


Xenocrat wrote:
Imnotgoodwithnames wrote:

Thanks for the feedback, but I am not really looking for whether it should be done or not. That is the way my group likes to play. I'm looking for if you had to choose one of the options which is the best way to implement it.

"I'm going to play Russian roulette, should I load one bullet or two?"

LOL Point taken but at least load it with four so we can all go down together.


Thanks for the feedback, but I am not really looking for whether it should be done or not. That is the way my group likes to play. I'm looking for if you had to choose one of the options which is the best way to implement it.

So it seems like I am hearing that the biggest problem will be with the NPCs and not the PCs. In that case the tougher penalty sounds like a better option (and more simplified since its the regular Pathfinder option).

Isaac Zephyr thanks for bringing up the Envoy issues. We will probably rule that Envoy Improvisations that are Standard Actions cost (2) and Move Actions cost (1).


I developed a new set of relatively simplified traveling rules for pathfinder to make it more quick and fun. These new rules are designed to give the PCs more choices while greatly reducing the tracking of minutiae. They are an amalgam of rules devised for the Tomb of Annihilation by Wizards of the Coast, travel rules by The Angry GM, and exploration rules by Paizo. I am curious to see what about any feedback that you might have. Thanks.

DOCUMENT: Here is a link to the homebrewery site (it only seems to work when opened in Chorme): Getting There is Half the Fun 2.0

Here is a very brief Outline of the steps:
1) Determine Location on Map
2) Determine Weather (Optional)
3) Party Decides Pace & Direction: Let the players determine what direction the party wants to go, and whether they plan to move at normal pace, a fast pace, or slow pace. During this phase the party may also determine if they are going to explore a hex or travel through it.
4) Party Decides Roles: Each morning the part member selects which role they would like to take for the day. They choose from 6 roles: Navigator, Watch, Forager, Inspiration, Scout, Chaplain, or Cartographer.
5) Navigation: After the roles are chosen, the GM will make a Survival check on the Navigator's behalf to determine if the party is becomes lost.
6) Exploration Check (Optional)
7) Narrate Daily Events
Role for and Run Daily Encounters
The GM should narrate the journey and any daily encounters during this step before recapping how far they traveled and resting for the night.
8) Determine Distance Traveled: On a Hex map, each Hex measures 12 miles across. Characters moving at normal pace can travel 1 hex per day on foot or 2 hexes per day by boat or mount. If the PCs move at a fast pace, determine their progress by rolling a d4. On a roll of 3 or 4, they advance one additional hex that day. If the PCs move at a slow pace, determine their progress by rolling a d4. On a roll of 1 or 2 they advance 1 fewer hexes that day (in other words 1 hex by mount or none by foot)
9) Night: The Forager will roll to see if they have gathered enough food and water during the day. If the roll fails, the party must decide to either eat trail rations or starve. The GM will then implement the starvation & dehydration rules.
Run Night Encounters
When the PCs stop to make camp at night assume everyone is on watch throughout the night and roll randomly to determine who is awake if an encounter is triggered by the dice.

CREDIT: These websites, books, and games were a huge help in making this document:
Getting There is Half the Fun by The Angry GM
The Tomb of Annihilation by Wizards of the Coast
Pathfinder Exploration by Paizo
Ultimate Wilderness by Paizo
Ultimate Campaign by Paizo
Kingmaker by Owlcat Games


My group uses the 3 actions system from Pathfinder Unchained that was applied to Pathfinder 2. I would like to see if we could still use it in Starfinder and need advice on which of the 3 options looks most balanced for Starfinder. Starfinder seems to have smaller attack penalty -4 instead of -5, but it's applied to all attacks instead of getting progressively worse 0 then -5 then -10 like Pathfinder.

Original: You can spend a full action to make two attacks, each with a -4 penalty to the attack rolls. These attacks can be made with the same weapon or different weapon pg. 248 CRB

New: When your turn comes up in the initiative order, you can commit up to 3 acts.

Option 1: (Close to Starfinder original) If you commit two acts to attacking they each take a -4 penalty. If you commit all three acts to attacking all 3 take a -8 penalty.

Option 2: (Pathfinder Unchained and 2e Version) Attacks are particularly strenuous and become less and less effective the more you use them during a single turn. The second time you use an attack action (anything with the attack trait) during your turn, you take a –5 penalty to your attack roll. On your third attack (and any subsequent attacks if you have a way to take more) you take a –10 penalty. This penalty is called your multiple attack penalty. The multiple attack penalty applies only on your turn and resets at the end of your turn. Attacks you can make outside of your turn might include their own penalties.

Option 3: (Starfinder penalties using the Pathfinder rules) The first time during your turn that you take an attack action, you roll the attack as normal. Each subsequent attack action taken during your turn imposes a cumulative –4 penalty on the attack roll or combat maneuver check (so the second attack action has a –4 penalty on the attack roll, the third has a –8 penalty).

Option 3 it is more what my group is used to, you hit more upfront but it gets progressively more difficult, and it keeps the Starfinder penalties. I'm worried that it might make combat too easy though. Especially once Onslaught and the Multi-weapon Fighting feats bonuses are applied.

Depending on the choice will be how I augment Operative triple attack, Solarian & Soldier Onslaught, etc.


brkndevil wrote:

considering spell lvl 1 lets you transport a medium sized object, like say some object that takes a 5x5 square or a whole piece of cover basically

at 3rd level you can drop a car on someone, a CAR
4th level you can drop a Tank on someone

fine is the size of most Grenades, diminutive for most small arms and small weapons like knives. Tiny for practically all man portable weaponry

Maybe it should be changed from size category to Bulk. Spell Level one is an item of less than one Bulk, Level 2 is 1 Bulk, etc.


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I saw this prestige class in the d20 future book, and proceeded to make it a class for Starfinder that is a genetically superior combination of a barbarian and a monk. The Helix Warrior uses surge abilities to augment their fighting instead of a rage. Many of the Surge abilities were taken from the Pathfinder 2 Playtest rulebook, some others were taken from the d20 Future rulebook, others are of my own making. Let me know what you guys think.

HELIX WARRIOR

The subjects of rigorous scientific experimentation, Helix Warriors are soldiers whose DNA has undergone a process of conversion sometimes referred to as “forced evolution.” Science corrects their physical flaws and enables Helix Warriors to surpass the natural limitations of their racial form. The genetic mutation process is ongoing. As their DNA continues to transform, Helix Warriors manifest new abilities that make them into better, more resilient super-soldiers, security guards, bounty hunters, and law enforcement officers.

Hit Points: 7

Stamina Points: 7 + Constitution modifier

KEY ABILITY SCORE
Your Constitution represents your natural hardiness and lets you shrug off damage, so Constitution is your key ability score. A high Strength score can make you better at melee attacks.

CLASS SKILLS
SKILL RANKS PER LEVEL 4 + INTELLIGENCE MODIFIER.
Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Life Science (Int), Medicine (Int), Perception (Wis), Profession (Cha, Int, or Wis), Stealth (Dex), and Survival (Wis).

PROFICIENCIES
ARMOR PROFICIENCY: Light armor.
WEAPON PROFICIENCY: Basic and advanced melee weapons, and small arms.

Base Attack Bonus: Full
Fort Save Bonus: Good
Reflex Save Bonus: Bad
Will Save Bonus: Good

Class Features

BIOTECH SPECIALIST [Level 1]
As a Helix Warrior, you have an almost instinctual grasp over biotech augmentations. You gain an insight bonus equal to half your class level to Life Science and Medicine checks to identify and repair biotech. Additionally, in typical settlements, you can find and purchase any biotech augmentation with an item level up to your character level + 2. As normal, the GM can restrict access to some items regardless of their level.

ABILITY SURGE [Level 1]
Requirements You can’t be fatigued or exhausted.
The Helix Warrior gains Ability Surge at level 1. Activating ability surge is a free action, and you gain a number of temporary Hit Points equal to your level plus your Constitution modifier. You enter a state of ability surge that lasts for 3 rounds. While you are surging, you are affected in these ways:
• Gain a +2 enhancement bonus to damage rolls with melee weapons and unarmed strikes and a +2 enhancement bonus to your Athletics and Acrobatics skills. This bonus increases by 1 at level 3 and every 4 levels thereafter. While surged your unarmed strikes do not count as archaic.
• Take a –1 penalty to KAC.
• You can’t use actions that require concentration.
After you have stopped surging, you lose any remaining temporary Hit Points from using the ability surge action, you can’t use ability surge again for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop surging. If you stop surging before its usual duration
expires, you are fatigued and can’t ability surge again until after the end of your next turn. Following the ability surge, the Helix Warrior may negate the fatigued penalty as a free action by spending 2 Resolve Points.

SURGE POWER [Level 2]
As you gains levels, you will learn to surge in new ways. You learn your first surge power at 2nd level, and you learn an additional every 2 levels thereafter. You gain the benefits of surge powers only while Surging. Some of these powers are always active during a surge, and others require you to take an action to use them.

EVASION [Level 2]
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

GENETIC ENHANCEMENT [Level 3]
At 3rd level and every 4 levels thereafter, your biology is boosted making your genetics better than previously before. Choose from the genetic enhancements listed below. Some genetic enhancements require you to reach a certain Helix Warrior level to select them; this level is indicated in parentheses after the enhancement’s name.

WEAPON SPECIALIZATION [Level 3]
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with. Helix Warriors also gain weapon specialization with unarmed attacks.

UNCANNY AGILITY [Level 5]
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

FLASHING STRIKES [Level 7]
Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons or unarmed strikes, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

SUPERIOR CONDITIONING [Level 9]
You learn how to shake off adverse conditions. When you are subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, you are not affected at all.

WARRIOR'S ONSLAUGHT [Level 11]
When making a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. If you have the flashing strikes class feature, you instead take a –5 penalty to these attacks as long as they are all melee attacks.

IMPROVED EVASION [Level 13]
When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must have evasion to learn this exploit.

TIRELESS SURGE [Level 17]
You are no longer fatigued at the end of your surge. If you enter another surge again within 1 minute of ending a surge, you don’t gain any temporary hit points from the surge.

PARAGON SURGE [Level 20]
You have complete mastery over your surge ability. Your surge ability now last for 5 rounds instead of the original 3 rounds. In addition, you can spend 1 Resolve Point to extend the surge by an additional 2 rounds on top of the 5.

Genetic Enhancements:

Accelerated Metabolism
You may add half your level (minimum 1), to any healing you receive to hit point damage. Once you have benefited from this enhancement, you can’t gain the benefits again until you takes a 10-minute rest to recover Stamina Points.

Elasticity
You can bend and twist your body in unnatural ways and squeeze through very tight spaces. You gain a +10 enhancement bonus on Acrobatics checks to Escape. Moreover, you can squeeze through an opening or passage one-tenth as wide and tall as your height, in inches. A creature using this enhancement to move through a tight space moves at one-quarter normal speed.

Haul
You can carry more heavy gear than the typical soldier. A Helix Warrior can carry an amount of bulk up equal to 4 + half their Strength score before becoming encumbered. At level 11, this increases to 6 + half their Strength score.

Improved Reaction
Your reflexes are faster than average, you gain a +2 competence bonus on initiative checks.

Light Sleeper
You are a light sleeper and can make Perception checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Perception checks.)

Paragon Swiftness
Your base land speed increases by 5 ft. If you have burrowing, climbing, flying, or swimming speeds those also increase by 5 ft.

Pheromone Attraction
You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures. You gain a +2 racial bonus on all Bluff, Diplomacy, Intimidate, and Survival (handle animal) checks made against creatures within 30 feet of you.

Skeletal Reinforcement
Your bones become more resilient, allowing you withstand greater amounts of punishment. The damage you take from a fall is reduced by 1d6 + half your level.

Superior Darkvision
You gain darkvision and can see in total darkness out to a range of 90 feet. Darkvision is black-and white only, but is otherwise like normal sight. The range of the Helix Warrior’s darkvision improves to 120 feet at 8th level and 180 feet at 14th level.

Superior Skin
You gain a racial resistance 2 to two kinds of energy. Once these are chosen they cannot be changed. You can stack this natural resistance with one other form of resistance.

Survivor
When you spend a Resolve Point to reroll the result of a saving throw, she may take the best result, discarding the lower roll.

Ultra Immune System
You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness. You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead.

Surge Powers:

Level 2
DIE HARD
You gain the benefits of the Diehard feat while surging.

FLURRY OF BLOWS
Once per round, you may make two unarmed attacks as a standard action (both are taken at you full attack bonus). If both attacks hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses.

INTERNAL FORTITUDE
You bury your disgust to overcome your queasiness. When you attempt a Fortitude save
to recover from being sickened or nauseated while surging, you may make a new save against the condition, but new save is at a -4. At level 8, you become immune to the sickened and nauseated conditions.

MOMENT OF CLARITY
You concentrate deeply, pushing back your surge for a moment. Once per surge, as a move action, you may concentrate on a standard action of your choice.

NO ESCAPE
When an adjacent foe attempts to move away from you, you may use a reaction move up to your speed in tandem with the foe, following the foe’s path and remaining adjacent to the foe throughout its movement until the foe stops moving or you are out of movement.

STUNNING FIST
Make an unarmed attack to slow or stun an enemy. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Con modifier), in addition to dealing damage normally. A defender who fails this saving throw is flat-footed for 1 round (until just before your next turn). A defender who fails by more than 10 is stunned. You may attempt a stunning attack no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

SUDDEN CHARGE
With a quick sprint, you move up to your foe and swing. As a standard action, move up to double your speed, however you must be wearing light or no armor. If you end the move within melee reach of at least one enemy, you can make a melee attack against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead if you have the corresponding movement type.

SURGING COURAGE
You concentrate on the power of your surge, overcoming your fear. While surging, you may make a new save against fear effects, but new save is at a -4. At level 12, you become immune to the shaken and frightened conditions.

Level 4

ANGRY ARMS
When you are surging, your weapons gain one of the following weapon fusions of your choice: bleeding, devastating, ominus, punishing, or vicious. The weapon can’t gain a fusion it already has, and this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once.

CRUSHING GRAB
When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier and surge damage bonus. You can choose whether to treat this attack as nonlethal.

FLYING KICK
Once per round, as a standard action make a Leap or attempt a Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately make an unarmed attack against that foe.

GHOST STRIKE
As a standard action, you may make an unarmed attack against the target’s EAC. Your unarmed attack is also treated as if it has the Ghost Killer weapon fusions.

IMPROVED STUNNING FIST
A defender who instead fails their saving throw by more than 5 is stunned. You can choose to make the target fatigued instead of stunned. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds.

You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

METAL STRIKES
Your unarmed attacks gain metallic properties and are treated as Cold Iron and Silver, they gain an additional quality at Level 7 and are treated as Noqual, at Level 10 they are treated as Inubrix, and at Level 16 as Adamantine.

SWIPE
You gain Cleave as a bonus feat. If you already have this feat, you gain Great Cleave instead. At 9th level, you may strike a third target with the Great Cleave feat, before you must spend 1 Resolve Point to make additional melee attacks against each subsequent foe. You can’t attack an individual foe more than once during this attack action.

Level 8

FIERCE FLURRY
If you hit with both attacks in a Flurry of Blows, increase the weapon damage dice of each attack to d8s. You must have the Improved Unarmed Strike feat to take this surge power.

KNOCKBACK
As a standard action, you may make a melee attack and attempt to push a foe back 5 feet. After successfully melee attack a foe, you may attempt a unique combat maneuver to knock the target back 5 feet, plus 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 4. If an obstacle is in the way, the target stops at the obstacle instead.

RENEWED VIGOR
You pause to recover some of your surging vigor. As a move action, you gain temporary Hit Points equal to half your level plus your Constitution modifier.

SUDDEN LEAP
When making a Sudden Charge, instead of running, you can Leap. If you succeed at an athletics check when you make the Leap, you can move the same distance you could with a Long Jump. Even if you’re Leaping vertically, you determine the DC for the height you’re jumping using the DC of a Long Jump. After your melee attack, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright. This ability requires the Sudden Charge ability and wearing light or no armor.

WALL RUN
You must start your movement on a horizontal surface and can move up to your speed. During this movement, you can run up vertical surfaces like walls at your full speed. If you end the movement off the ground, you fall (though you can Grab an Edge if applicable).

WHIRLING THROW
As a standard action, you propel a foe that you have grappled or restrained a great distance. Choose a distance in feet of up to 10 + 5 × your Strength modifier that you want to throw the creature. Attempt an Athletics check with a DC of 5 plus the total distance in feet you’re trying to throw the creature. You take a –2 circumstance penalty to your check for every size the target is larger than you or a +2 for every size the target is smaller than you.

Level 14

AWESOME BLOW
Your attacks are so powerful that they can flatten your opponents. When you use Knockback combat maneuver on a success you gain benefits of knockback followed by the target falling prone at the end of the movement. You must have the Knockback ability to use awesome blow. One a failure you gain the normal effect of Knockback.

DECISIVE ATTACK
You may spend a Resolve point to modify the result of an attack roll, she may roll a 1d6 and add it to the attack roll. This can only be done once per surge.

PERFECT CLARITY
As a reaction, when you fail or critically fail an attack roll or Will save while you are surging. You burn out all of your surge to ensure that your attack lands and your mind remains free. Spend 2 Resolve Points to reroll the triggering attack roll or Will save, use the best result, and resolve the effect. You then immediately stop surging.

SHATTERING STRIKE
When you are surging, your unarmed attacks gain one of the following weapon fusions of your choice: annihilator, knockdown, or vorpal.

STAMINA BOOST
You can recover stamina while surging as a standard action. You can regain a number of Stamina Points (up to your maximum) equal to two times your level + your Constitution modifier. Once you have benefited from this boost, you can’t gain the benefits of your boost again until you takes a 10-minute rest to recover Stamina Points.

WHIRLWIND STRIKE
You attack all foes within your reach. You use a full-attack action to make a melee attack against all enemies within your melee reach. The first melee attack is at your highest attack bonus, the second attack takes a –3 penalty, and all other remaining attacks each take a –5 penalty. You must make a separate attack roll against each opponent.


brkndevil wrote:

Seek FR6 seems to jump a bit severe, was thinking something in between going Solar or making F6 Solar

Battle Meditation's Casting Time seems... a bit long, like how often are you going to be able to use such an ability?

Fold Space is like What?
Like Serious What

Still think Starfinder should have included rules on how to increase Armor Slot Upgrades but what evs

Can anyone use a Lightsaber with Advance Weapon Training? Like those Kids in that one episode of clone wars when they jacked ahsoka's?

Lightsaber Hilt Costs are a bit ridiculously high when compared to Character Wealth by Level in Core Book, page 391

In world no, but play world yes

Otherwise, no real complaints or questions, Like the overall Idea and Execution

Thank you for taking the time to look over the class and make comments. I agree with toning down Seek to make it Solar rather than Galactic. Im not sure what I was thinking. The Battle Meditation time was intentional, because it was supposed to be more of tactical decision than to just whip out that force power in the middle of battle. Maybe I could have lower levels of the power have smaller bonuses that can be used in the middle of a battle kind of like bardic inspiration. Fold Space was from one of the Star Wars Saga Edition books and actually one of my collaborators did that one. And as far as lightsabers go, the hilts were intentionally made have a level 5-8 cost because they are very hard to find on the market. Level 1 characters are expected to find them in ways other than buying them. So yeah, anyone can use a lightsaber with advanced weapon training, but you have to acquire one first, like jacking it from a Jedi padawan.


Robert Carter 58 wrote:
Honestly, I've seen professional RPG books that don't look as good as this class write up. Thanks for the heads up re: "The Homebrewery" site! (Great work on the class also! Very nice)

Thank you!


Valkyn Highwind wrote:

The work you've done on this is fantastic. Between it and your Jedi file you have a good base for a Starfinder-based Star Wars campaign. I was delighted to see another take on the basic TIE fighter design aside from the one that I did. I look forward to seeing what else you come up with for the "Starfinder Wars" should you keep going down this road.

Here's my TIE/LN Fighter, a Tier 1/3 Interceptor, if you are curious about it.

Thanks for the feedback. I like your TIE Fighter, mine is a bit slower and beefier, yours is faster and a little more fragile. Despite that, its funny how similar they really are. I think the decision for the speed I gave mine is that I wanted the TIE Defender to be a little faster, and the TIE Interceptor to be the fastest. Really though, of the whole thing, I thought making the ships was the most difficult.

StarMartyr365 wrote:
This is incredible! Thank you so much for your hard work.

Thanks. Its nice that someone appreciates the hard work. It was a lot of work, but it was fun too.


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I have been developing a Star Wars campaign setting with my home group and other people on the forums and I have finally compiled it into a homebrewery document to make it look nicer and more organized. Here is a link to the homebrewery site (it only works when opened in Chorme): Star Wars Campaign Setting.
And here is a link to the PDF hosted on my Google Drive in case the homebrewery site is buggy. (The caveat is that the file is apparently too large to preview, it must be downloaded to view): Star Wars Campaign Setting PDF.

The Star Wars Campaign Setting includes:

Chapter 1: Galactic Encounters

  • Adversaries: The Galactic Empire, Beasts, The Confederacy of Independent Systems, and Fringe Dwellers
  • Force Vergences - Location Grafts for planets/locations strong in the force
  • Worlds in Rebellion - Location Grafts for planets/locations to give them a unique feel
  • Duty - A mechanic to represent the various "jobs" within the Rebellion and how a character performs that job. This is taken from the Age of Rebellion book by Fantasy Flight games.
  • Now This is Podracing - Podracing / Swoop Racing Rules (a slight change to the chase rules given in the book)

Chapter 2: Starships
Imperial Ships, Rebel Ships, Other Ships, and Vehicles

Chapter 3: Character Options

  • 26 Species
  • Archetypes: Bounty Hunter, Force Adept, Imperial Inquisitor, Mandalorian Warrior, Military Officer, Rebel Recruiter, and Squadron Leader
  • New Feats
  • New Skill Uses for Computers and Mysticism

Note: Some Adversaries and Archetypes will refer to (or benefit from) the materials in my other document the Jedi Class.

PLUG: These websites were a huge help in making this document:
James Turner's Starfinder Ship Builder.
Starfinder Tools - Monster Builder.


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UPDATE: I added a couple more higher level lightsaber crystals that do more damage, but don't have any special abilities: The Rubat crystal does 2d8 damage and the Corsuca Gem does 3d8. I also now gave the Double Bladed Lightsabers the "Double" special property, now that that exists.


EltonJ wrote:

Are you a graphic designer? Because this is laid out well. I like the work you put into it. Very well done. Even I could not do a better job. So, next steps?

Thanks for the positive feedback. I am not a graphic designer, but homebrewery makes it pretty easy to format once you get the hang of it. As for next steps, I already fixed a couple feats in this document and might add a couple more lightsaber crystals. I want to come back to it after I have read through the Armory.

I am almost done with the Star Wars Campaign Setting document, but the Pathfinder 2e playtest set me back a little bit.


Erk Ander wrote:

This looks insanely good. Very Proffesional. I will continue to check it outand see if find something concerning. Doubt that though. One Question are lighsabers usable with Dex as main stat for damage and attack. Personally I believe they should be since lightsabers dont gain so much from superior str given the properteries of the weapon see this video to futher understand my point

https://www.youtube.com/watch?v=KpdTooRUbv4

Please let me know if you do find anything of note. I liked that video and I totally get what you are saying about the lightsabers being Dex weapons, but the problem is that right now Starfinder doesn't have any Finesse style weapon properties other than the Operative property. I hesitate to give them the Operative property because it will be too overpowered. Hopefully, with the Armory coming out soon there will be new weapon properties and I can revisit that issue.


Valkyn Highwind wrote:
This looks fantastic. Have you done any more work on it?

Thanks for the positive feedback. Right now I am still working on a Star Wars Campaign Setting document.


KuroSapphire wrote:
Gilfalas wrote:
KuroSapphire wrote:
Imnotgoodwithnames wrote:
I am up for collaborating on adding some more races. However, I am trying to make an all encompassing document at the moment and don't want to make it too large. Maybe it will have to be a separate race document.

A separate document sounds good. It could be a star wars bonus races document.

As for races to start putting work into I was thinking:

Aqualish
Arcona
Bith
Dug
Givin

I have the SWD20 Ultimate Alien Anthology. I will be using that pdf as a reference source.

If there is an easier way to talk to you please let me know.

Someone in the Starfinder Facebook group has done a 119 page PDF of Star Wars races for Starfinder if that helps. It is in the groups file section. Not sure if I am allowed to link to it here or not.

It is called Star Wars Races in Starfinder 1.2.pdf by Teemu Heinonen.

That does sound cool, thank you for the information. I would like to see them.

Wow that is an impressive amount of species. I can appreciate the extra amount of work to give the background details on all those species too. I do have a few constructive criticisms even though I know you are not the author.

  • Out of all those species no Mirialan? What's up with that?
  • They seem a little light on ability stats. Starfinder usually does two positive and one negative.
  • Also some of the species seem light on racial traits compared with other Starfinder races.


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I have already been making a lot of Star Wars related conversions to the Starfinder rule set in this thread, and I was recently inspired to make a Jedi Class. The class builds on what has already been develop with the help of my home group and other people on the forums, and also borrows heavily from the Talents in both the Star Wars Saga and the Force and Destiny tabletop games.

Here is a link to the homebrewery document for the class (recommended open in Chrome): The Jedi Class
Here is a link to a pdf hosted on my google drive because sometimes the formatting in homebrewery is unreliable: The Jedi Class PDF

The Jedi Class document contains:

  • New Jedi Class: including (1) Career Specializations (like the Soldier Class): Consular, Guardian, Mystic, Sentinel, Warrior, and Sith; and (2) Force Talents at every 2nd level.
  • Themes: Emergent Force-Sensitive and Fallen Force-Sensitive
  • New Rules for handling the Darkside - this is a change from my previous version. This time I gratuitously stole the Star Wars Saga version.
  • New Feats for Jedi: Lightsaber Combat and Force Secrets
  • 21 Force Powers
  • Equipment: Jedi Robes and Lightsabers. The lightsaber’s level is now dependent on the type of Kyber Crystals installed. Before lightsabers were merely a version of Plasma Sword, but now they are a distinct advanced-melee weapons in their own right.

I am concurrently in the process of converting the rest of the Star Wars Setting for Starfinder (Species, Starships, Adversaries and Archetypes) into a homebrewery document to make it look prettier and easier to view.

As always feedback is greatly appreciated.


I am up for collaborating on adding some more races. However, I am trying to make an all encompassing document at the moment and don't want to make it too large. Maybe it will have to be a separate race document.


I've been creating a bunch of Star Wars stuff on this thread: Star Wars Starfinder. The whole thing actually began the same way, with making an archetype, and expanded with input from the forums into a ton of other stuff. Feel free to adapt whatever you like.


I've been creating a bunch of Star Wars stuff on this thread (including species): Star Wars Starfinder .

Here is a direct link to the Species Doc. Feel free to take from it or make comments in the thread. And here is a link to the whole document Star Wars Starfinder if you are interested in playing in the Star Wars universe.


I agree with Metaphysician that the Stack is more of a way to facilitate revival and bring back the soul from the Boneyard. In fact, the television show has a subplot of people refusing to be Spun Up again for fear of what happens to their soul. That could be taken even further in the Starfinder universe. Some Gods may disapprove of corrupting the soul by putting it in another body where as others like, Triune, might think its pretty cool, and Pharasma might just be a little more than annoyed.


ronald paris wrote:
i like this and would definitely like to see more but since its ebberron im not sure if it should be posted here on paizo but definitely want to see more!

Good point. I play mostly using the Pathfinder rules; it didn't occur to me that a different setting might not be received well on the Paizo forums. I am glad that you like it. It was fun to do, so I am going to try to do a few more in the coming months.

If you wanted to re-flavor it for the Pathfinder setting:
Korthos Island is in the Shackles
Cult of the Devourer can become the Cult of Urgathoa
I'm not really sure what to do with the Mind Flayer though, I don't know if there is an equivalent species. But he's really just a BBEG trying to psionically dominate everyone.


I have been playing Dungeons and Dragon's Online for a while, and just recently I thought it would be fun to convert some of their adventure packs for use in my home Pathfinder games. The first story arc I decided to convert using the Pathfinder rules is called The Salvation of Korthos. It starts as a beginner adventure and progresses the characters to level 3. I am pretty excited how it turned out. Let me know what you guys think, although I am not entirely sure if posting modules for others to play is a thing on the Pathfinder forums. Below is a link to the homebrewery page (with downloadable PDF) and a description of the adventure:

Module: The Salvation of Korthos
Level: This adventure module is for PCs level 1-3
Description: After being shipwrecked on their way to continent of Xen’Drik, the PCs awake on a snow covered jungle island. The island is home to the village of Korthos currently being terrorized by both the Cult of the Devourer and a White Dragon. Throughout the adventure, the PCs discover that a mindflayer is controlling the cultists and the dragon with a powerful artifact called the Mindsunder. Now, rather than destroying the evil White Dragon, the PCs have to destroy the Mindsunder and set it free to save the island.


Goth Guru wrote:
Up the charisma for a gargoyle, add the one way time travel power, then the here's looking at you disadvantage, and there you are. For more fun, have them send their victims from Starfinder to Pathfinder. There are conversion notes right in the Starfinder Core book.

I love the idea of Weeping Angels sending victims from Starfinder to Pathfinder!


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I recently just finished watching the Netflix show Altered Carbon and was inspired to see if I could adapt the cortical datastack to the Starfinder Universe or at least adapt Starfinder ruleset to create the Altered Carbon universe. Here is the Cortical Datastack augmentation and a couple of extra envoy improvisations:

CORTICAL DATASTACK (Augmentation)
System Neck

Model
Cortical Datastack Mark I: Level 1; Price 0
Cortical Datastack Mark 2: Level 5; Price 4,500; Negate Level Damage
Cortical Datastack Mark 3: Level 10; Price 21,350; Astrogation Charts
Cortical Datastack Mark 4: Level 16; Price 171,800; DHF Backup

Mark 1 Cortical Datastacks “stacks” serve as a receptacle for the human consciousness or Digital Human Freight (D.H.F.). Stacks are small discs that fit inside the human body at the base of the skull, taking the place of a single cervical vertebra. All citizens within the Protectorate have a stack implanted when they are one year old and upon death of their body, the DHF may be transferred to a new body called a “sleeve”. Destruction of a cortical datastack is Real Death.

The cost for a new sleeve is between 100 and 50,000 credits.
Used Sleeve: This worn out and/or uninhabited body cost 100 credits if you can get permission from the Protectorate.
Fresh Sleeve: A newly grown sleeve (randomly generated on the reincarnation spell chart) costs 1,000 credits. For 10,000 credits the buyer can choose the species of the fresh sleeve, which can also be customized for an additional fee.
Clone: Clones of individuals are grown at great cost and can be manufactured for 50,000 credits.
This process it treated like the spells reincarnation and raise dead for permanent effects like negative levels and ability score recalculation.

Mark 2 Cortical Datastacks are upgraded with more efficient software for maintaining memories and abilities of the individual. These Stacks do not inur permanent negative levels when resleeved.

Mark 3 Cortical Datastacks are upgraded with astrogation charts mapping several habitable planets within the galaxy. Cortical Stacks were originally developed as a means of interstellar travel to reach these planets. By downloading the human consciousness they were able to transmit it to a waiting body or "Sleeve" on a distant planet. This method of transmitting consciousness off-world, called Needlecasting, allowed instant travel to anywhere in the Settled Worlds that otherwise would take centuries to reach by traditional means.

Mark 4 Cortical Datastacks are upgraded with a D.H.F. backup service. This is a very expensive service for the wealthy, remote D.H.F. backup, that holds and updates a duplicate of the client's consciousness to a separate remote Cortical Stack held in a secure vault. Every so often an update sends the most recent memories and experiences of the client from their current Cortical Stack to their backup stack via the process of Needlecasting, ensuring that even if their current stack is destroyed they have a backup in a secure location with all their memories leading up to the most recent update. These backups are only placed in a sleeve when the original stack is destroyed.

Additional Rules

Sleeve sickness
Transferring DHF to a new body is a trying process for an individual and being transferred into anything other than a clone causes sleeve sickness. Being transferred to another sleeve of the same species causes the sickened condition for 1d4 days. And being transferred to another sleeve of a different species causes nausea for one day and the sickened condition for an additional 1d10 days.

Personality Frag
When a cortical datastack is transferred too many times, it can lead to “personality fragmentation” and mental decay. This is decay follows the Mental Disease Track. Every time an individual is resleeved, in a body other than their clone, there is a chance they will incur personality frag. They must make a will save DC equal to 15 + their current level.

ENVOY IMPROVISATIONS

Resleeve Specialist (Ex) 4th Level
You receive a +4 to saves against personality frag and negate sleeve sickness.

Superior Will (Ex) 6th Level
You can spend 2 Resolve Points to roll your expertise die and add the result to a will saving throw against compulsion, mind-affecting, or illusory effects either technological or magical.


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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I'm very excited to try out this 3 action style of combat. But, I hope that Paizo keeps the Two Weapon Fighting version from Unchained (or something like it) and not drop it like they did in Starfinder. Two weapon fighting is a character flavor I still like playing.


DM_aka_Dudemeister wrote:
This is wonderful.

Thanks!


Dox of the ParaDox twins wrote:
I'm terrible with game balance but I really enjoy the effort put forth here, consider this a dot for now

Thanks for the positive feedback.

Robert Gooding wrote:

Eldritch Blast damage scaling is low and Eldritch doom needs to be reworded as blast is a weapon property referring to a cone, maybe call it nova shape with 20ft radius

But really cool, I like it

I errored on the side of lower damage. I based it on the Energy Ray spell and tried to scale the damage with the small arm laser pistol damage per item level. I chose the small arm with lower damage because of all the augmentations that can be made to the spell to make it more powerful. I see the confusion with the weapon special property blast and the spell "eldritch blast" which has no relation. Thanks for pointing that out. I am going to change it so most of them just say "eldritch blast" so there is no more confusion.


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I converted the Warlock class from 3.5 edition to a Starfinder Mystic connection. Let me know what you guys think.

Here is a link to the Google Doc with infinitely better formatting: Warlock Connection

WARLOCK CONNECTION

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Dark Tapestry, warlocks piece together arcane secrets to bolster their own power.

Associated Skills: Mysticism and Bluff

Spells: 1st—6th Eldritch Blast; replaced by 1st—Wisp Ally, 2nd—Force Blast, 3rd—Arcane Sight, 4th—Cosmic Eddy, 5th—Eldritch Barrier (as Wall of Force)

Otherworldly Patron (Su) 1st Level
You have struck a bargain with an otherworldly being of your choice. An Archfey from the First World, a Fiend from the Lower Planes, or a Great Old One from the Dark Tapestry. This pact is sealed through gifts from your supernatural patron called Invocations. A warlock possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows by spending a Resolve Point as a swift action, invocations cannot be used concurrently. The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). The save DC for an invocation (if it allows a save) is equal to 10 + half your mystic level + your Wisdom modifier.

Intensified Blast (Su) 3rd Level
To Warlocks the Eldritch Blast is their key spell. You can treat Eldritch Blast as a small arm for purposes of applying feats (such as Opening Volley or Shot on the Run) and making multiple attacks with a full action. In addition to this, you gain a unique weapon specialization with their Eldritch Blast, allowing you to add 1–1/2 × their character level to your damage rolls for the spell (instead of just adding their character level, as usual with weapon specialization).

Lesser Invocation (Su) 6th Level
You are gifted an additional invocation by your patron for a total of 2. At any level a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. You can replace a least invocation you know with a different least invocation (in addition to learning a new invocation, which could be either least or lesser).

Fiendish Resilience (Su) 9th Level
This pact has strengthened your resilience and provides you with a save bonus +1. The nature of the save is dependent on your patron: a Fey pact gains a Reflex Save bonus, a Fiend pact gains a Fortitude Save bonus, and a Great Old One pact gains a Will Save bonus. You may spend a Resolve Point to reroll a failed save corresponding to your pact bonus. You must spend 8 hours resting before you can use this feature again.

Greater Invocation (Su) 12th Level
You are gifted an additional invocation by your patron for a total of 3. At any level a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. You can replace a least or lesser invocation you know with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater).

Fiendish Resistance (Su) 15th Level
This pact has brought you closer to the Plane to which your patron resides. You gain an elemental resistance of 10. The nature of the resistance is dependent on your patron: a Fey pact gains sonic resistance, a Fiend pact gains fire resistance, and a Great Old One pact gains acid resistance.

Dark Invocation (Su) 18th Level
You are gifted an additional invocation by your patron for a total of 4. At any level a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. You can replace a least, lesser, or greater invocation you know with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

Eldritch Blast [0-6]
School evocation (force)
Casting Time 1 standard action
Range 60 ft.
Duration instantaneous
Saving Throw none; Spell Resistance yes

You hurl a blast made of magical eldritch energy at the target, making a ranged attack against its EAC. If you hit, you deal 1d3 force damage to the target. The damage that Eldritch Blast does is dependent on the spell’s level.

1st: When you cast Eldritch Blast as a 1st-level spell, it deals 2d4 damage to the target.

2nd: When you cast Eldritch Blast as a 2nd-level spell, it deals 3d4 damage to the target.

3rd: When you cast Eldritch Blast as a 3rd-level spell, it deals 4d4 damage to the target.

4th: When you cast Eldritch Blast as a 4th-level spell, it deals 5d4 damage to the target.

5th: When you cast Eldritch Blast as a 5th-level spell, it deals 6d4 damage to the target.

6th: When you cast Eldritch Blast as a 6th-level spell, it deals 8d4 damage to the target.

Invocations
A warlock may choose between four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. Additionally, if an invocation is labelled as a Pact invocation, only those who have made a pact with that otherworldly patron can choose that invocation.

Some invocations can modify a warlock’s eldritch blast. These are labeled “blast shape” or “eldritch essence”. They do not produce an effect on their own like regular invocations, but are used in conjunction with eldritch blast to generate an effect. They are permanent modifications to the spell and do not require the use of a Resolve Point, however you can have only one blast shape and essence invocation at any given time.

Least Invocations

  • Eldritch Focus
    (Eldritch Essence) Eldritch Blast gains the boost weapon special quality. Boost damage is dependent on spell level; +1d4 at level 1 and increasing by +1d4 each spell level after.
  • Eldritch Spear
    (Blast Shape) Blast range increases to 250 feet.
  • Hideous Blow
    (Blast Shape) As a full action you can channel your Eldritch Blast into one melee attack. This damage is in addition to any weapon damage that you deal.
  • Fey Presence (Fey Pact)
    Gain charm person as the spell.
  • Dark One’s Blessing (Fiend Pact)
    When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your warlock level (minimum of 1).
  • Awakened Mind (Old One Pact)
    Use detect thoughts as the spell.
  • Miasmic Cloud
    Create a 10-ft.-diameter cloud of mist that grants 20% concealment and fatigues those who enter on a failed Fortitude save. The effect lasts as long as the creature is within the cloud and for 1 round thereafter. The fog otherwise lasts for 1 minute.

Lesser Invocations

  • Eldritch Chain
    (Blast Shape) If the Blast hits it jumps from initial target to up to 4 secondary targets within 30 ft. You make a new attack against each subsequent foe that is both adjacent to the last target and within 30 ft., as long as you hit the previous foe.
  • Beshadowed Blast
    (Eldritch Essence) Target must make Fortitude save or become blind for 1 round.
  • Repelling Blast
    (Eldritch Essence) Eldritch Blast gains knockdown as a critical effect.
  • Curse of Despair (Fiend Pact)
    Curse one creature as the bestow curse spell, or if they make the save the curse still imparts a -1 penalty to ability checks, attack rolls, saving throws, and skill checks.
  • Misty Escape (Fey Pact)
    When you take damage, you can use your reaction to teleport up to 60 feet away leaving behind a puff of mist.
  • Voracious Dispelling (Old One Pact)
    Use dispel magic as the spell, causing 1 point of damage to creatures per level of the spell effect dispelled.
  • Walk Unseen
    Use invisibility (self only) as the spell, except the duration is 24 hours.

Greater Invocations

  • Eldritch Cone
    (Blast Shape) Blast takes the shape of a cone.
  • See the Unseen (Fey Pact)
    Gain see invisibility as the spell and darkvision.
  • Devour Magic (Old One Pact)
    Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
  • Enervating Shadow
    Gain total concealment in dark areas and adjacent living creatures must make a Fortitude save while this ability is active or take a -4 penalty to Strength for 5 rounds.
  • Tenacious Plague (Fiend Pact)
    Use Summon Creature as the spell, but can only summon Demons, Devils, or Shadow Creatures. You must summon three creatures from a level lower on the summoning list, but these three creature.
  • Warlock's Call
    Gain Telepathy as the spell.

Dark Invocations

  • Dark Discorporation (Fiend Pact)
    Become a swarm of batlike shadows, gaining many benefits of the swarm subtype. A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
  • Dark Foresight (Old One Pact)
    You are never surprised or flat-footed for 10 minutes. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves.
  • Eldritch Doom
    (Blast Shape) Blast affects all enemies within 20 feet.
  • Path of Shadow
    Use shadow walk as the spell and each hour that you spend shadow walking you regain hit points as if you rested for a full day.
  • Retributive Invisibility
    Use greater invisibility as the spell (self only) that deals damage in a 20 ft. burst radius if dispelled. This shockwave deals 4d6 points of sonic damage to all creatures and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect.)
  • Utterdark Blast
    (Eldritch Essence) Target must make Fortitude save or gain two negative levels.
  • Word of Changing (Fey Pact)
    Use baleful polymorph as the spell from the pathfinder core rulebook.


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.


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.


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.


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.


I fully support what you're doing. It looks pretty good. But I want to ask you if you seen the DAMORITOSH’S ARM HOST under the SYMBIEND in the Alien Archive. It's has "Frothing Rage (Ex): As a swift action, the creature gains a number of temporary Hit Points equal to the host’s CR or character level and gains the ability to make three attacks when making a full attack, though each attack takes a –5 penalty (instead of a –4 penalty). The rage lasts for a number of rounds equal to the host’s CR or character level, after which the host is fatigued for 10 minutes."
I have a feeling this is the direction Paizo is going to take raging in Starfinder.


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.


Thanks. I was trying to leave it vague so that the GM could decide what surfaces the portals would work on rather than say "the portals only work on surfaces made of moon dust" and then have to work those surfaces into a game. What do you think?


As someone who has also been trying to combine Star Wars and Starfinder, this is awesome!


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  • Portal Gun Mark I: Level 4; Price 2,330; Damage —; Range 60 ft.; Crit —; Capacity 40 charges; Usage 2; Bulk 1; Special —
  • Portal Gun Mark II: Level 8; Price 10,100; Damage —; Range 120 ft.; Crit —; Capacity 40 charges; Usage 2; Bulk 2; Special —
  • Portal Gun Mark III: Level 14; Price 79,800; Damage —; Range 200 ft.; Crit —; Capacity 80 charges; Usage 4; Bulk 2; Special —
  • Portal Gun Mark IV: Level 18; Price 410,200; Damage —; Range 400 ft.; Crit —; Capacity 100 charges; Usage 5; Bulk 2; Special —

The ASHPD or Portal Gun is a hand-held longarm which has the ability to manufacture two linked portals through which medium objects and creatures can pass. No matter the distance between them, any object which passes through one portal will emerge from the other and vice versa instantaneously. The portals can be placed on any surface large enough to accommodate them. Moving objects, or certain types of surfaces, will usually prevent the formation of a portal.

The ASHPD has two triggers, one for each of its two portals. It takes a standard action to create one portal, however on a full action you can create two linking portals (taking the normal penalties for dual attacks). ASHPD has an area effect, which causes you target a specific 5 ft. square on a Tactical battle map, rather than a specific creature. Treat this as a ranged attack against AC 5. If a creature is in the square, it must attempt a Reflex saving throw (10 + half the item level + the shooter’s Dexterity) or fall into the portal.

When the ASHPD is fired, a burst of colored energy is emitted from the barrel, corresponding to the colored portal it is intended to create. Upon striking the targeted surface, a portal is formed, surrounded by a colored ring. If the surface cannot accommodate a portal for whatever reason, the shot will dissipate in a shower of colored particles. If one portal is shot into its opposite, the portal will be formed next to the first one, assuming the surface has enough room for it to form; otherwise, it will dissipate as normal. The device can only create two portals at a time. If a third is fired, the other of its type will be automatically closed and a new link will be formed.


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.

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