Owen K.C. Stephens's Blog, page 65

June 24, 2020

Filling out the GammaFinder/FreedomFinder Tiered Powers (for Starfinder), Part 3

This whole week is about adding tiered powers to the list we have for use in GammaFinderFreedomFinder, or any other Starfinder-compatible campaign setting.


As I am sure you could predict, today we do precognition.


[image error]


Precognition

You can see into the complex weave of possible futures. Often you gain only a glimpse a moment before a relevant event, or see images and impressions that don’t make sense until their context evolves. As a result of your precognition you often have a slight advantage in the actions you take, represented by the ability invoke various bonuses you gain from your precognitive insights.

Tier 1: You can invoke your precognition a number of times per day equal to your tier. At tier 1 you have the options below. At higher tiers you gain both invocations which always count against your daily total), and some other abilities with their own limitations.

You can invoke precognition prior to any one initiative check to gain an insight bonus equal to half your tier (minimum +1).

You can invoke precognition prior to any one saving throw to gain an insight bonus equal to half your tier (minimum +1).

You can invoke precognition prior to any one skill check to gain an insight bonus equal to your tier.

Tier 2: You can cast augury once per days as a spell-like ability, using your character level as your caster level.

Tier 3: You can invoke your precognition as part of any attack roll. That attack ignores miss chances due to concealment, invisibility, or mirror image and similar effects.

Tier 4: When you make an initiative check, saving throw, or skill check without invoking your precognition, after you learn the result, you may immediately expend 1 Resolve Point as a reaction to retroactively add the appropriate bonus from your precognition and use the new total as your result. This counts against your total daily invocations of precognition. Once you do this, you cannot do so again until after you expend 1 RP to regain Stamina Points following a 10-minute rest.

Tier 5: When you use a consumable resource (such as ammunition or a grenade, serum, spell ampule, or even a spell you have with limited uses per day), and it has no effect (makes no change either intended or unintended), as a reaction you can invoke your precognition to not expend the resource. You do not get to take a different action instead. You cannot use this ability on precognition powers.

Tier 6: When you roll initiative, you can invoke your precognition to chance what equipment you have in each of your hands.

Tier 7: When you use your daily augury spell-like ability, you may choose to gain information as if you had cast divination instead.

Tier 8: When an ally within 60 feet who can see and hear you makes a saving throw, as a purely defensive reaction you can invoke your precognition to grant them a +4 insight bonus to their save.

Tier 9: When you use your daily augury spell-like ability, you may choose to gain information as if you had cast contact other plane instead.

Tier 10: Immediately after you take an action, as a reaction you can invoke your precognition to negate the action you took and all its effects. You can take another legal again in its place (this cannot be the same action repeated).


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Published on June 24, 2020 14:55

June 23, 2020

Filling out the GammaFinder/FreedomFinder Tiered Powers (for Starfinder), Part 2

This whole week is about adding tiered powers to the list we have for use in GammaFinderFreedomFinder, or any other Starfinder-compatible campaign setting.


Let’s get to barriers.


[image error]


(art by Maxim_Kasmin)


Barrier

You can create a solid barrier. You may choose for your barriers to take half damage from one damage type, but in doing so must make them vulnerable to one other (taking double damage). For example, if your barriers are walls of ice, you might choose for them to be resistant to cold damage, but take double damage from fire.

When you gain upgrades you may select one of the following.

*Increase range by 10 feet/level. You may select this upgrade more than once.

*Increase area radius by 10 feet. You may select this upgrade more than once.

*Increase barrier hardness by a value equal to your tier.

*Double the barrier’s duration if not destroyed.

*Increase your effective tier by 1 for calculating HP and size of the barrier. You may select this upgrade twice if you are tier 4 or higher, and three times if you are tier 8 or higher.

*Increase the number of separate barriers you can have active without paying a RP by 1.

*Gain fine manipulation, allowing you to put doors, windows, or firing slits in your barrier.

*Gain the ability to try to look like some other barrier (such as a wall of a house), allowing a Bluff check with a special additional bonus equal to your tier against the Perception check of observers.

*Gain the ability to cause your barrier to do damage equal to your tier to creatures that hit it with melee attacks, or to radiate that damage one one side for 10 feet. You must select one damage type (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic).

*Gain the ability for your barrier to be difficult to see, requiring a Perception check to notice before interacting with it (DC 10 +1/2 your character level +power tier). Otherwise, the barrier is obvious and blocks line of sight.


Tier 1: As a standard action you can create a barrier, the entirety of which must be within the range and area of your power. This power has a range of 10 feet/character level, and a 20-foot radius. The barrier lasts 1 minute if not destroyed.

You can normally only have 1 barrier active at a time. If you are 5th level or higher you can create additional barriers by expending a Resolve Point to create each barrier after the first.

The barrier is a number of 5-foot cubes no greater than your tier. The cubes must each connect along one side with at least one other cube. Alternatively you can have the barrier be a wall just one foot thick, in which case it is a number of 5-foot lines no greater than your tier and must be a contiguous line that follows the edge of squares.

The total barrier has hardness equal to your tier, and  HP equal to 5 × your tier.

Tier 2: You gain an upgrade.

Tier 3: The HP of the barrier is now per square, rather than for the entire barrier. It’s duration is now ten minutes if not destroyed beforehand.

Tier 4: You gain an upgrade.

Tier 5: The barrier gains resistance equal to its tier against all kinetic attacks, or all energy attacks, Alternative if you choose for your barrier to take half damage from one damage type, you may now make it immune to that damage type.

Tier 6: You gain an upgrade. It’s duration is now one hour if not destroyed beforehand.

Tier 7: You gain an upgrade.

Tier 8: You gain an upgrade.

Tier 9: You gain an upgrade. It’s duration is now 24 hours if not destroyed beforehand.

Tier 10: You gain an upgrade. Alternatively, you can now have the barrier have no maximum duration.


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Published on June 23, 2020 11:18

June 22, 2020

Filling out the GammaFinder/FreedomFinder Tiered Powers (for Starfinder), Part 1

Now that we have done a ranged attack tiered power, a lot of the most common mutant ability/supers powers from genre fiction is now available for GammaFinder, FreedomFinder, or any other Starfinder-compatible campaign setting.


But that just means we should turn out eyes on uncommon powers, to try to build a depth of options big enough for a range of concepts and characters to be built.


One obvious way to do that is to pick a popular character, and be inspired by their abilities to create new options. For example, if I choose a thunder god, I can see we already have a form of flight (though… maybe wings isn’t the best option), super-strength, toughness, ranged attacks, and weather control.


So, what about someone bitten by a radioactive weredrider?


[image error]


That gives us two new tiered powers, Danger Sense, and Entangle.


Danger Sense

Whether you have higher-honed training that allows you to detect danger, or some supernatural sixth sense that warns you of threats, you are extremely alert to danger.

Tier 1: Whenever you are about to take an action that would trigger a trap or hazard, you are automatically allowed to make a Perception check to realize the action will trigger a trap or hazard. The GM makes this check in secret. You are not told the nature of the threat that activates your danger sense, just that such a thing exists. If the trap or hazard would not normally allow a Perception check to detect it, the DC of your check is 20 +1.5x the CR of the trap or hazard.

You may choose to not take the action, in which case it is lost (you cannot select a different action instead.)

Tier 2: You add your tier to Perception checks to determine if you are surprised, and to notice traps or hazards. Additionally, when you fight defensively or take the total defense action, you gain an additional +2 bonus to AC and Reflex saves.

Tier 3: You take only a -1 penalty to AC for the flat-footed condition. Additionally when your tier 1 power warns you of a hazard or trap, you learn it’s CR, if it makes an attack or requires a saving throw (and weather it target EAC or KAC and what type of save), and whether it does damage (and if so what type) or imposes a condition or affliction (and if so, which ones).

Tier 4: When your tier 1 power warns you an action will trigger a trap of hazard, and you choose not to take that action, you may replace it with another appropriate action.

Tier 5: You do not take a penalty to AC for the flat-footed condition. Additionally, when you first meet a creature without taking an action you can make a Sense Motive check (DC 20 +1.5x creature’s CR) to know if they would qualify as a significant opponent if you fought them. This does not tell you their attitude toward you, or if they see you as a foe.

Tier 6: You add half your tier to Sense Motive checks.

Tier 7: You add half your tier to Initiative checks.

Tier 8: You gain a +1 insight bonus to AC and Reflex saves.

Tier 9: Your tier 1 power is now rolled whenever you are in a location of an encounter of with a CR equal to or greater than your level -4. On a successful check, you learn if the encounter is a hazard, trap, or “something else.” You do not learn the CR of the encounter, how likely it is to go off, or what triggers it. You do not roll for encounters not based on a location.

Tier 10: You are immune to the flat-footed and off-target conditions.


Entangle

You are capable of slowing down and wrapping up foes.

Tier 1: You can make a ranged attack against KAC. This has a range increment of 30 feet, is considered a small arm with an item level equal to your character level -2 (minimum item level 1), and on a hit causes the target to be flat-footed or off-target (your choice) for 1 round. On a critical hit, the target is entangled. The entangle lasts a maximum of 1d4 rounds.

Tier 2: You can now cause the target to be both flat-footed and off-target for 1 round.

Tier 3: Your entangle is now considered to have an item level equal to your character level -1 (minimum level 1).

Tier 4: You can now entangle a target if your attack exceeds the KAC by 8 or more. If it is a critical hit, the DCs for them to escape are increased by +1.The entangle lasts a maximum of 1 minute.

Tier 5: Your entangle is now considered to have an item level equal to your character level.

Tier 6: You can now entangle a target if your attack exceeds the KAC by 4 or more. If it is a critical hit, the DCs for them to escape are increased by +2. The entangle lasts a maximum of 10 minutes.

Tier 7: Your entangle is now considered to have an item level equal to your character level +1

Tier 8: You can now entangle a target if your attack hits. If it is a critical hit, the DCs for them to escape are increased by +4. The entangle lasts a maximum of 1 hour.

Tier 9: Your entangle is now considered to have an item level equal to your character level +2

Tier 10: You can now use this attack to perform combat maneuvers at range.


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Published on June 22, 2020 14:21

June 19, 2020

Weapon Upgrade Pricing for Starfinder

Here’s the final post for the week, playing with fun options for the weapon damage benchmarks per level for Starfinder I posted on Monday.


Since those benchmarks allow you to determine the damage of nearly any weapon at any item level (grenades and special weapons are special cases), they are half of what we need to allow you to upgrade Starfinder weapons. If you want to have your laser pistol be improved so it does more damage, just select an item level on the EAC small arms table with a benchmark that’s better than your current damage, and increase the pistol’s item level to match.


The big question left, of course, is “how much does that cost?”


Enter the Weapon Upgrade Pricing chart.


To determine the cost of such an upgraded weapon, find the first value on the chart that is more than it’s current cost. Then go three steps down the chart from there for each increase in item level. That entry is the new value of the weapon. Pay the difference between that new value and your original value, and your weapon is upgraded. (Upgrading a weapon requires the same time, resources, and skill at building a weapon of the new item level from scratch).


[image error]


[image error]


(art by 3droman)


For example: Carl has a 5th level wyrmling dragon rifle, a longarm which does 1d8 fire damage and costs 3,020 credits. But his character is 7th level, has money to spare, and he wants to upgrade the weapon. Looking at the benchmark table, he sees that if he upgrades his longarm to 7th level, it’ll do 2d6 damage. Much better!


His friend Ali the mechanic has the ranks and tools to do the upgrade. All Carl needs to know is the price.


Looking at the Upgrade Pricing Chart, he sees the first value higher than 3,020 is 3,250. Since he increased two item levels he needs to go six steps down the chart, which is 7,000 credits. Since his weapon currently has a value of 3,020, he needs to pay the difference — 3,980 credit (likely in UPBs) to get the weapon upgraded.


Weapon Upgrade Pricing Chart

Credits

100

250

400

500

750

1000

1,175

1,350

1,500

1,750

2,000

2,250

2,500

2,750

3,250

3,750

4,125

4,500

5,250

6,000

7,000

8,000

9,000

10,000

11,000

12,500

14,000

15,500

17,000

19,000

21,000

23,000

26,000

30,000

34,000

38,000

42,500

37,000

52,000

60,500

69,000

78,000

92,000

106,000

120,000

140,000

160,000

180,000

210,000

240,000

270,000

310,000

350,000

400,000

465,000

530,000

600,000

700,000

800,000

900,000

1,050,000

1,200,000

1,500,000


You can also use the chart to estimate the cost of other kinds of equipment such as armor and even magic items… but that’s a different article!


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Published on June 19, 2020 10:02

June 18, 2020

Weapons in DungeonFinder (Starfinder variant)

So, Monday I posted a big entry with long lists of tables that gave benchmark damage values for weapons of all types at all item levels in Starfinder, and mentioned there were lots of fun things we could do with a list like that. Here’s another one.


We can eliminate weapon damage being primarily determined by item level.


There are lots of good and well-thought out reasons why damage is tied to item levels in Starfinder, and it works great for the core game, but it makes some setting hacks harder to pull off. In particular, it doesn’t work well for genres that encourage players to get attacked to specific weapons (the Colt revolver Shanna the Gunslinger left you when she rode back into the Outlands, or the longsword your Grandfather carried in the aberration wars two generations ago, and so on).


So, let’s say we wanted to use Starfinder for a pure fantasy campaign, rather than science-fantasy. Perhaps a game set in Solstice, with charters constantly looking for new dungeons to explore.


We’ll call is DungeonFinder… for now.


And we want people to fight with swords and axes and bows in DungeonFinder, rather than plasma sabers and laser pistols. So, first, we make a few fantasy weapons. (This isn’t an exhaustive list, just a short set of examples).


For now we’ll list the prices in “cr,” which could stand for credits, crown coins, copper reals, or whatever. For this example we can treat 1-handed and 2-handed as properties for now (to keep these on fewer charts), allow boost on things without charges, and list the range increment of thrown weapons after the thrown property.


[image error]


Basic Melee Weapons

Weapon  Item Level  Cost    Damage  Critical           Bulk Properties

Club                  0             0 cr       1d2 B         Knockdown   1        1H, Thrown (10 ft.)

Dagger             1             10 cr     1d3 S                                   L       1 H,  Thrown (15 ft.)

Mace                1             25 cr      1d4 B         Knockdown   1       1H, Boost (1d4)

Maul                1             10 cr      1d6 B         Knockdown   2       2H, Boost (1d6), unwieldy

Spear, light     1             15 cr      1d4 P                                  L       1 H, Reach

Spear, heavy  1             25 cr      1d6 P                                  1       2 H, Reach

Staff                 1             5 cr        1d4 B         Knockdown   1       2H, Block

Stiletto             1             50 cr      1d3 P        Bleed (1d3)     L       1H, Conceal, operative

Torch               1             1 cr         1d2 B & F Burn (1d3)     L       1 H, One 1-hour charge


Advanced Melee Weapons

Weapon  Item Level  Cost    Damage  Critical        Bulk     Properties

Battle Axe        1             50 cr     1d6 S      Wound          1           1 H, boost (1d6)

Great Axe        1            100 cr    1d10 S   Wound           2           2 H, boost (1d6), unwieldy

Great Sword   1             110 cr   2d4 S      Bleed (1d8)   2           2 H

Short Sword   1             30 cr     1d6 S      Bleed (1d4)   L           1 H

Longsword     1             50 cr      1d8 S     Bleed (1d6)   1            1 H

Rapier              1            150 cr     1d6 P     Demoralize  L           1 H, Block, feint, operative


THEN, we say if you are proficient with a weapon, when using it you do either its listed damage, or damage from the appropriate benchmark table using your class level (or perhaps equal to your base attack bonus if we want to give soldiers more of an edge) as the item level.


Magic weapons can have fusions… or really powerful ones could actually do damage at +1 or +2 levels on the benchmark chart.


[image error]


Slings and throw darts can be Small Arms. Crossbows and longbows Long Arms.


But MAGIC WANDS can be small arms too! Your cogamancer might have a wand of lighting that’s just a 1d6 ranged electricity attack with arc on it…


[image error]


This allows for a HUGE range of weapons, all of which need only be designed as a single item level, since damage will scale automatically.


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Published on June 18, 2020 14:19

June 17, 2020

Ranged attack tiered power for GammaFinder/FreedomFinder (Starfinder)

This week we’re looking at fun ways to utilize the Starfinder weapon damage benchmarks I posted Monday. that gave benchmark damage values for weapons of all types at all item levels in Starfinder, and mentioned there were lots of fun things we could do with a list like that. Here’s one of them.


It’s a new Tiered Mutation for GammaFinder and/or FreedomFinder. This specifically makes sure that if you take the power at tier 1 it’s of modest use throughout your career, while if you somehow manage to get it at tier 6 even at low levels that’s impressive, but doesn’t break the game.


[image error]


(Mecha-Man, defender of Europa City, prepares to unleash his Voltaic Blast)


Ranged Attack (Ex)

Be it optic beams, laser fingers, ghost bullets, flame gouts, or somethign even more esoteric, you have an innate ranged attack.

Tier 1: You gain an innate ranged attack that does one type of damage you select (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic). Select a ranged weapon category with which you are proficient (small arms, longarms, or heavy weapons). Your attack does damage as a benchmark for that weapon two levels below your class level (using the EAC or KAC chart based on your damage type), and is treated as a weapon of that type with an item level equal to your character level. You can choose for your attack to be a line or blast (reducing the benchmark damage appropriately, to a minimum level of -3).

The attack has a range increment of 30 feet (or a total range of 60 feet if a line, and 30 feet if a blast).

You gain two customization. This may be one critical hit effect and one weapon. special property, to two weapon special properties You are limited to the following options:

You may have one of the following critical hit effects: arc, bleed, blind, burn, corrode, deafen, demoralize, fatigue, knockdown, leech, pulse, push (10 feet), sicken, staggered, or stifle. Any critical hit that does additional damage (arc, bleed, burn, corrode, pulse, ) does damage equal to 1d6, +1d6 per 5 character levels you possess. If you can additional critical hit effects later, you can still only apply a single critical hit effect on any given attack. You can add a critical hit effect you qualify for to a specific critical hit as a Power Stunt (rules coming soon for power stunts).

You may add one of the following weapon special properties;  breach, bright, echo, force, harrying, nonlethal, penetrating (rating equal to your character level), sniper (double range increment), stun, underwater, and variant boost (+1d6, +1d10 at 5th level, plus and additional +1d10 every 5 levels thereafter, uses/day equal to your tier). You can also increase your range/range increment by +50% in lieu of one weapons special property. You can select this customization a number of times equal to half your tier.

Tier 2: You gain an additional customization. You may change any previous customization, as well.

Tier 3: You now do benchmark damage (and have an effective item level) equal to your character level -1.

Tier 4: You gain an additional customization. You may change any previous customization, as well. You can now select the nauseate, second arc, stunned, or wound critical hit effect, or aurora weapon special quality as one of your customization.

Tier 5: You now do benchmark damage (and have an effective item level) equal to your character level.

Tier 6: You gain an additional customization. You may change any previous customization, as well. In lieu of a customization, you may choose to add a second damage type. Your attacks can do either damage type, or both, as you prefer.

Tier 7: You now do benchmark damage (and have an effective item level) equal to your character level +1.

Tier 8: You gain an additional customization. You may change any previous customization, as well.

Tier 9: You can now expend a Resolve Point to force a target you hit to make a Fortitude save or Reflex save (DC 10 +1/2 your effective item level + your key ability score) or suffer your critical hit effect. This is not otherwise considered a critical hit.

Tier 10: You now do benchmark damage (and have an effective item level) equal to your character level +2.


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Published on June 17, 2020 15:04

June 16, 2020

Fun with Starfinder Damage Benchmarks

So, yesterday I posted a big entry with long lists of tables that gave benchmark damage values for weapons of all types at all item levels in Starfinder, and mentioned there were lots of fun things we could do with a list like that. Here’s one of them.


We can scale weapon damage without having pre-written weapons.


For example, here’s a new version of the hammer fist ability from the soldier’s armor storm fighting style.


Hammer Fist (Ex) – 1st Level

You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove with an item level equal to or lower than your soldier level. Calculate damage for these attacks using the 1-handed basic melee benchmark damage, and adding bonuses as if you had the melee striker gear boost. If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).


[image error]


(art by photoslaz)


With the core rulebook version of hammer fist, you have long dead levels where your damage with this ability doesn’t keep up. Now it goes to 1d6 at 2nd level and so on, keeping up with relevant weapons you could gain at those levels.


We can now also create class features that allow you to exceed the limits of your weapon’s damage, built on the idea a character *can* get access to an item up to their level +2, without creating some stacking nightmare that could be combined with higher-level gear to break the game.


Let’s say we wanted a Melee Weapon Master archetype, and we wanted them to do more damage with their melee weapon than other folks. The archetype can require to you to focus on an advanced melee weapon type, and then give you advantages with it.


Masterwork Damage (Ex): When using a weapon of your focused type that has an item level no greater than your character level, you may do more damage with it. Find the benchmark damage* matching your advanced melee weapon (KAC or EAC, 1-handed or 2-handed). You deal damage one level above your weapon’s benchmark.

*If your weapon damage dice do not exactly match a listed benchmark, your benchmark damage is considered to be the highest damage dice that have an average result that does not exceed your weapon’s damage dice’s average result. For example, if using a 1-handed EAC advanced melee weapon that does 1d20 damage, your benchmark damage is considered to be 3d6 (average of 10.5), as that is the highest total that does not exceed your weapon’s average (also 10.5). You would thus do 3d8, one benchmark level higher, when using this ability.


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Published on June 16, 2020 12:33

June 15, 2020

They Killed Me, Again, Today

They killed me again, today.


I suppose I should be used to it by now. I mean, anytime anyone comes to the old carnival grounds, or the camp and lake next door, it always ends up with me getting killed again.


I mean, yes, the first time was legitimately surprising. I put on the dead firefighter’s gas mask and coat to help get those campers out of the burning building, not hurt them. But I guess when you catch on fire, roll around in plastic tarps to put it out, and get covered in patchy molten tarp cloth, you look a little scary.


Especially when you have a 4-foot long flaming bill hook hedge cutter in your hand.


So, sure. I get that they thought I was a vengeful spirit come to drag them to hell. I don’t think they needed to wrap a chain around me, hook it to a pickup truck, drive to the lake and jump out just as it went off the dock, so I was pulled underwater and drowned in brackish muck, but at least I get it.


And I guess if you are dumb enough to run an illegal underground carnival and blare intentionally Satanic lyric over the loudspeakers, and that actually DOES raise a vengeful spirit in the form of one wet dude with a patchy coat, mask, and flaming bill hook, you might decide to “douse its hellfire” before discovering I was vengeful about poor OSHA compliance from the original carnival’s corporate owners. I still think dumping the illegally-stored tanks of liquid nitrogen on me was taking it a bit far, though.


So I confess, when one of the things stored in the liquid nitrogen turned out to be a human regeneration formula that brought me back as an infectious zombie… rotting flesh visible through the broken gas mask (but still with the same patchwork coat and flaming bill hook — Black and Decker, man, it’s a quality brand), I was pretty sure it was going to go badly for me. So, yes, I lurked a bit as the urban explorers took pictures of my stomping grounds. I didn’t want to get frozen or drowned again! But when i saw they had mobile phones, I did try to ask them to call for help!


Turns out, enunciation is tricky with a rotting, burned, flash-dried tongue.


No drowning, at least. Getting fed into a wood chipper, mixed with mulch, and spread over the baseball field was hellishly painful, especially since as a regenerating mutant undead spirit of vengeance I was still aware the whole time, but at least I was outside. Some nights it was quite nice.


I DO feel bad for terrorizing people when that freak storm dropped a phone line onto the field and I was sucked into cyberspace and tried to kill people using the internet. But what can I say, it was the 1990s, and netiquette for horror monsters wasn’t really codified yet.


And then the seance, being reverse-possessed by the brother of my first “victim,” the attempt to recreate the serum by cloning me, turning out not have been killed but just in hibernation for 7 years while digesting a guys liver, the SECOND clone of me, the group of multi-denominational priests who summoned me just so they could destroy me “once and for all,” the alien parasite…


I gotta be honest, I’m not even sure I didn’t hallucinate that last one.


So when I reformed from a single drop of my original burning blood and found a mock-up of my original mask and coat in the roadside attraction based on my exploits (but with the SAME bill hook — *man* those people can make gardening tools!), I should have know that moving away from everyone and everything wasn’t going to be enough.


At least someone ought to be able to make a cool movie out of all that cell phone footage those kids got of me and themselves before the fungus that grows on my mutant undead body turned them all into homicidal killers and they did each other in.


And chained me to a bigger truck, and drove me into a bigger lake.











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Published on June 15, 2020 19:39

Weapon Damage Benchmarks for Starfinder

The following tables are benchmarks for how much damage a typical weapons of a specific type should do at each item level. This is the result of a LOT of work, which I have been doing literally for a couple of years. These numbers are based on creating weapons that match the mathematical assumptions behind combat in Starfinder, so if you have a weapon within a few item levels of your character level, you are within the range of combat effectiveness the game assumes when determining enemy AC and HP.


[image error]


Of course such a system is not perfect. You can tell just by looking at it that it doesn’t perfectly recreate weapons in Starfinder, especially weapons of item level 5 or less. This is because lower-level weapons are, in fact, too good for the “assumed math” of Starfinder. An optimized 1st-level character can often kill a CR 1 or less foe in a single slightly-luckier-than-average shot. This is never the case at higher levels, and that’s intentional. Essentially when designing this system, low-level fights being easier for low-level characters than mid- and -high level fights are for mid- and high-level characters was considered an acceptable consequence of not wanting to say a 2-handed doshko does 1d6 to 1d8 damage.


Those issues even out at higher item levels, and even so these numbers provide weapons within the rough range of “useful.” That’s going to be important with some interesting things we’re going to do with these values as the week progresses.


*There are assumptions built into these numbers:

*These values assume typical range increment, usage, critical hit effect, and cost.

*A line does damage equal to a weapon three levels lower.

*A blast does damage equal to a weapon four levels lower.

*An unwieldy weapon does damage equal to a weapon two levels higher.

*A typical weapon has a single moderate critical hit and 1-2 positive special qualities. A weapon with none of these can do increased damage, but not as much as a 1-level shift. A weapon with wound, severe wound, or stunned and 1-2 positive special qualities, or with 3 or more special qualities, does damage equal to a weapon one level lower. Being unusually cheap, having a better-than-average range, or having unusually low usage count as a special quality, while the inverse can negate the impact of a special quality.


Weapons of level 9 or less should not have wound, severe wound, or stunned. No weapon should have more than one critical hit effect.


[image error]


Single Target, Ranged KAC Weapons


Item                     


Level     Heavy   Longarm   Small Arm


-3            1d2         1 pt.       1 pt.


-2            1d3         1d2         1 pt.


-1            1d4         1d3         1 pt.


0              1d6         1d4         1d2


1              1d8         1d6         1d3


2              2d4         1d8         1d4


3              1d10      2d4         1d4


4              1d12      1d10      1d6


5              2d6         1d12      1d8


6              2d8         2d6         1d8


7              3d6         2d8         1d12


8              3d8         3d6         2d6


9              3d10      2d12      2d8


10           5d6         3d8         2d10


11           5d8         4d6         3d6


12           7d6         4d8         3d8


13           7d8         4d10      4d6


14           8d8         5d10      4d8


15           9d8         6d10      6d6


16           10d8      7d10      5d8


17           10d10    8d10      6d8


18           11d10    9d10      7d8


19           12d10    10d10    8d8


20           13d10    11d10    9d8


21           14d10    12d10    10d8


22           15d10    13d10    11d8


Single Target, Ranged EAC Weapons


Item                     


Level     Heavy   Longarm   Small Arm


-3            1 pt.       1 pt        1 pt.


-2            1d2         1 pt.       1 pt.


-1            1d3         1d2         1 pt.


0              1d4         1d3         1d2


1              1d6         1d4         1d3


2              1d8         1d6         1d3


3              2d4         1d6         1d4


4              1d10      1d8         1d4


5              1d12      1d8         1d6


6              2d6         1d10      1d8


7              2d8         2d6         2d4


8              3d6         2d8         1d10


9              4d6         4d4         2d6


10           5d6         3d6         3d4


11           4d8         3d8         2d8


12           6d6         3d10      3d6


13           5d8         5d6         2d10


14           6d8         4d10      2d12


15           7d8         5d8         3d8


16           6d10      7d6         3d10


17           7d10      8d6         4d8


18           8d10      6d10      4d10


19           9d10      7d10      5d8


20           10d10    8d10      5d10


21           11d10    9d10      6d10


22           12d10    10d10    7d10


[image error]


Single Target Melee KAC Weapons


Item        1-handed            2-handed                                          1-handed            2-handed


Level     Advanced            Advanced            Operative          Basic                    Basic


-3            1d2         1d4         1 pt.       1 pt.       1d2


-2            1d3         1d4         1 pt.       1 pt.       1d3


-1            1d3         1d4         1 pt.       1d3         1d3


0              1d4         1d6         1d3         1d4         1d4


1              1d4         1d6         1d3         1d4         1d6


2              1d6         1d6         1d4         1d6         1d6


3              1d6         1d8         1d4         1d6         1d6


4              1d8         1d8         1d4         1d6         1d8


5              1d8         1d10      1d6         1d8         1d8


6              2d4         2d6         1d6         1d8         1d10


7              2d6         2d8         1d8         1d10      1d12


8              2d8         3d6         2d4         1d10      2d8


9              3d6         4d6         2d6         2d8         3d6


10           4d6         5d6         3d4         2d8         3d8


11           5d6         4d8         2d8         2d10      4d6


12           4d8         6d6         3d6         3d8         5d6


13           6d6         7d6         3d8         3d10      4d8


14           6d8         9d6         4d6         4d8         5d8


15           9d6         10d6      5d6         5d8         8d6


16           10d6      11d6      6d6         6d8         9d6


17           12d6      13d6      7d6         7d8         10d6


18           14d6      15d6      8d6         8d8         12d6


19           16d6      17d6      9d6         9d8         13d6


20           18d6      20d6      10d6      11d8      15d6


21           20d6      22d6      11d6      12d8      17d6


22           22d6      25d6      12d6      13d8      19d6


[image error]


Single Target Melee EAC Weapons


Item        1-handed            2-handed                                          1-handed            2-handed


Level     Advanced            Advanced            Operative          Basic                    Basic


-3            1 pt.        1d2         1 pt.       1 pt.       1 pt.


-2            1d2         1d3         1 pt.       1 pt.       1 pt.


-1            1d2         1d3         1 pt.        1d2        1 pt.


0              1d3         1d4         1d3         1d3         1d3


1              1d3         1d4         1d3         1d3         1d3


2              1d4         1d4         1d3         1d3         1d4


3              1d4         1d6         1d3         1d3         1d4


4              1d4         1d6         1d3         1d3         1d4


5              1d6         1d8         1d4         1d4         1d6


6              1d8         1d10      1d4         1d6         1d8


7              1d10      2d6         1d6         1d8         1d10


8              1d12      2d8         1d8         2d4         1d12


9              2d8         3d6         2d4         1d10      2d6


10           3d6         3d8         1d10      1d12      2d8


11           3d8         4d6         1d12      2d6         3d6


12           4d6         4d8         2d6         2d8         2d10


13           5d6         6d6         2d8         3d6         3d8


14           5d8         7d6         3d6         3d8         4d6


15           6d6         6d8         3d8         4d6         5d6


16           6d8         7d8         4d6         4d8         5d8


17           7d8         8d8         5d6         6d6         6d8


18           8d8         9d8         4d8         7d6         7d8


19           9d8         10d8      6d6         9d6         8d8


20           10d8      15d6      7d6         10d6      9d8


21           11d8      17d6      8d6         12d6      10d8


22           12d8      19d6      9d6         13d6      11d8


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Projects this big (involving this much math and art) are impossible without the support of my Patrons! Of you find any of my content useful, from this to videos to the #RealGameIndustry hashtag on social media, please consider backing me on Patreon even just for a few dollars a month.


 

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Published on June 15, 2020 16:50

June 10, 2020

Save to Negate Fun? (Starfinder)

(A prelude — I moved cross-country last week. I had expected to be up and running my blog by Monday… and was not. further while we have arranged for connectivity at the new house, there seem to be some issues. Long story short, this is a Week’s Worth of blog posts — a 750+ word article for Monday on the basic concept and design concerns, then 4 days worth of looking at specific spells in short snippets.


My hope is that by June 15th, i can go back to giving you these things daily.

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Published on June 10, 2020 09:58

Owen K.C. Stephens's Blog

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