Powers of the Past
Rules and builds to bring fantasy tropes into Starfinder
Compatible with the Starfinder Roleplaying Game published by Paizo Inc.
Written by Sam Zimmerman
Cover art: Paladin by Shinfei
Fantasy Themes for Starfinder
Starfinder is a new system bringing science fiction and fantasy together in an entirely unique setting. The goal of this homebrew is to better represent the Pathfinder fantasy themes using the Starfinder ruleset. I believe that Starfinder is a much better rules system, but there are a large number of fantasy themes that aren't available to Starfinder characters. The goal of this document is to allow you to access all of the primary flavors of the Pathfinder iconic characters from the Starfinder ruleset, and to provide some rules for bringing fantasy items into the Starfinder universe.
You will notice that in the previous statement I claim to bring the primary flavors of the iconics, and not their mechanics. This document does not directly port the Pathfinder classes into Starfinder, rather attempts to use as much core Starfinder material as possible with some additional homebrew. For example, I do not add an "Oracle" class. Instead, I provide new connections for the Mystic to better fit with the main themes of the Oracle. I feel that this method is far healthier for the long-term state of Starfinder, easier for GMs to accept into their games, and easier for new players to merge with an existing system.
Golarion in Crisis
One of the campaigns I am most excited to run is about the opening of the Gap and the disappearance of Golarion. After contemplating how to do this, I realized that in order to have a Starfinder campaign take place on Golarion, there would need to be significantly more support for the "old" archetypes. While laypeople would now have access to televisions, high speed transportation, holograms, and advanced medicine, your adventurers could be exploring ancient ruins and find powerful magical artifacts (+5 vorpal longsword) or interact with denizens of the old world (a hidden temple full of monks). To this end I wanted a balanced and consistent way to translate the more common fantastic TTRPG tropes into the Starfinder ruleset.
New Archetypes
One of my favorite features of the Starfinder rule set is the multi-class archetypes. In this chapter I introduce four new archetypes: the Blood Channeler, Blastmaster, Curse Chosen, and Mounted Terror.
Blood Channeler
While the vast majority of people need to work and study to gain their abilities, you are able to draw your power from deep within yourself. Some powerful force interacted with your family, and its influence has manifested itself in you. These abilities are unrefined and often chaotic, and it takes a disciplined mind to control their raw engery.
The power of the Blood Channeler can manifest in almost any class. Humans are the most common race to have a powerful influence in their ancestry, though it is not uncommon for other races to show the influence.
Alternate Class Features
The Blood Channeler gains class features at 2nd, 4th, 6th, 9th, 12th, and 18th levels.
Bloodline (Ex, Sp or Su) [2nd, 6th, 18th Levels]
At second level you choose a bloodline. These bloodlines provide you with specific abilities tied to their influence on your ancestry. You gain a bloodline power at level 2, level 6, and level 12.
Call of the Ancestors (Su) [4th Level]
Your connection with your past has grown stronger, to the point where you can call upon the wisdom of your ancestors to help guide your actions. Once per week you can cast Augury as a spell like ability without expending Resolve. This casting has all the same restrictions and capabilities as the original spell.
Spirit Guide (Su) [9th Level]
You gain a Spirit Guide that assists you during combat. The spirit's presence focuses your mind, granting you a +2 bonus on all attack rolls and a +2 bonus to Will saving throws. A Blood Channeler can use this ability for a number of rounds equal to 4 + your key ability score modifier. You can dismiss your Spirit Guide as a free action, and are fatigued for 1 minute afterwards.
Energy Overload (Su) [12th Level]
You are able to tap into your internal reserves of energy to achieve incredible displays of power. If you have 0 Resolve remaining you can activate an ability or spell that requires Resolve by instead expending 5 stamina per Resolve point.
Bloodlines
At level 2 a Blood Channeler chooses a bloodline. The elemental bloodline is presented below, and additional bloodlines are presented on pages X, Z and Y.
Elemental
The elemental forces run through your veins, empowering your abilities and allowing you to create powerful elemental effects.
Element | Energy Type | Elemental Movement |
---|---|---|
Air | Electricty | Fly 60 feet (good) |
Earth | Acid | Burrow 30 feet |
Fire | Fire | +30 feet base land speed |
Water | Cold | Swim 60 feet |
Elemental Strike (Sp) [2nd Level]
At 2nd level you choose an element, either air, earth, fire or water. Once chosen this cannot be changed. As a standard action you can make a ranged ray attack against the target's EAC. This deals 1d6 energy damage of your chosen element's energy type. This damage increases to 2d6 damage at level 4, 3d6 damage at level 8, 5d6 damage at level 12, 10d6 damage at level 16, and 19d6 damage at level 20. This attack has a range increment of 20 feet.
Elemental Movement (Su) [6th Level]
You gain an additional movement ability corresponding to your chosen element (see the table above). You can activate this movement capability as a swift action, and can activate this ability a number of times per day equal to your key ability score modifier. Once activated you have the listed movement type for 1 minute or until dispelled.
Elemental Form (Su) [18th Level]
You gain a permanent aspect of your chosen element. You gain immunity to critical hits and to damage of your chosen energy type. Any creature striking you with its body or a melee weapon takes 3d8 damage of your chosen energy type. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.
Blastmaster
Your curious nature and perchant for destruction have lead you down a path of the amateur bomb-maker. This dangerous and destructive path can be highly rewarding, but the instability of homemade explosives can proove deadly if not handled correctly.
Blastmasters are often byproducts of insatiable curiosity or a draw for power, leading many Technomancers and Soldiers down the path of the Blastmaster. Ysoki and Vesk are the most common Blastmasters, though other races are not uncommon.
Alternate Class Features
The Blastmaster gains class features at 2nd, 6th, and 12th levels.
Homemade Explosives (Ex) [2nd Level]
You discover how to make your rudimentary explosives stable enough to use. You can spend 1 hour of work to make a number of bombs equal to your class level + your key ability score modifier. These bombs last until you take an 8 hour rest to regain Resolve and health. Only Blastmasters have the proper motor skills to effectively use these bombs. Any bomb thrown by a character who is not a Blastmaster has a 50% chance to not explode.
These bombs are considered grenades for all feats, abilities, and effects that modify grenades. These bombs deal damage as a Frag Grenade I, which increases at levels 5, 9, 11, 15, 17, and 19 up to Frag Grenade VII. These bombs deal damage in a 5 foot radius insead of 15 foot.
All grenades thrown by you have their DC increased by your key ability score modifier.
Focused Explosions (Ex) [6th Level]
You can modify a grenade before you throw it. By spending a swift action before you throw a grenade, you can change the shape of a grenade's explosion to a cone. Double the size of the explosion and change its explosion shape to a cone. A 5 foot radius burst would instead become a 10 foot cone, and a 15 foot radius would become a 30 foot cone. If the attack is successful, you may choose any direction for the cone to eminate from the targeted corner. If the attack misses, treat the grenade as a missed thrown weapon as usual and roll an additional 1d8 to determine the direction of the explosion. The direction of the cone is determined in the same method as missing with a thrown weapon.
Impurities (Ex) [12th Level]
You are able to engineer the impurities in your bombs to create additional effects. When you create bombs using your Homemade Explosives ability, you can add any of the following conditions: blinded, confused, or stunned. Any bombs with a condition deal half damage. Only one condition may be applied to any single bomb.
Curse Chosen
Whether through meddling with unknown forces or simply through bad luck, some adventurers find themselves the target of a powerful curse. Some are able to turn these detriments to their advantage and are deemed Curse Chosen. Human and Lashunta Magic users most often become Curse Chosen, though any race and class may receive punishment for meddling with forces they do not understand.
Alternate Class Features
A Curse Chosen character gains alternate class features at 1st, 2nd, 4th, 6th, 9th, 12th, and 18th levels. At level 1 they must choose their curse, but do not lose any class feature until level 2 when they proceed with the archetype as normal.
Curse (Su) [1st, 2nd, 6th, 12th Level]
At level 1 you choose your Curse. This cannot be changed or removed except through direct divine intervention. Losing your Curse prevents you from using any powers granted by the Curse Chosen archetype. At levels 2, 6 and 12 you gain abilities based on the Curse chosen, and your chosen Curse provides additional Hexes to choose from at the appropriate level. A list of available curses is provided on page PAGE.
Minor Hex (Sp) [4th Level]
You have become attuned with your cursed nature and are able to imbue other creatures with smaller curses called Hexes. At level 4 you may choose one of the following Hexes. All hexes require a standard action to use, have a range of 30 feet and require a Will saving throw (DC 10 + character level + key ability score modifier) to resist unless stated otherwise. All Hexes are mind-affecting effects.
Hex of Simpleness
You target a single creature with confusing thoughts and emotions. If your target fails their saving throw they take a -4 penalty on intelligence and charisma based skill checks for 2d6 rounds.
Hex of Terror
You may target a single creature with a terrifying stare. If your target fails their saving throw they become shaken for 1d6+1 rounds.
Hex of Senselessness
You blast an single target overwhelming their senses. A target that fails a Fortitude saving throw is dazzled and deafened for 1d6+1 rounds.
Major Hex (Sp) [9th Level]
At 9th level you may select a second hex. The two below hexes are added to the list of possible choices, and the duration of all minor hexes are doubled.
Hex of Failure
You may target a creature to reduce their likelihood of success. As a reaction after an enemy rolls a d20 you may reduce the result of their roll by 4. Regardless of the result of your target's saving throw they are immune to this hex for 1 hour. You may spend a resolve point when casting to reduce this immunity to 1 minute.
Hex of Apathy
You reduce a target's creature desire to continue its current course of action. On a failed saving throw the target creature is dazed for one round. The effort of this hex leaves the caster staggered for the same duration. You may use a resolve point to negate the staggered condition.
Superior Hex (Sp) [18th Level]
At 18th level you may select two additional hexes. The below hex is added to the list of possible choices and the duration of all minor hexes increases to triple the original duration.
Hex of Weakness
You curse the target's mind to attack their own body, preventing them from taking action while they are under this effect. A target that fails their saving throw is nauseated for 1d4+1 rounds, and a target that succeeds their saving throw is sickened for twice that duration.
Curses
At level 1 you choose a curse. Each curse grants benefits at levels 2, 6 and 12, as well as a hex to add to the list of possible choices at the level specified. The curse of blindness and curse of the truthful are shown below, and additional curses are shown on pages X, Y and Z. The DC of hexes granted by your curse are two higher than the generic curses.
Curse of the Truthful
Hex of Truth [Minor Hex]
A targeted creature is compelled to tell the truth. This ability acts as the zone of truth spell, except that it can only target a single creature and that creature can never leave the zone.
Level 1 (Su)
You are constantly compelled to speak truthfully in all aspects. If you ever knowingly speak a falsehood you are nauseated for 1 round. This effect is suppressed if you are magically compelled to speak against your will or are unaware that your statement is false.
Level 2 (Ex)
Due to your honesty you may roll all Diplomacy checks twice and take the better result.
Level 6 (Su)
While affected by a mind-affecting effect you gain additional saving throws to resist the effect. You gain an additional saving throw 3 rounds, 6 rounds, 10 rounds, and each minute after you are first affected by the spell or ability.
Level 12 (Su)
At level 12 any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your key ability score modifier (minimum 1) for 24 hours. If the creature directly attacks you during that 24 hour period, it becomes confused for 1 minute immediately afterward.
Curse of the Wounded
Hex of Lameness [Minor Hex]
You target a single creature and force their brain into believing it has received serious injury. If your target fails its saving throw, all of its movement speeds based on physical characteristics are reduced by half for one hour (i.e. this would not affect the fly speed of a creature wearing a jet-pack, but would affect the fly speed of a creature with wings).
Level 1 (Ex)
You have received a great injury to your legs, wings, or other locomotive organ. All of your movement speeds are reduced by 10 ft (minimum 5 ft). This does not affect movement speeds gained through technology or spells, such as the flight spell.
Level 2 (Ex)
You are immune to the fatigued condition.
Level 6 (Ex)
At level 6 your speed is never affected by armor.
Level 12 (Ex)
You are immune to the exhausted condition.
Mounted Terror
The Mounted Terror is a glutton for high-speed, high-addrenaline combat. They take the pilot's natural abilities and focus them into a terrifying dervish of speed and destruction. Whether it's from the back of their trusty drone, in the passenger seat of a speeding police cruiser, or on their own hoverbike, the Mounted Terror is right at home.
Mounted terrors are commonly Ysoki mechanics, though anyone can feel the adrenaline rush and get hooked.
Mounted
The Mounted Terror mentions the Mounted condition multiple times. Characters are considered mounted whenever they are riding a combat trained mount, riding in a personal vehicle, or are riding a drone with a riding saddle. They are also considered mounted if they are piloting a Starship with a maximum crew size of 1. Any abilities that mention a vehicle may also be used when riding an eligible starship or riding a drone (if the ability is applicable).
Alternate Class Features
The Mounted Terror gains alternate class features at 2nd, 4th, and 9th levels.
Adrenaline Junkie (Ex) [2nd Level]
You thrill in the release of adrenaline during high speed combat. You gain a +1 morale bonus on attack rolls and damage rolls while mounted. This bonus increases by 1 at level 6 and every 4 levels after, to a maximum bonus of +5 at 18th level.
Vehicular Maneuvers (Ex) [4th Level]
You become accustomed to the controls of your vehicle and you're able to perform extreme maneuvers. While mounted you can perform any of the following maneuvers
Absalom Drift - Not an action, 1 resolve
While taking the race action, you can make an additional piloting check (DC 10 + the vehicle's item level) to turn 90 degrees at any point during the movement. If you fail this check, the vehicle continues on its present heading and comes to a stop at the end of its movement. In starship combat during the piloting phase, you can make a piloting check against the same DC to increase your maneuverability by 1 step for 1 turn.
Vesk Slam - Full Action, 0 resolve
Popularized by a set of vesk stunt drivers, you have learned to pop your vehicle into the air. As a full action you may attempt a ram action, but you can cause your vehicle to bounce into the air and slam into your target. You deal twice your vehicle's listed damage to the target and you gain your Adrenaline Junkie bonus on the DC of the saving throw to avoid this maneuver. Your vehicle's speed is reduced by 1/2 in the turn following a slam attack. This maneuver acts in all other ways as a ram action.
Gnome Flip Roll - Reaction, 1 resolve
As a reaction to an attack on your vehicle or its passengers, you may spend 1 resolve point to flip sideways twice the width of your vehicle. Your vehicle must either have a fly speed or a hover speed. You must end this movement in an empty space, but you can move over other characters without impediment. If you are riding a spaceship, you move 2 hexes in the starbord or port arcs. This movement does not provoke attacks of opportunity. This maneuver gives your vehicle or starship and everyone riding it a +5 to their EAC and KAC until the start of your next turn.
Overdrive (Ex) [9th Level]
You have learned how to pull every ounce of power out of your vehicle. As a swift action you can imbue your vehicle with any of the following abilities for 1 minute:
Main Thruster Boost
You boost the thrusters of your vehicle, boosting its speed by 1/2. At the end of this minute, the thrusters peter out and the vehicle cannot move for 1 minute after.
Maneuver Thruster Boost
You can increase the maneuverability of your vehicle, allowing you to roll twice for all piloting checks for 1 minute and take the better result. At the end of this minute, the manuevering thrusters need to cool down so you must roll twice for all piloting checks and take the worse result.
Shield Boost
You can increase the vehicle's deflector shields at the expense of the vehicle's maneuverability. You apply your Adrenaline Junkie bonus to your vehicle's EAC, with an equal penalty to KAC for up to 1 minute.
Weapons Boost
You give all all of your vehicle's weapons the Boost (1d8) weapon quality for 1 minute. This ability starts charged, but can be recharged as a move action.
You also add the following to the list of available Vehicular Maneuvers:
Crazy Shirren - Full Action, 2 resolve
You have learned to push your vehicle to the limits, and flip direction on a dime. As a full action, you can move at half your drive speed in any direction. At the end of this movement, you make a bluff check opposed by sense motive checks of all enemy pilots. You can then choose a different heading than the direction you drove and make a race action. Any pilots that failed their sense motive rolls lose control of their vehicle (the vehicle becomes uncontrolled).
In starship combat you can move at half speed during the piloting phase. If you succeed at a piloting check (DC = to 20 + your starship's tier), you can move once at full speed during the gunner phase. You cannot make any snap-shots during this turn.
Variant Multiclassing for Starfinder
Using the same archetype system already in place for Starfinder, it is possible to generate a simple Variant Multiclassing (VMC) system based around archetypes. The following pages include VMC options for all classes presented in the core rule book.
Special Rules
Choosing a variant multiclass is more permanent than simply taking a level or two in another class. VMCs act in all ways as an archetype. Once the choice to take a VMC is made at level 2, it cannot be changed. You may not choose to VMC any class you have levels in, and you cannot take levels in a class you have chosen as VMC. All abilities granted by your VMC class should be compatible with any previous class features. For example, a Mystic who takes VMC Technomancer can use the magic hacks she gets with any of her mystic spells that qualify. For any abilities that depend on class level, you use your character level instead.
Envoy
- 2nd: You gain an Envoy Improvisation that you qualify for.
- 4th: You gain the Expertise class feature as an Envoy of your level - 3.
- 6th: You gain an Envoy Improvisation that you qualify for.
- 9th: You add 2 skills to your Expertise.
- 12th: You gain one Expertise Talent you qualify for.
- 18th: You gain an Envoy Improvisation that you qualify for.
Mechanic
- 2nd: You gain the Bypass class ability.
- 4th: You gain the Artificial Intelligence class ability as a Mechanic of your level - 3.
- 6th: You gain a Mechanic Trick you qualify for.
- 9th: You gain the Miracle Worker class ability.
- 12th: You gain a Mechanic Trick you qualify for.
- 18th: You gain the Coordinated Assault class ability.
Mystic
- 2nd: Choose a Mystic connection. You gain the level 1 connection power.
- 4th: You gain the Healing Touch class ability.
- 6th: You gain the level 3 connection power.
- 9th: Choose two level 0 Mystic spells and a level 1 mystic spell. You may cast the level 0 spells at will and the level 1 spell 3 times per day as spell like abilities.
- 12th: You gain the level 6 connection power.
- 18th: You gain the level 9 connection power.
Operative
- 2nd: Choose an Operative Specialization. You gain the skill bonuses from your chosen specialization.
- 4th: You gain the Evasion class ability.
- 6th: You gain the Operative's Edge class ability as an Operative of your level - 3.
- 9th: You gain the Operative Exploit of your specialization.
- 12th: You gain the Specialization Power of your specialization.
- 18th: You gain an Operative Exploit you qualify for.
Solarion
- 2nd: You gain the Stellar Mode class ability.
- 4th: You gain the Sidereal Influence class ability
- 6th: You gain 1 Stellar Revelation you qualify for.
- 9th: You gain 1 Stellar Revelation you qualify for.
- 12th: You gain any 2 Zenith Revelations, one photon and one graviton.
- 18th: You gain 1 Stellar Revelation you qualify for.
Soldier
- 2nd: Choose a Soldier Fighting Style. You gain the level 1 technique.
- 4th: You gain a Gear Boost you qualify for.
- 6th: You gain the level 5 technique from your chosen Fighting Style.
- 9th: You gain a Gear Boost you qualify for.
- 12th: You gain the level 9 technique from your chosen Fighting Style.
- 18th: You gain the level 13 technique from your chosen Fighting Style
Technomancer
- 2nd: Choose two level 0 Technomancer spells. You may cast these spells at will as spell like abilities. You can also decipher magical inscriptions as a Technomancer of your level.
- 4th: You gain the Techlore class ability.
- 6th: Choose two level 1 Technomancer spells. You gain three level 1 spell slots to cast these two spells. The DC for these spells is based on your key ability score modifier.
- 9th: You gain a Magic Hack you qualify for. If a magic hack requires you to expend a spell slot, you may use one of the uses of the spells you chose at level 6.
- 12th: Choose two level 2 Technomancer spells. You gain three level 2 spell slots to cast these two spells. The DC for these spells is based on your key ability score modifier.
- 18th: You gain a Magic Hack you qualify for.
Core Classes
Barbarian
Blood Channeler Bloodline
Primal
At some point in your ancestry, a force of raw primal energy interfered with your family history and its influence has shown itself in you.
Strength Surge (Ex) [2nd Level]
You are able to channel your energy into a burst of strength. By spending one Resolve point as a swift action, you can add your Strength modifier as a bonus to any Strength check, Strength based skill check or Combat Maneuver check that requires an attack roll. You can also spend a Resolve point as a reaction to add this bonus to your Combat Maneuver Defence when an opponent attempts a maneuver against you.
Damage Mitigation (Su) [6th Level]
Your power allows you to shrug off energy attacks. You gain acid, cold, electric, and fire resistance 1. This increases by one at level 10 and every 4 levels afterward to a maximum of energy resist 4 at level 18. You still take full damage from physical attacks.
Aspect of the Beast (Su) [18th Level]
When using your Spirit Guide Blood Channeler ability, you gain an additional bite attack. This attack deals damage as an unarmed strike of your level as if you had the Improved Unarmed Strike feat. This bite does lethal piercing damage and has the Analog and Wounding special qualities.
Additionally, when using your Spirit Guide ability is active you are able to make a Full Attack action after already making a move action that turn.
Gear Boosts
Contingency Stims (Ex)
When expending resolve points to stabilize, you spend one fewer RP than normal (minimum 1).
Sunder Enchantment (Su) [7th Level]
Whenever you succeed at a sunder attempt against a magic or hybrid item, you suppress the magic of the item for 1 round.
Terrifying Visage (Ex)
You are able to use the Demoralize action as a move action instead of a standard action.
Iconic Barbarian
Human Soldier
Theme: Gladiator
Archetype: Blood ChannelerAbility Scores
Strength is your most important ability score, as it impacts your ability to hit enemies and deal damage. Constitution is important for a high survivability and Charisma is important for your blood abilities.
Fighting Style
Blitz
Gear Boosts
- Raw Lethality
- Melee Striker
Ancestral Bloodline
Primal
Feats
- Cleave
- Greater Cleave
- Toughness
- Improved Combat Maneuver (Bull Rush)
Skills
- Athletics
- Intimidate
- Survival
Bard
Iconic Bard
Halfling Envoy
Theme: Icon
Ability Scores
Charisma gives you additional Resolve Points and boosts your social skills. Dexterity improves your survivability.
Envoy Improvisations
Get 'Em (1st) Fascinate (4th) Inspiring Boost (1st) Improved Get 'Em (6th) Expertise Talents
- Convincing Liar
- Cultural Savant
Feats
- Improved Initiative
- Weapon Focus (Small Arms)
- Skill Focus (Profession [Musician])
Skills
- Bluff
- Culture
- Profession (Musician)
Envoy improvisations
Deadly Performance (Sp) [18th level]
Language-Dependent, Mind-Affecting, Sense-Dependent
You can spend 1 resolve point as a standard action to target a creature with a phrase. This phrase can cause the target to die of joy or sorrow if they fail a Will saving throw. This is a death effect.
Fascinate (Sp) [4th level]
Language-Dependent, Mind-Affecting, Sense-Dependent
At 4th level you can, as a full action, orate or perform to cause one or more creatures to become fascinated with you. Each creature to be fascinated must be within 90 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 prevents the ability from working. You can target up to 2 creatures at a time with this ability. For every three levels you have attained beyond 4th, you can target one additional creature with this ability.
Each targeted creature within range receives a Will save to negate the effect. 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. You can continue to keep the creatures enthralled by spending a full action each round up to a number of rounds equal to your Charisma modifier. While fascinated, a target takes a –4 penalty on 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.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Mass Suggestion (Sp) [14th level]
You are able to affect multiple creatures with your Suggestion improvisation. Instead of targeting one creature, you can instead target all creatures currently affected by your Fascinate ability. You must make the same suggestion to all creatures. You must have the Suggestion improvisation to choose this improvisation.
Suggestion (Sp) [10th level]
Language-Dependent, Mind-Affecting, Sense-Dependent
You can spend a Resolve point to make a suggestion (as per the spell) to a creature that you have already fascinated. Using this ability does not disrupt the fascinate effect and can be made as part of the full action to continue a fascination. You can use this ability only once against an individual creature during an individual performance.
The targeted creature does not get a saving throw to negate this effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components. You must have the Fascinate improvisation to choose this improvisation
Cleric
Iconic Cleric
Human Mystic
Theme: Priest
Ability Scores
Wisdom is by far the most important score, as it boosts the power of your class skills and your spells. Dexterity should be high to increase your ability to hit with ranged weapons and to keep out of harms way.
Connection
Healer
Spells
1st-Command 4th-Holy Smite 2nd-Mystic Cure 5th-Call Cosmos 3rd-Fire Shield 6th-True Seeing Feats
- Mobility
- Agile Casting
- Harm Undead
- Mystic Strike
Skills
- Diplomacy
- Medicine
- Mysticism
Spells
Fire Shield
Mystic 3
- School: Evocation (fire)
- Casting Time: 1 standard action
- Range: personal
- Duration: 1 round/level (D)
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield.
Any creature striking you with its body or a melee weapon takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows.
- Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.
- Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.
Holy Smite
Mystic 1-4
- School: Evocation (good)
- Casting Time: 1 Standard Action
- Range: Medium (100 ft. + 10 ft./level)
- Target: one creature
- Duration: instantaneous
- Saving Throw Fort half; Spell Resistance yes
You call upon the power of your deity to smite your enemies. The target of this spell can attempt a fortitude save to halve the damage dealt by this spell. This spell deals full damage to evil targets, half damage to neutral targets, and good enemies are unaffected.
1st: When you cast holy smite as a 1st level spell, it deals 3d8 damage.
2nd: When you cast holy smite as a 2nd level spell, it deals 5d8 damage. If the target is evil, they take 50% additional damage from you for one turn.
3rd: When you cast holy smite as a 3rd level spell, it deals 10d8 damage. If the target is evil, they take 50% additional damage from you for one turn.
4th: When you cast holy smite as a 4th level spell, it deals 15d8 damage. If the target is evil, they take double damage from you for one turn.
Druid
Iconic Druid
Gnome Mystic
Theme: Wild Warden
Archtype: VMC MechanicAbility Scores
This build focuses on Dexterity, with Wisdom and Intelligence balanced as the requisite mental scores. Prioritizing Dexterity improves your ability to hit with both guns and ranged spells. Wisdom allows you to better use your connection abilities.
Artificial Intelligence
Drone - Canine/Feline chassis (leopard)
Drone Mods
Climbing Claws Jump Jets Mystic Connection
Xenodruid
Feats
- Nimble Moves
- Slippery Shooter
- Diversion
Skills
- Survival
- Stealth
- Physical Science
Drone Chassis
Animal "drones" work by attaching a neurotransmitter and an exosuit to the appropriate animal. This allows the animal to communicate freely with its owner, and to act as a loyal and powerful companion.
Avian
The avian companion is the ultimate in utility, designed to fly stealthily into unreachable spaces and hack into computers using attached manipulator arms. Common animals that fit this category are Falcons, Owls, and Bats.
Starting Statistics
- Size: Tiny
- Speed: 10 feet, fly 80 feet (clumsy)
- AC: EAC 12, KAC 10
- Good Save: Reflex
- Poor Saves: Fortitude, Will
- Physical Scores: Str 8, Dex 15, Con 8
- Mental Scores: Int 10, Wis 14, Cha 6
- Ability Increases: Dex, Int
- Bonus Skill Unit: Perception
- Initial Mods: Glider, Manipulator Arms, Enhanced Senses
- Banned Mechanic Tricks: Drone Meld
Drone Basic Mods
Glider (Ex)
Your drone has powerful wings, which allow for high speed flight. Your drone gains a fly speed of 80 feet with clumsy maneuverability. There is no limit to the amount of time your drone can fly. Their base land speed is reduced to 10 feet due to their clumsy wings. Drones with the Flight System mod instead get a total fly speed of 80 feet with average maneuverability and no limit on how long they can fly. Your drone cannot take this if they have already taken Flight System twice, and cannot take Flight System a second time if they have this mod.
Spells
Flame Blade
Mystic 2
- School: Evocation (fire)
- Casting Time: 1 standard action
- Range: personal
- Duration: 1 minute/level (D)
- Saving Throw: None; Spell Resistance: yes
A 3 foot blade of roiling flame springs from your hand. This blade is a 1 handed energy simple weapon that deals 1d8 fire damage +1 per two caster levels. A flame blade can ignite flamable material and has the burn (1d8) critical property.
Fighter
Iconic Fighter
Human Soldier
Theme: Mercenary
Ability Scores
Dexterity is your key ability score, since it boosts your to-hit with operative weapons and ranged weapons. Keeping your Will and Constitution high will ensure you can stay alive in the thick of combat. Strength will boost the damage of your melee attacks but should be secondary to the other options.
Fighting Style
Hit-and-Run
Gear boosts
- Melee Striker
- Twinned Threat
- Bullet Barrage
Feats
Multi-Weapon Fighting (2nd) Weapon Focus
(Basic Melee) (3rd)Double Slice (5th) Multi-Weapon Rend (10th) Skills
- Acrobatics
- Athletics
- Intimidate
Feats
Double Slice (Ex) (Combat)
You are more deadly when wielding multiple melee weapons.
- Prerequisites: base attack bonus +5, Multi-Weapon Fighting.
- Benefit: When you use the Multi-Weapon Fighting feat, you gain a damage bonus on melee attacks equal to half the number of base damage dice rolled (minimum 1).
Multi-Weapon Defense (Ex) (Combat)
You create a swirling shield of bullets and blades around yourself.
- Benefit: When you are wielding at least two weapons you gain a +1 dodge bonus to your AC.
Multi-Weapon Rend (Ex) (Combat)
You know how to stack wounds to deal even greater damage.
- Prerequisites: base attack bonus +10, Multi-Weapon Fighting.
- Benefit: When you use the Multi-Weapon Fighting feat and hit the same target with at least two different weapons, you act as if the second weapon to hit had the Wound special weapon property. You also automatically activate any critical hit abilities of the second weapon to connect (including the Wound ability granted by this feat) but does not increase the attack's damage. If this second hit was a critical hit, the damage increases normally and it ignores up to 20 points of the target's damage reduction or hardness.
Gear Boosts
Armor-enhanced Reactions (Ex)
[7th Level]
While wearing armor, if an enemy hits you with an attack of opportunity you can immediately make a guarded step as a swift action.
Leverage Armor (Ex)
You have trained to use your armor to assist you in certain tasks. Choose one skill from the following list: Acrobatics, Athletics, Disguise, Engineering, Intimidate, Piloting, Profession (soldier), or Stealth. While wearing armor you are treated as having a number of ranks in the specified skill equal to your BAB. Once a skill has been selected, it cannot be changed and you can immediately retrain all of your ranks in the selected skill at no additional cost in money or time. You may select this gear boost up to four times. Each time you choose this gear boost you must choose a different skill.
Ricochet Shot (Ex) [7th Level]
You are adept at using thrown weapons. When throwing a weapon with the "thrown" weapon special property, on a successful attack the weapon immediately bounces back into your hand. On an attack that does not exceed the target's EAC or KAC, the thrown weapon bounces awry and lands 5 feet away from you + 5 feet per 2 points you failed the attack by (direction determined in the same manner as missing with a thrown weapon).
Monk
Theme: Ascetic
You have spent the majority of your life learning to achieve enlightenment through mental, physical, and spiritual perfection. You have achieved peace within yourself and look to bring that inner peace to the world. You may be the prodigal student of a distant monastary, or simply a politician who has used these teachings to improve their diplomatic skills.
Theme Knowledge [1st]
You are a student of history and the current world's political structure. Reduce the DC of Culture and Mysticism checks to recall knowledge about popular historical events, historical figures, current policical leaders, or the relationships between political groups by 5. Culture is always a class skill for you, but if you already have Culture as a class skill you get a permanent +1 to all culture checks. You get a +1 bonus to wisdom during character creation.
Empathy and Reason [6th]
Your knowledge allows you to improve the attitude of people if you understand their past. When making a diplomacy check, if you previously succeeded at a skill check to recall knowledge about a historical subject related to the target of your diplomacy check, you get a +4 bonus to that check. If you had not previously made a check to determine the history of your target you can make an appropriate check to instead gain a +2 bonus. If you determined their history through another method, you can receive up to a +4 bonus with your GM's discretion.
Tongues of the Stars [12th]
Your study of foreign cultures has allowed you to understand all forms of intelligent speech. You act as if you are permanently under the effects of the Tongues spell. This is not a magical effect and cannot be dispelled.
Cosmic Energy [18th]
Your connection with the energy of the cosmos has reached its zenith. Twice per day, by meditating for 10 minutes in an isolated location you can regain 1 Resolve point. This does not count as resting to regain stamina points.
Operative Exploits
Spell Dodge (Su) [12th Level]
You have studied the methods of spellcasters and are able to avoid their attacks. This acts as Spell Resistance with a value equal to 10 + your reflex save modifier.
Unarmed Operative (Ex) [2nd Level]
Your unarmed strikes gain the Operative descriptor and lose the Archaic descriptor. If you have an ability that allows you to add 1.5 times your character level to damage with unarmed attacks (such as the Vesk Natural Weapon ability), this is reduced to your character level.
Iconic Monk
Human Operative
Theme: Ascetic
Ability Scores
The operative functions best with high physical stats: dexterity, strength, and constitution. Strength will allow you to hit your targets and deal damage, while both dexterity and constitution will help your survivability.
Specilization
Daredevil
Operative Exploits
Unarmed Operative (2nd) Stalwart (6th) Uncanny Mobility (2nd) Knockout Shot (14th) Feats
- Kip Up
- Spring Attack
- Step Up and Strike
- Improved Unarmed Strike
Skills
- Acrobatics
- Diplomacy
- Mysticism
Paladin / Antipaladin
Stellar Mode: Good / Evil
Some solarions are capable of drawing their power directly from the eternal conflict of good and evil. Drawing on the residual energy of the wars between the outer planes, these solarions are capable of great good and terrible evil. While some solarions will pursue one singular goal, most use this power to maintain balance in the universe.
- Solar Manifestation: Solarions of good and evil often manifest their power as a floating mote of radiant white light or black flames that emit darkness. If you choose solar armor you may decide between fire resistance and acid resistance instead of the original choices.
- Holy Attunement: Instead of graviton mode, solarions of good and evil can access a holy mode. All graviton revelations become holy revelations. All holy revelations that deal energy damage deal fire damage, and all holy revelations that provide energy resistance provide acid resistance. While holy attuned you gain a +1 dodge bonus to EAC and KAC. This bonus increases by 1 for every 9 solarion levels you have.
- Unholy Attunement: Instead of photon mode, solarions of good and evil can acess an unholy mode. All photon revelations become unholy revelations. All unholy revelations that deal energy damage deal acid damage, and all unholy revelations that provide energy resistance provide fire resistance. While unholy attuned you gain a +1 insight bonus to damage rolls. This bonus increases by 1 for every 6 solarion levels you have.
- Revelation Changes: Glow of Life and Solar Form are holy revelations; Crush and Restrictive Aura are unholy revelations.
- Sidereal Influence: Holy skills: Athletics (Str), Diplomacy (Cha), Engineering (Int), Life Science (Int), Sense Motive (Wis). Unholy skills: Acrobatics (Dex), Bluff (Cha), Disguise (Cha), Intimidate (Cha), Physical Science (Int).
Stellar Revelations
Restrictive Aura (Su) [10th level, Graviton]
A visible black aura spreads from you, slowing the internal processes of all nearby enemies. You may activate and deactivate this aura as a swift action. All enemies within a 10 foot spread of you have a -2 penalty on all of their saving throws.
While graviton attuned the radius of this ability increases to 20 feet.
Zenith Revelations
Infuse Weapon (Su) [Photon]
You are able to channel your photonic energy into a weapon, granting it additional bonuses. When you are fully photon-attuned, as a move action you may add half your solarion level worth of weapon fusions to a single weapon for one minute or until combat ends (whichever comes first). This can be used on ship weapons, vehicle weapons, or similar.
Iconic Paladin
Human Solarion
Theme: Priest
Archetype: Divine ChampionAbility Scores
You should boost your Strength and Constitution as high as possible to facilitate melee combat. You also want to keep your Charisma high to boost your revelation DCs and your number of resolve points.
Solar Manifestation
Holy Armor - Good/Evil
Stellar Revalations
Glow of Life (8th) Corona (10th) Sunbolt (14th) Ultimate Photon (16th) Feats
- Bodyguard
- Cleave
- Stand Still
- Divine Blessing (Iomidae)
Skills
- Diplomacy
- Medicine
- Mysticism
Ranger
Iconic Ranger
Dwarf Soldier
Theme: Bounty Hunter
Archetype: VMC MechanicAbility Scores
Rangers focus heavily on prowess in combat, and so require your Dexterity to be maximized as quickly as possible. A high Intelligence increases the power of your mechanic abilities, and a high Constitution will boost your defenses.
Fighting Style
Sharpshoot
Artificial Intelligence
Drone - Canine/Feline chassis (badger)
Drone Mods
Hardened AI Excavator Gear Boosts
- Bullet Barrage
- Raw Lethality
Feats
Deadly Aim Nimble Moves Opening Volley Penetrating Attack Skills
- Survival
- Life Science
Ammunition Accessories
The following weapon accessories can be attached to any arrow-style ammunition. These accessories are typically sold in batches of 20, and the prices given in the table below reflect a batch of 20.
Cluster Tip - Level 7
This arrow splits into six smaller arrows in flight, impacting multiple locations. This acts as the Explode (normal damage, 5 ft) weapon special ability.
Impact Tip - Level 1
These tips change the arrow's damage to nonlethal damage and the arrows gain the Knockdown critical hit effect instead of any other critical effect.
Injection Tip - Level 3
The tip of this arrow is replaced by a small syringe. It has the Injection special property and the Injection DC+2 critical property. Damage dealt by this arrow is reduced by half.
Paralysis Cartridge - Level 8
This arrow has a large capsule of paralyzing fluid instead of a tip. On a successful hit, the target of the attack must make a Fortitude save or be paralyzed for 2 rounds.
Piercing Tip - Level 4
This arrow is sharpened to a nano-fine tip and can pierce through multiple enemies. This arrow gains the Line special ability.
Sticky Tip - Level 4
The tip of this arrow bursts into a globule of sticky goo upon impact. On a successful hit, the target of the attack must make a Reflex save or become fixed in place. He cannot move until the goo is removed. He can free himself as a standard action by either making a DC 18 Strength check or by destroying the goo with a weapon. The goo has an AC of 5, 15 HP and 5 hardness.
Tanglefoot Cartridge - Level 3
Upon impact this arrow bursts into a web of nano-wires that quickly wrap around their target. On a successful hit, the target of the attack must make a Reflex save or become entangled.
_
Title | Level | Price |
---|---|---|
Impact Tip | 1 | 100 |
Injection Tip | 3 | 250 |
Tanglefoot Cartridge | 3 | 275 |
Piercing Tip | 4 | 360 |
Sticky Tip | 4 | 325 |
Cluster Tip | 7 | 800 |
Paralysis Cartridge | 8 | 1,100 |
Rogue
Iconic Rogue
Elf Operative
Theme: Dungeon Delver
Ability Scores
Your Dexterity and Intelligence should both be as high as possible to maximize your offensive abilities and your skills. Keeping up your defensive scores, namely Constitution and Wisdom, should be your next priority.
Specilization
Thief
Operative Exploits
Clever Questioner (2nd) Major Magic (6th) Cloaking Field (10th) Surveillance Wraith (14th) Feats
- Step-up and Strike
- Sidestep
- Nimble Moves
- Veiled Threat
Skills
- Intimidate
- Bluff
- Stealth
- Acrobatics
Theme: Dungeon Delver (+1 Int)
You have spent your life jumping between the relative safety of a museum or university and the danger of ancient ruins. You've learned to recognize the abilities and powers of ancient artifacts and can use this information to help keep yourself alive. You feel equally at home in a classroom and a ruined temple.
Theme Knowledge [1st]
You are extremely skilled at discerning the history of a particular item. When using Culture or Mysticism to determine any historical information, the DC for such a check is reduced by 3. It is reduced by an additional 3 if you have a physical item or high definition picture of said item that is relevant to the knowledge you are researching. Culture is always a class skill for you, though if it is a class skill from the class you take at first level you instead gain a +1 on Culture checks.
Clever Explorer [6th]
You are clever enough to avoid traps and other dangers. You gain a bonus equal to half your level on Disable Device and Perception checks. You can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. You can always take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
Bridge the Gap [12th]
Your constant exposure to both scholarly and adventuresome peoples have allowed you to find whomever you need from either group. Whenever you are in a university, museum, or similar place of research, or in an adventuring hall, guild, bar, or similar meeting place for adventurers you have a +4 bonus on diplomacy checks to gather information. As long as you are in the appropriate place you should always be able to find someone who knows the information you are seeking (or knows where to find such information).
Knowledge is Power [18th]
Twice per day you can spend 10 minutes studying an ancient artifact to regain 1 Resolve point. This doesn't count as resting to regain stamina points.
Operative Exploits
Clever Questioner (Ex) [2nd Level]
You may add your intelligence bonus to bluff and diplomacy checks in place of your charisma bonus.
Major Magic (Su) [6th Level]
Your experiments into the arcane have expanded your abilities. Choose two level 1 spells from the Technomancer spell list. You can cast these spells a total of three times per day as a spell like ability. The DC for these spells is 11 + your Intelligence modifier. You must have the Minor Magic exploit to take this ability.
Minor Magic (Su) [2nd Level]
You have briefly studied the ways of the arcane and can produce minor magical feats. Choose two level 0 spells from the Technomancer spell list. You can cast these spells at will as a spell like ability. The DC for this ability is 10 + your Intelligence modifier.
Sorcerer
Blood Channeler Bloodline
Arcane
One of your ancestors was a technomancer of incredible power, or was an outsider with a strong connection to the magical fabric of the universe.
Magical Affinity (Ex) [2nd Level]
At 2nd level you gain an affinity for magical items. You gain Mystic Strike as a bonus feat, and you do not need to meet the prerequisites for this feat.
Arcane Surge (Su) [6th Level]
At 6th level, choose two level 2 or lower spells from the Technomancer spell list. You can cast these spells as a spell like ability each once per day. This increases to twice per day at level 11 and three times per day at level 16. At level 11 you can swap either of the spells you chose for any other level 2 or lower Technomancer spell. If you choose a variable level spell it always acts as if it were level 2. The DC for this spell is 12 + your key ability score modifier.
Arcane Ascention (Su) [18th Level]
At 18th level you choose a level 3 or lower spell from the Technomancer spell list to cast as a spell like ability twice per day. If you choose a variable level spell it always acts as if it were level 3. The DC for this spell is 13 + your key ability score modifier.
You gain two of the following Magic Hacks: Distant Spell, Extended Spell, Widened Spell, Heightened Spell. You can use these Magic Hacks on the spells you picked with the Arcane Surge and Arcane Ascention abilities.
Magic Hacks
Elemental Manipulation (Su) [2nd Level]
You are able to expend additional effort to cast a spell as a different element. When casting a spell with the acid, cold, electricity, or fire descriptors, you can spend a resolve point and increase the casting time in order to change the spell's element to any of the other listed elements. If the spell's casting time is less than one round, it increases to a full action. If the casting time is one round or greater, the casting time is doubled.
Heightened Spell (Ex) [8th Level]
When you cast a multi-level spell you can spend 2 resolve points to increase its effective spell level by two. You cannot increase a spell's level beyond the maximum level you are able to cast. For instance, when you cast flight as a level 1 spell you can spend 2 resolve points to gain the effects of flight level 3. You still expend a level 1 spell slot.
Maximized Spell (Ex) [17th Level]
When you cast a spell with a variable, numeric effect, you can spend 5 resolve points to treat all variables as their maximum possible value. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Iconic Sorcerer
Human Technomancer
Theme: Ace Pilot
Archetype: Blood ChannelerAbility Scores
Dexterity and Intelligence should be raised in parity, since you will be using your magic offensively and need a high to-hit bonus and a high spell save DC.
Magic Hacks
Elemental Manipulation (2nd) Flash Teleport (8th) Energize Spell (2nd) Spellshot (8th) Ancestral Bloodline
Arcane
Feats
- Combat Casting
- Agile Casting
- Penetrating Spell
Skills
- Diplomacy
- Acrobatics
- Mysticism
Wizard
Iconic Wizard
Human Technomancer
Theme: Scholar
Ability Scores
Intelligence, Intelligence, Intelligence. Your intelligence should be as high as possible to boost your spell casting and magic hacks. Dexterity and constitution should be your second priorities, just to keep some defense.
Magic Hacks
Familiar (tiny animal) (2nd) Widened Spell (8th) Recode Gem (2nd) Quickened Spell (14th) Feats
- Agile Casting
- Mystic Strike
- Spell Penetration
Skills
- Mysticism
- Physical Science
- Profession (Scholar)
Magic Hacks
Familiar (Ex) [2nd Level]
Your spell cache is replaced by a loyal familiar. Your familiar retains all of the standard features of the spell cache, and you get a specific bonus as listed in the familiar entry below. You can choose any of the following types for your familiar. You are able to cast mind link as a spell like ability at will to communicate with your familiar only.
Tiny Alien
Bonus Ability: You gain a +2 insight bonus on reflex saves, 3 additional hit points, and 1 stamina point per level.
Graft: Aberration
Tiny Animal
Bonus Ability: You gain a +4 insight bonus on all perception checks and initiative rolls.
Graft: Magical Beast
Tiny Elemental
Bonus Ability: Any time you deal damage matching your elemental's associated damage type (acid, fire, cold, and electric) you deal bonus damage equal to half your class level.
Graft: Elemental
Tiny Robot
Bonus Ability: Both you and your familiar gain a +4 insight bonus on Computers and Engineering checks.
Graft: Construct (technological subtype)
All familiars have the following statistics
Level: For the purpose of effects related to character level, use the master’s character level.
Hit Points: The familiar has HP equal to half the master’s maximum hit points (combined HP and stamina), rounded down, regardless of its level. Familiars do not have stamina.
Attack: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
All other character statistics are calculated as a 1/3 CR NPC on the spellcaster arrays (Appendix 1 in the Alien Archives). They gain the appropriate type graft for their type.
Base Classes
Alchemist
Technomancer Spells
Explosive Admixture
Technomancer 1-6
- School Transmutation
- Casting Time 1 Standard Action
- Range Personal
- Components V, S
- Duration 1 round/2 levels + 1 round
- Saving Throw special, see below; Spell Resistance special, see below
This spell allows the caster to enhance their explosive weapons, causing them to manifest different properties. This spell does not stack with itself, even if cast at different spell levels. Casting this spell while already active will immediately end the previous effect, including any persistent effects caused by your explosions. This spell affects any weapon with the Explode special property, including grenades, heavy weapons, or explosive arrows among others.
1st: For the duration your Explosive weapons become single target weapons, but you add your class level to the damage done. This stacks with Weapon Specialization but not other ways to add your level to damage. This does not require a saving throw and ignores spell resistance.
2nd: When you use an explosive weapon, a shadowy substance is released from the explosion covering the direct target and up to three creatures that take damage (your choice). The affected creatures must successfully make a Fortitude saving throw, or they gain concealment but treat all other creatures as having concealment for the duration. This effect is stopped by spell resistance.
3rd: For the duration, lashes of electrical energy are released from explosions caused by you, coalescing on up to three creatures that take damage from the explosion (your choice). Those affected by the electricity must succeed at a Reflex saving throw or take 1d6 points of electrical damage each time they take a move action to move more than 5 feet for the duration of the effect. This effect is stopped by spell resistance.
4th: For the duration, your explosive weapons release a burst of poison. All targets that take damage from your explosions must make a Fortitude save or be afflicted with a Dexterity poison (DC equal to your spell DC). This effect is stopped by spell resistance.
5th: Your explosive weapons release a wave of torpor. Any enemies hit by your explosive weapons must succeed at a Will saving throw or become fatigued. This effect is stopped by spell resistance.
6th: Your explosive weapons can instead create a cubic cage of force fields the size of the explosion's spread. Each side of the cube acts as a Wall of Force and traps any creatures caught inside the cube. Only one cube can be active at any given time. At the end of the spell's duration any active cube immediately dissipates. This effect does not require a saving throw and ignores spell resistance.
Iconic Alchemist
Elf Technomancer
Theme: Biotechnician
Archetype: BlastmasterAbility Scores
Boosting your dexterity is your biggest priority, since it boosts your grenade DCs and ability to hit with grenades. Your intelligence increases the number of bombs you can make, and a good constitution will help if you ever get stuck in one of your own explosions.
Magic Hacks
Custom Serum (2nd) Spell Grenade (5th) Harmful Serum (8th) Fabricate Explosive (8th) Feats
- Grenade Proficiency
- Master Crafter
Magic Hacks
Custom Serum (Su) [2nd level]
You are able to channel some of your abilities into magical serums. Once per day, you can work for 10 minutes and expend a spell slot to create a serum with the effect of one spell you know. This only works with spells with a range of touch. The created serum lasts for 24 hours before becoming inert.
Harmful Serum (Su) [8th level]
You have improved the stability and potency of your created serums so that they can retain their power while spread across a weapon or injected into the bloodstream. Any serum you create using the Custom Serum ability can be applied in a method similar to a poison. See page 232 of the Starfinder Core Rule Book for more information on applying poisons. You must have the Custom Serum magic hack to choose this magic hack.
Cavalier
Envoy Improvisations
Fight Me! (Ex)
You target a foe in combat and challenge them to a duel. You challenge a single creature as a standard action, and the target of your challenge must make a Will saving throw. On a failed saving throw, you gain a damage boost equal to your Charisma modifier on attacks made against the target creature, and you take a -2 penalty to EAC and KAC against all creatures except the target. This effect remains until either you or the target is dead or unconscious, or until combat is otherwise resolved. You may only have one Fight Me! active at any one time. Using this ability while another Fight Me! is in effect does nothing.
At 6th level you can spend a resolve point to challenge a creature as a move action.
Vehicles
Hoverboard - Level 0
- Price 50
- Tiny land vehicle (3 ft. long, 1 ft. wide, 1 ft. high)
- Speed 10 ft., full 45 ft., 5 mph (hover)
- EAC 10; KAC 10; Cover none
- HP 4 (2); Hardness 5
- Attack (Collision) 1d4 (DC 12)
- Modifiers +0 piloting, -2 attack (-3 at full speed)
Mechanic Drone Chassis
Equine
The equine is built to provide additional mobility, utility, and transportation for the mechanic. Its large size, high speed, and high strength allow it to effectively serve as an out-of-combat companion.
Common animals that fit in this category are the Horse, Pony, and Camel.
Starting Statistics
- Size: Large
- Speed: 40 feet
- AC: EAC 9, KAC 11
- Good Save: Fortitude
- Poor Saves: Reflex, Will
- Physical Scores: Str 16, Dex 13, Con 15
- Mental Scores: Int 6, Wis 12, Cha 6
- Ability Increases: Str, Con
- Initial Mods: Speed, Tool Arm, Riding Saddle, Cargo Rack
- Banned Mechanic Tricks: Drone Meld
Iconic Cavalier
Human Envoy
Theme: Mercenary
Archetype: Mounted TerrorAbility Scores
Your Charisma is your primary statistic, and since a lot of your Envoy abilities rely on saving throws it should be maximized as soon as possible. You should then focus on Dexterity, to improve your to-hit bonus with ranged weapons.
Envoy Improvisations
Get Em (1st) Expanded Attunement (4th) Fight Me! (1st) Improved Get Em (6th) Skill Expertise
- Diplomacy
- Bluff
Expertise Talents
- Well Informed
- Slick Customer
Feats
- Bodyguard
- Cleave
- Fast Talk
- Great Cleave
Skills
- Piloting
- Diplomacy
- Bluff
Gunslinger
Operative Specialization
Pistolero
Your capabilities with the pistol are legendary, and you leverage that reputation as swagger.
Associated Skills
Acrobatics and Diplomacy. You can attempt an Acrobatics check to make a trick attack.
Specialization Exploit
Fan the Hammer
Targeting (Ex)
At 11th level, you can spend a resolve point as a full round action and make a single ranged attack targeting a specific part of the target's body. On a hit the target takes full damage and must make a Fortitude save against your exploit DC. If they fail their saving throw, you gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. Creatures that are immune to trick attacks are immune to these effects. This cannot be done with a weapon that targets an area, such as a spread, burst or line weapon.
- Arms: You incapacitate one of the creature's arms. It drops anything it was holding in that arm (including two-handed items) and cannot use that limb for 10 mi.
- Head: The target is confused for 1d4+1 rounds. This is a mind-affecting effect.
- Legs: The target is knocked prone. If the target fails their save by 5 or more, they cannot get up from prone for 1 round. Creatures immune to being tripped are immune to this effect.
- Torso: Targeting the torso automatically activates the critical hit effect of your weapon, and threatens a critical hit on 19-20.
- Wings: On a hit the target is knocked out of the air. If they would fall more than 20 feet they receive an Acrobatics check to catch themselves as normal.
Operative Exploits
Fan the Hammer (Ex) [6th level]
You gain the Fusillade feat as a bonus feat. You do not need to meet the prerequisites, and can use as few as two small arms instead of four to activate the feat.
Was it five, or was it six? (Ex) [2nd level]
You can spend 1 resolve point as a free action to instantly load a single shot's worth of rounds or charges into an empty gun. You must reload the gun normally before you can use this ability on that weapon again.
Operative's Dodge (Ex) [2nd level]
You have an uncanny ability to get out of the way of ranged attacks. When you are the target of a ranged attack, you can spend a resolve point to immediately move 5 feet. Doing so increases your EAC and KAC by +2 for that attack. Alternatively, you can drop prone to gain a +4 to EAC and KAC.
Iconic Gunslinger
Half-elf Operative
Theme: Space Pirate
Ability Scores
Most of your time will be spent shooting, so your Dexterity will be priority number one. Improving your Charisma to help your out-of-combat capabilities is also a good idea.
Specialization
Pistolero
Operative Exploits
Was it Five, or Was it Six? (2nd) Uncanny Shooter (8th) Operative's Dodge (2nd) Knockout Shot (14th) Feats
Shot on the Run Far-Shot Quick Draw Unfriendly Fire Skills
- Diplomacy
- Acrobatics
- Piloting
Feats
Named Bullet
You can carve a creature's name into a bullet to gain a specific benefit against that target.
- Prerequisites: BAB +5, longarm or sniper proficiency
- Benefits: You can spend 1 UPB and 10 minutes of work to inscribe a creature's name into a piece of physical ammunition (including bullets, arrows, or rockets). That piece of ammunition ignores all Damage Resitance and Energy Resitance of the specific creature named. It does not ignore energy immunity. The inscribed name must be a specific creature's name, not a creature type or group of people.
Inquisitor
Iconic Inquisitor
Half-Orc Solarion
Theme: Priest
Archetype: VMC OperativeAbility Scores
Boosting Charisma improves your out-of combat skills and increases your number of resolve points. Strength and Wisdom should be in parity, boosting your offensive and defensive capabilities in tandem.
Solar Manifestation
Chaos Weapon - Law/Chaos
Specilization
Detective
Solar Revelations
Purifying Light (6th) Solar Acceleration (Zenith) Feats
- Veiled Threat
- Connection Inkling
- Skill Focus (Intimidate)
Skills
- Intimidate
- Sense Motive
- Perception
Stellar Mode: Law / Chaos
Solarions of law and chaos are able to tap into the natural dichotomy of order and disorder within the universe to draw their power. These solarions are generally of two forms, those who seek to maintain the balance in the universe, and those who use an opposing philosophy against itself.
- Solar Manifestation: Solarions of law and chaos often manifest their power as a floating chunk of glowing crystal or a shimmering sphere of multicolored lights. If you choose solar armor as your manifestation you may choose between electricity resistance and cold resistance instead of the original choices.
- Axiom Attunement: Instead of graviton mode, solarions of law and chaos can access axiom mode. All graviton revelations become axiom revelations. All axiom revelations that deal energy damage deal cold damage, and all axiom revelations that provide energy resistance provide electricity resistance. While axiom attuned you gain a +1 insight bonus to Will saving throws. This bonus increases by +1 for every 9 solarion levels you have.
- Anarchy Attunement: Instead of photon mode, solarions of law and chaos can access anarchy mode. All photon revelations become anarchy revelations. All anarchy revelations that deal energy damage deal electricity damage, and all anarchy revelations that provide energy resistance provide cold resistance. While anarchy attuned you gain a +1 insight bonus to Reflex saving throws. This bonus increases by +1 for every 9 solarion levels you have.
- Revelation Changes: There are no revelation changes for this alternate mode.
- Sidereal Influence: Axiom Skills: Computers (Int), Diplomacy (Cha), Engineering (Int), Physical Science (Int), Survival (Wis). Anarchy Skills: Acrobatics (Dex), Bluff (Cha), Disguise (Cha), Medicine (Wis), Sleight of Hand (Dex).
Stellar Revelations
Gravity Link (Su) [6th Level, Graviton]
As a standard action you may spend a resolve point to create a gravity link with one willing creature you can see. This link allows the targeted creature to use two of your stellar revelations, chosen by you. Linked targets cannot use Zenith revelations. This link lasts for one minute. A creature can only have one gravity link at a time, including links they initiate. This link does not provide the Stellar Mode ability, though if a creature becomes attuned they are able to use your revelations with their current attunement.
While you are graviton attuned the targeted creature is treated as being 1 step more graviton attuned than their current attunement for the purposes of revelation effects.
Purifying Light (Su) [6th Level, Photon]
As a move action, you imbue yourself with a burst of energy that improves your saving throws. You gain a +2 circumstance bonus on all saving throws. This bonus increases by 1 at levels 11 and 16. This lasts for 1 round or until you leave photon mode.
While you are photon attuned the bonus increases by 1.
Ultimate Photon: You may also grant this bonus to a single ally within 20 feet.
Magus
Stellar Mode: Air / Earth
Some solarions draw their power from the dualistic nature of freedom and structure, emphasized by the elemental planes of air and earth. These solarions tend to be more thoughtful and careful with their words than other solarions.
- Solar Manifestation: Solarions of the air and earth school can manifest their stellar mote as either earth or air. An earth manifestation can either appear as shaped crystals or as flowing liquid metal, while an air manifestation can appear as shaped crackling electricity or as a wall of wind. Earth manifestations radiate darkness and air manifestations radiate light. If you choose solar armor as your manifestation you can choose between electricity and acid resistance instead of the original choices.
- Air Mode: Instead of photon mode, solarions of air and earth can access air mode. All photon revelations become air revelations. All air revelations that deal energy damage deal electricity damage, and all air revelations that provide energy resistance provide acid resistance. While attuned to air mode you gain a +1 insight bonus on Reflex saving throws. This bonus increases by +1 for every 9 solarion levels you have.
- Earth Mode: Instead of graviton mode, solarions of air and earth can access earth mode. All graviton revelations become earth revelations. All earth revelations that deal energy damage deal acid damage, and all earth revelations that provide energy resistance provide electricity resistance. Whenever you gain 1 point of earth attunement you gain temporary hit points equal to half your solarion level (minimum 1). This HP lasts for 1 round.
- Revelation Changes: Gravity Boost, Defy Gravity, and Restrictive Aura become air revelations; Radiation, Astrologic Sense, and Solar Form become earth revelations.
- Sidereal Influence: Air skills: Acrobatics (Dex), Engineering (Int), Perception (Wis), Piloting (Dex), Sleight of Hand (Dex). Earth Skills: Bluff (Cha), Intimidate (Cha), Life Science (Int), Physical Science (Int), Stealth (Dex).
Stellar Revelations
Solar Duplicate (Su) [2nd Level, Photon]
As a move action you can spend 1 resolve point to send out an ethereal duplicate of yourself into an adjacent square. All creatures that threaten that square must make a Will saving throw or make an attack of opportunity against the duplicate (if they are incapable of making an attack of opportunity they do not attack). The duplicate cannot take damage but disappears immediately at the end of the action.
While photon attuned the DC for this ability increases by 4.
Ultimate Photon: Solar Duplicate no longer costs a resolve point.
Iconic Magus
Half-Elf Solarion
Theme: Outlaw
Ability Scores
Since you will be primarily in melee combat, you should have enough Strength and Constitution to survive in the thick of battle. Charisma is your next priority, since it is your key ability score.
Solar Manifestation
Air Weapon - Air/Earth
Stellar Revalations
Void Silence (2nd) Plasma Sheath (2nd) Solar Duplicate (2nd) Debris Field (6th) Feats
- Spring Attack
- Technomantic Dabbler
- Stage Magic
- Jet Dash
Skills
- Bluff
- Athletics
Void Silence (Su) [2nd Level, Graviton]
As a swift action you can silence your movements. Other creatures cannot hear you. You gain a +2 bonus on initiative checks and stealth checks. This bonus increases to +3 at level 8 and +4 at level 14. This bonus lasts for 1 round. You must wait 1 minute before using this ability again.
While graviton attuned you do not need to wait to use this ability again.
Oracle
Iconic Oracle
Human Mystic
Theme: Death-touched
Archetype: CursedAbility Scores
A high Wisdom score will keep your spell DCs relevant and boost your curse powers. A high Dexterity will help you avoid incoming attacks and hit with ranged attacks.
Connection
Empath
Spells
1st-Seeking Shot 4th-Discern Lies 2nd-Hurl Forcedisk 5th-Feeblemind 3rd-Deep Slumber 6th-Psychic Surgery Curse
Curse of the Blind
Feats
- Iron Will
- Penetrating Spell
- Combat Casting
Curse Chosen Curse
Curse of the Blind
Hex of Blindness [Minor Hex]
A targeted creature is subject to an incredible burst of light. On a failed saving throw the targeted creature is blinded for 1 round. On a successful saving throw they are dazzled for the same duration.
Level 1 (Ex)
You are cursed with poor eyesight, and are cannot see anything beyond 60 feet. You are considered blinded regarding anything more than 60 feet away.
Level 2 (Ex)
Your other senses have grown stronger to compensate for your poor eyesight. You gain the blindsense (scent, hearing) special ability with a range of 30 feet and gain a +3 bonus on perception checks dealing with smell and sound. The range of this ability increases by 10 feet every 4 levels past level 2, reaching a maximum range of 70 feet at level 18.
Level 6 (Ex)
You have become accustomed to dealing with foes you cannot perceive. When rolling to determine the miss chance from concealment you may roll twice and take the better result.
Level 12 (Ex)
At level 12 your senses have improved to nearly make up for your loss of sight. Your blindsense instead becomes blindsight (scent, hearing) for the first half of your range and you negate all miss chance at that range from any source.
Cursed Magic Items
Some magic items appear to be powerful and useful, while truly hiding more malicious magics. These cursed items come in many shapes and forms, but tend to come in four main varieties. Each type reduces the overall value of the item by a percentage, but PCs purchasing such an item may still need to pay full price if they are duped by a savvy shopkeeper. Identifying the cursed properties of a magic item increases the DC of the associated Mysticism check by 20.
- Powerful Drawbacks: Some items will only respond to the touch of a certain type of person. This can be as minor as requiring a certain number of skill ranks or as major as imposing ability drain. Depending on the magnitude of the drawback the value of the item can be reduced by an amount between 10% and 50%. Example item: Cape of Science - Charge cloak that only works if its wearer worships Yaraesa.
- Intermittent Function: Some items will randomly activate or only work for a certain amount of time. This can be as general as arbitrarily turning on and off (reduce the value cost by 10%), or as specific as only working at a certain time of day (reduce the value by 30%). Example item: Dusk Orb - A Shadow Orb that only functions for one hour before and after dusk.
- Delusion: Some items trick their user into believing that they have magic powers, while in truth they have none at all. Reduce the value of such an item by 90%. Example item: Power Ring - Looks and seems like a Ring of Resistance Mk. V but has no power whatsoever.
- Opposite Effect: For the ultimate in backfiring items, some have the exact opposite effect of their intended purpose. Reduce the value of such items by 50%. Example item: Enlargement Glove - A Glove of Storing that multiplies all dimensions of a single item by 400 for two seconds, can only be used once.
Shifter
Spells
Alien Shape
Mystic 2-5
- School: Transmutation
- Casting Time: 1 full action
- Range: personal
- Duration: 1 minute/level (D)
- Saving Throw: none; Spell Resistance: yes (harmless)
You are able to take the form of any animal or alien you have seen before. Transforming changes your type to Aberration for all effects that target creatures. You gain a +2 bonus on Reflex saving throws. For all attack rolls you can use your BAB or your caster level, whichever is higher. You gain a form-appropriate melee natural attack with the Analog special weapon property. You are considered proficient with this weapon and gain a unique Weapon Specialization that adds 1.5 times your caster level to the damage dealt by these melee attacks. You cannot use any manufactured weapons while transformed. While in this form you cannot speak, cast spells, use spell like abilities, or use language dependent abilities. Your HP, Stamina, Resolve Points, KAC, EAC, saving throws, BAB, and ability scores are unchanged by this spell.
2nd: You may assume the shape of a Small or Medium creature you have seen before. Your natural attack deals 1d6 damage. You may choose from the following abilities: Climb (30 ft.), Fly (30 ft. average), Darkvision (60 ft.), Low-light Vision, Water Breathing and Swim (30 ft.), Blindsense (Scent, 30 ft.).
3rd: Your natural attack deals 2d6 damage. You may choose from any ability on the 2nd level list, or from: Amorphous, Climb (60 ft.), Fly (60 ft. good), Compression, Water Breathing and Swim (60 ft.), No Breath, Grab, or Trip.
4th: You may assume the shape of a Tiny, Small, Medium or Large creature you have seen before. Your natural attack deals 3d6 damage. You may choose any two abilities from the 3rd level list, or from: Burrow (30 ft.), Climb (90 ft.), Fly (90 ft. good), Water Breathing and Swim (90 ft.), Blindsense (any, 30 ft.), Poison (Blue Whinnis), Trample (natural attack damage, DC 18), Spell Resistance 10, or Multiattack (2nd slam with same bonus and damage).
5th: You may assume the shape of a Tiny, Small, Medium, Large, or Huge creature you have seen before. Your natural attack deals 5d6 damage. You may choose any three abilities from the 4th level list, or from: Burrow (60 ft.), Climb (90 ft.), Fly (120 ft. good), Water Breathing and Swim (120 ft.), Blindsight (30 ft.), Blindsense (any, 60 ft.), Breath Weapon (30 ft. cone, 10d6 choose acid, cold, electricity, or fire damage, useable once every 1d4 rounds, Ref DC 20), Ferocity, Starflight, Spell Resistance 14, Fear Aura (30 ft, shaken, Will DC 15) .
Special:
Mystics with the Xenodruid connection may choose to change their connection spells to:
Spells: 1st—life bubble, 2nd-5th alien shape; replaced by 2nd—fog cloud, 3rd—entropic grasp, 4th—reincarnate; 6th—terraform
Items
Natural Weapon Enhancer (NWE)
Natural Weapon Enhancers are simple mechanical items that fit around a natural weapon (including Vesk claws, Reptoid claws, or similar abilities). These enhancers do not have any inherent benefit, but they can accept weapon fusions as a standard weapon of their level. NWEs come in any level and cost 100 credits x level ^ 2.
Iconic Shifter
Human Mystic
Theme: Wild Warden
Archetype: VMC SoldierAbility Scores
A high Strength score will boost your damage, and a high Constitution will keep you alive. Your Wisdom is not as important as other Mystics, since you will mostly be buffing yourself.
Connection
Xenodruid (alternate spell progression)
Spells
1st-Carnivorous 4th-Telepathic Bond 2nd-Darkvision 5th-Commune with Nature 3rd-Clairaudience/ Clairvoyance 6th-True Seeing Fighting Style
Blitz
Feats
- Iron Will
- Penetrating Spell
- Combat Casting
Skills
- Diplomacy
- Mysticism
Summoner
Mechanic Tricks
Rapid Prototype (Sp) [6th Level]
You are able to quickly build small robots from the refuse around you. You may cast Summon Creature 1 as a spell-like ability a number of times per day equal to your Intelligence modifier. The only creature available to you is Robot (of any level lower than your current useable spell level). Treat your caster level for this spell as your Mechanic level -4. At level 9 and every 3 levels after that you can increase the level of the spell by 1 up to Summon Creature 5 at level 18.
Basic Drone Mods
Energy Capacitor (Ex)
Choose an elemental energy type: Cold, Electricity, or Fire. Your drone can activate their elemental capacitor as a move action to change half of the damage from their melee weapon to the chosen energy type. If you are adjacent to your drone, you can instead expend your move action to activate this abilitiy. This ability functions as the Flaming, Frost, or Shock weapon fusions, except that it requires a move action to activate or deactivate.
A mechanic of at least 11th level can accept this ability as an Advanced Mod. Choosing this mod in such a way allows you to choose either the Acid or Sonic energy types. These function as the Corrosive or Thundering weapon fusions, except that it requires a move action to activate or deactivate.
Advanced Drone Mods
Psychic Magic (Sp)
Choose one of the following spells: Daze, Psychokinetic Hand, Telekinetic Projectile. Your drone can cast this spell four times per day as a spell like ability. Your drone's caster level for these abilities is equal to half your mechanic level, and the DC for this spell like ability is equal to 10 + your drone's caster level + your drone's wisdom modifier.
Extension (Ex)
Your Melee Weapon Arms gain a reach mode. While in reach mode, they grant any melee weapon held in that arm the Reach special property. Once per round, your drone may toggle their Melee Weapon Arms between standard and reach mode. This is not an action and may be made at any time during their turn. If your drone has multiple Melee Weapon Arms, they must all be toggled together. If the weapon already has the Reach special property, its minimum and maximum ranges are instead increased by five feet while in reach mode.
Web (Ex)
Your drone is able to shoot a sticky web to trap enemies. Your drone can thow webbing as a ranged attack that targets EAC. This is a standard action, and enemies hit by this attack are automatically entangled. Enemies entangled by the webbing can escape with a successful Acrobatics check or a Strength check with a -4 penalty. The DC for these checks is 10 + your Mechanic level + your drone's Strength modifier. Hitting an enemy who is already entangled causes them to be Grappled, and hitting a Grappled enemy causes them to be pinned. The escape DC for the Grappled condition is 15 + your Mechanic level + your drone's Strength modifer, and the escape DC for the Pinned condition is 20 + your Mechanic level + your drone's Strength modifier.
Iconic Summoner
Gnome Mechanic
Theme: Scholar
Archetype: Mounted TerrorAbility Scores
Your intelligence is your key ability score and boosts your mechanic tricks. Your Dexterity is also important, as it allows you to avoid getting hit and to hit with your ranged attacks.
Artificial Intelligence
Drone - Combat Chassis
Mechanic Tricks
Energy Shield (2nd) Drone Meld (8th) Rapid Prototype (6th) Mod Tinkerer (14th) Drone Mods
- Manipulator Arms
- Skill Subroutines
- Echolocators
Feats
- Technomantic Dabbler
- Master Crafter
- Spry Cover
Vigilante
Iconic Vigilante
Human Envoy
Theme: Bounty Hunter
Ability Scores
The vigilante is more focused on personal combat, and as such his Dexterity should be as high as possible. Constitution will help you stay alive, and Charisma will improve your number of resolve points.
Envoy Improvisations
Secret Identity (1st) Clever Attack (4th) Clever Feint (2nd) Draw Fire (6th) Skill Expertise
- Engineering
- Bluff
- Disguise
Expertise Talents
- Case the Joint
- Convincing Liar
Feats
- Fast Talk
- Skill Focus (Disguise)
Skills
- Diplomacy
- Disguise
- Life Science
Envoy Improvisations
Living Shield (Ex)
Whenever you are adjacent to an enemy and a different enemy targets you with an attack, you may use your reaction to make a grapple combat maneuver against the adjacent target. If your check succeeds, you pull the grappled enemy in front of you and they are the the target of the attack instead. The attack resolves against the grappled enemy's KAC or EAC. After the attack resolves, the grappled enemy loses the grappled condition.
Secret Identity (Ex)
You have cultivated a second persona that you are able to don at will. This persona allows you to interact in social interactions without revealing your true identity. When you first take this improvisation determine the name of your secret identity. Your secret identity can look like any typical member of a race you are capable of assuming the form of. If you are capable of appearing as different forms (such as a Reptoid or Astrazoan), you may choose a different secret identity for each race you can assume.
While in a secret identity, you fully embody that persona and your previous identity does not exist. Targeted scrying magic only works if the caster is searching for the identity you are currently in, otherwise the spell is treated as if the target is dead or does not exist. Switching between identities takes 1 minute of work with a disguise kit. Anyone who sees you transition between identities learns the true nature of both identities. You keep all abilities, spells, items, and powers through all of your identities.
Wall Ride (Ex)
You are able to ride along walls to break falls or cross gaps. If you are next to a wall, you gain a +2 insight bonus on acrobatics checks and you cannot take falling damage.
Expertise Talents
Case the Joint (Ex; Engineering)
You can scope out a location before returning there later. If you spend at least 1 hour in a location you can attempt a DC 20 Engineering check. If you succeed, you gain the ability to re-roll one failed skill check in that location. For every 10 points your check exceeds 20 you gain an additional re-roll. This effect lasts for one week before the location changes so much the knowledge gained grants no benefits. You cannot use this effect on the same location twice in the same week.
Mockingbird (Su; Bluff)
You are able to recreate the speech patterns of any creature you have heard before and can project your voice to seem as if the sound came from up to 20 feet away. You are able to recreate intelligible speech at a normal volume for your race in any language you know, but cannot create any other sounds with this effect. This otherwise acts as Ghost Sound.
Witch
Curse Chosen Curse
Curse of the Unlucky
Hex of Misfortune [Minor Hex]
You stare at a single creature and adjust their aura of luck. If your target fails their saving throw they must roll twice for all d20 rolls and take the lower result. This effect lasts for 1 round.
Level 1 (Su)
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. The quick draw feat has no effect for you.
Level 2 (Su)
If your base class has the Spells class feature, add daze and fatigue to your list of spells known. If your base class does not have the Spells class feature, you can cast each spell three times per day as a spell like ability.
Level 6 (Su)
If your base class has the Spells class feature, add confusion, lesser and augury to your list of spells known. If your base class does not have the Spells class feature, you can cast augury one time per day as a spell like ability and confusion, lesser three times per day. Casting augury still requires spending 1 resolve point.
Level 12 (Su)
If your base class has the Spells class feature, add confusion to your list of spells known. If your base class does not have the Spells class feature, you can cast confusion once per day as a spell like ability.
Magic Hacks
Advanced Familiar (Ex) [8th level]
You and your familiar gain a permanent telepathic bond as per the mystic class ability. If you also have the mystic class ability, this bond does not count against your allowable number of bonds. You may cast a spell with a range of "personal" on your familiar (as a touch spell) instead of on yourself. You may cast spells on your familiar even if the spells do not normally affect creatures of the familiar's type. Your familiar gains spell resistance equal your level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance. You must have the Familiar magic hack to take this ability.
Iconic Witch
Human Technomancer
Theme: Cultist
Archetype: CursedAbility Scores
You are heavily dependent on your save DCs, and as such Intelligence is your primary focus. Dexterity and Wisdom for survivability are second priority.
Magic Hacks
Familiar (2nd) Advanced Familiar (8th) Extended Spell (5th) Quickened Spell (14th) Curse Chosen Curse
Curse of the Unlucky
Feats
- Focused Spellcaster
- Master Crafter
- Spell Penetration
Skills
- Mysticism
- Life Science
Spells
Renew Effect
Technomancer 1
- School: Necromancy
- Casting Time: 1 standard action
- Target: one creature
- Range: close (25 ft. + 5 ft./2 levels)
- Duration: 1 minute/level (D)
- Saving Throw: Will; Spell Resistance: yes
You focus your mental energies on a target creature and refresh the duration of a single ongoing effect affecting that creature. If you correctly identify and name the effect the target you can choose to refresh the duration of that ability, otherwise it refreshes the effect that has been affecting the target the longest.
Hybrid Classes
Arcanist
Iconic Arcanist
Halfling Technomancer
Theme: Scholar
Archetype: Arcanamirium sageAbility Scores
Your Intelligence boosts your Magic hacks, your Resolve points and your spell DCs. Dexterity will allow you to hit with your ranged attacks.;
Magic Hacks
Arcane Construction (2nd) Flash Teleport (8th) Consume Magic (5th) Rain of Fire (14th) Feats
- Spell Penetration
- Extra Resolve
- Mystic Strike
Skills
- Mysticism
- Physical Science
Magic Hacks
Arcane Construction (Su) [2nd Level]
When crafting items you always use the Mysticism skill in place of any other skill requirement or skill check. By spending one resolve point you can ignore the requirement for tools and a workshop for eight hours of crafting time.
Consume Magic (Sp) [5th Level]
You may consume a spell ampule or spell gem to regain resolve points. Doing so takes a full action that restores resolve points equal to the level of the spell consumed.
Energized Armor (Su) [2nd Level]
You can funnel some of your own magic into the armor you are wearing. As a move action you can energize your armor by expending an unused spell slot. You gain a bonus to your EAC and KAC and DR/magic equal to the level of the slot you expended. These bonuses last for 2 rounds.
Fusion Hacker (Sp) [11th Level]
You have learned how to transform a weapon fusion into another. You can spend a full action to touch a weapon with a fusion installed. You can change the installed fusion into any fusion of equal or lower level. If the creature in possession of the weapon is unwilling you must succeed at a melee attack against their EAC. This change lasts for a number of rounds equal to your intelligence modifier. You must have the Enchanted Fusion magic hack to take this magic hack.
Redirect Spell (Sp) [11th Level]
Whenever you successfully counter a spell you may choose to redirect that spell instead. If the spell targets a creature or set of creatures you may choose an appropriate number of different targets within the original range of the spell. If the spell targets an area, you may choose where the area starts from the valid options for that spell. Abilities such as Selective Targeting that alter the spell's area of effect cannot be used by you or by the original caster.
Spell Siphon (Su) [11th Level]
You may spend one resolve point as a standard action to transfer a spell affecting another creature to yourself. You must be touching the creature to transfer the spell, and if the creature is unwilling you must succeed at a melee attack against their EAC. If you can correctly identify and name a spell affecting the target you may choose to steal that spell, otherwise the spell is chosen randomly from those affecting the target. You may not transfer a spell with a range of personal or one with a duration of permanent.
Bloodrager
Fighting Styles
Plane Trained
Some mortals have inherited some training from the armies of the outer planes, either directly as a result of an extraplanar contact or indirectly through passed-on knowledge. These mortals fight with strange powers and abilities that defy the capabilities of normal fighters.
Planar Infusion (Su) [1st Level]
At first level you choose an outer plane to draw energy from, either Abbadon, the Abyss, Elysium, Heaven, Hell, Limbo, Nirvana, or Utopia.
As a move action, you may imbue your weapon with extra elemental damage linked to your chosen plane. If your chosen plane is good aligned you can add 1d4 fire damage, evil aligned you can add 1d4 acid damage, chaos aligned you can add 1d4 electric damage, and lawful aligned you can add 1d4 cold damage. If your chosen plane has more than one alignment, you can choose between the two damage types each time you activate this ability. At level 8 the damage increases to 1d6, to 1d8 at level 11, to 1d10 at level 14, to 2d6 at level 17, and to 2d10 at level 20. This increase in damage lasts until the start of your next round.
Energy Siphon (Ex) [5th Level]
You gain energy resistance against the energy types valid for your chosen plane. If your chosen plane has two valid energy types you gain energy resistance 2 to each type, while if your plane has one energy type you gain energy resistance 5 to that type.
Mental Block (Ex) [9th Level]
You are able to use your training to defend your mind against incoming attacks. You gain a +4 bonus on all saving throws against mind affecting or fear effects.
Wings of the Planes (Su) [13th Level]
You grow a pair of wings appropriate for your plane's inhabitants. You gain a fly speed of 60 feet with good maneuverability. If you already have a natural fly speed, your fly speed increases by 30 feet and your maneuverability increases by 1 step.
Planar Aggression (Su) [17th Level]
You can use your Planar Infusion ability as part of a move or as part of a Charge action. You must move at least 10 feet to use this ability.
Gear Boosts
Deflective Plating (Ex) [7th Level]
You are able to modify your armor to provide damage reduction at the cost of increased bulk. You may gain DR 2/- by increasing the armor check penalty of your armor by 2. At 11th level and every 4 levels after, the DR goes up by 1. The armor check penalty never increases.
Iconic Bloodrager
Human Soldier
Theme: Gladiator
Archetype: Blood ChannelerAbility Scores
Fighting Style
Shock and Awe
Gear boosts
- Melee Striker
- Electric Arc
- Unstoppable Strike
- Anchoring Arcana
Bloodline
Elemental (Air)
Feats
Penetrating Attack C (8th) Sidestep D (14th) Skills
- Skill
Brawler
Feats
Awesome Blow (Combat)
You can launch or damage enemies you hit with a bull rush maneuver.
- Prerequisites: Improved Combat Maneuver (Bull Rush)
- Benefit: If you make a Bull Rush combat maneuver while holding a two-handed melee weapon, you may choose to either increase the distance moved by 5 feet or to deal normal damage for your weapon in addition to the effect of the bull rush.
Fighting Style
Brawler
The Brawler takes matters into his own hands. Literally. A master of hand-to-hand combat and grappling their opponents into submission, they can easily take an enemy out of the fight without drawing a weapon.
Hand-to-hand Combat (Ex) [1st level]
You gain Improved Unarmed Strike as a bonus feat. If you already have this feat or gain this feat later, you instead gain the Weapon Focus (basic melee) feat. Attacks made with a Gauntlet or Battleglove benefit from all feats and abilities that affect unarmed strikes.
Combat Flexibility (Ex) [5th level]
Choose a type of combat maneuver. You gain a +4 bonus to your attack roll when making that type of combat maneuver. You can change the type of combat maneuver 3 + your soldier level times per day as a move action. This bonus counts as but does not stack with the bonus granted by the Improved Combat Maneuver feat.
Seismic Slam (Ex) [9th level]
When you successfully Bull Rush a target, the distance they move automatically increases by 5 feet. If the target hits a wall, they stop moving and take 1d6 bludgeoning damage per 5 feet they were knocked back (regardless of how far they actually traveled before hitting the wall). When you successfully Trip a target they take 2d6 bludgeoning damage after they fall prone.
Example: if you beat your target's KAC + 8 by 10 on a Bull Rush maneuver, you knock the target back 20 feet. If they hit a wall during their travel (regardless of how far they actually move) they take 4d6 bludgeoning damage.
Rending Maneuver (Ex) [13th level]
When you hit the same target with an unarmed strike twice in the same round (including attacks of opportunity) you get a free attempt to make any one combat maneuver.
Maneuver Master (Ex) [17th level]
The bonus from your Combat Flexibility ability increases to +6. Whenever you roll a natural 20 on an attack roll when making a combat maneuver the target is immediately stunned for 1 round.
Iconic Brawler
Human Soldier
Theme: Ascetic
Archetype: VMC OperativeAbility Scores
Since you prioritize combat maneuvers, you need to get your to-hit bonus as high as possible. Your Strength is always number one priority. Dexterity and Constitution come second.
Fighting Style
Brawler
Specialization
Daredevil
Gear boosts
Melee Striker Unarmed Mauler Raw Lethality Armored Advantage Feats
- Awesome Blow
- Improved Combat Maneuver (Grapple)
- Pull the Pin
Skills
- Acrobatics
- Athletics
- Perception
Hunter
Drone Chassis
The following drone chassis are available for mechanics who look for a strong connection to nature.
Canine/Feline
The combat quadruped is the aspect of beastiality, and combined with the intelligence of the mechanic is a force to be reckoned with. These animals excel in dex based combat, either through stealth or physical ferocity. Common animals that fit in this category are the wolf, dog, and panther.
Starting Statistics
- Size: Small
- Speed: 40 feet
- AC: EAC 10, KAC 12
- Good Save: Fortitude
- Poor Saves: Reflex, Will
- Physical Scores: Str 12, Dex 16, Con 13
- Mental Scores: Int 8, Wis 12, Cha 6
- Ability Increases: Dex, Wis
- Bonus Skill Unit: Stealth
- Initial Mods: Speed, Echolocators, Natural Weapon
- Banned Mechanic Tricks: Drone Meld
Basic Drone Mods
Natural Weapon (Ex)
Your drone gains Improved Unarmed Strike as a bonus feat, and your drone's natural attack loses the archaic and nonlethal descriptors. Your drone does not require a free weapon arm to make a natural attack; it can be made as a slam, kick, headbutt, or similar maneuver.
Natural Aspect (Ex)
You shape your drone to seem more like a particular animal, giving it a specific bonus. You choose the animal aspect when you first take this mod.
- Bear: Your drone gains a +2 enhancement bonus to Constitution.
- Bull: Your drone gains a +2 enhancement bonus to Strength.
- Falcon: Your drone gains a +4 insight bonus on Perception checks.
- Frog: Your drone gains a +4 insight bonus on Acrobatics checks.
- Mouse: Your drone gains evasion, as the Operative ability of the same name.
- Owl: Your drone gains a +4 insight bonus on Stealth checks.
- Snake: Your drone gains a +1 bonus on attack rolls when making attacks of opportunity.
- Stag: Your drone's base speed increases by 5 ft.
- Tiger: Your drone gains a +2 enhancement bonus to Dexterity.
- Wolf: Your drone gains blindsense (scent) 30 ft.
Note: Mechanics wishing to use the Bat or Monkey aspects should ask their GMs to reflavor the Enhanced Senses and Climbing Claws Drone Mods.
Iconic Hunter
Human Mechanic
Theme: Bounty Hunter
Ability Scores
Intelligence will boost your mechanic powers and your drone, and Dexterity will allow you to hit with your ranged attacks. Additional Wisdom will boost your Will saves and skills.
Artificial Intelligence
Drone - Canine Chassis
Mechanic Tricks
Visual Data Processor (2nd) Invisibility Bypass Processor (8th) Repair Drone (2nd) Hyperclocking (14th) Drone Mods
- Natural Aspect (Wolf)
- Enhanced Senses
- Hardened AI
Feats
- Fleet
- Connection Inkling
- Strike Back
Skills
- Survival
- Perception
- Life Science
- Mysticism
Investigator
Iconic Investigator
Human Technomancer
Theme: Scholar
Archetype: VMC EnvoyAbility Scores
You need almost all of your ability scores to be high. Dexterity allows you to hit with your weapons, Intelligence and Charisma boost your class abilities, and Constitution and Wisdom improve your survivability. Strength is nearly worthless.
Envoy Improvisations
- Line up the Shot (2nd)
- Terrifying Blast (6th)
- Expert Attack (18th)
Magic Hacks
Custom Serum (2nd) Harmful Serum (8th) Bottled Ooze (5th) Countertech Sentinel (14th) Feats
- Grenade Proficiency
- Veiled Threat
- Penetrating Spell
Skills
- Sense Motive
- Perception
- Survival
Envoy Improvisations
Line up the Shot (Ex) [2nd level]
As a standard action you can use aid another to grant an adjacent ally a bonus on their next ranged attack roll. Roll a ranged attack roll against a DC of 10. If you succeed you can give a +3 circumstance bonus to an ally who is adjacent to you. This bonus lasts until the start of your next round or until the ally makes an attack roll.
Greater Expert Attack (Ex) [14th level]
You can now spend 2 Resolve points to add your expertise bonus to your next attack roll as a swift action, and you can make the attack on subsequent turns. If you spend a third resolve point, the bonus applies to all attacks you make until the end of your next turn. You must have the Expert Attack improvisation to take this improvisation.
Expertise Talents
Empathy (Ex; Sense Motive)
When making a sense motive check you may roll your inspiration dice twice and take the higher result.
Whenever you make a sense motive check, you can spend a resolve point to gain the effects of the spell Detect Thoughts for one round. The targeted creature gets a Will saving throw to negate the effect (the DC is the same as for your Envoy Improvisations).
Magic Hacks
Bottled Ooze (Su) [5th level]
You may spend one resolve point to fill a bottle with raw arcane power and throw it. This is a single standard action and the bottle is thrown 30 feet as a grenade and must target a grid intersection. When it lands the glass shatters and the arcane energy coalesces into a grey ooze. This ooze uses the Medium elemental stat block with the ooze graft. This increases to use the Large, Huge, and Elder elemental base at levels 9, 13, and 17. If the base size is either Medium or Huge, the center of the ooze can be any of the 4 squares surrounding the grid intersection hit by the bottle.
Summoning Graft
Ooze
Summoned oozes are sometimes the direct goal of a summoning ritual, but are more often the accidental result of a partially failed spell.
- Type: Ooze
- Alignment: N
- Traits: Blindsight, mindless, ooze immunities, sightless; set Intelligence modifier to —. If base stat block has DR, change to immunity to piercing and slashing damage. If an ooze would take slashing damage it instead splits into two smaller oozes; replace the current ooze with two identical copies with their size category reduced by 1 step.
- Skills: None
- Languages: None
- Attacks: Damage changes to half bludgeoning half acid damage.
Shaman
Iconic Shaman
Dwarf Mystic
Theme: Cultist
Ability Scores
A high Wisdom score will allow you to reliably affect creatures with your spells and abilities. Secondarily, a high Dexterity will keep you relevant in combat and will increase your AC.
Connection
Spirit Caller
Spells
1st-mind link 4th-mind probe 2nd-see invisibility 5th-modify memory 3rd-remove affliction 6th-subjective reality Feats
- Spell Penetration
- Combat Casting
Mystic Connection
Spirit Caller
You are able to tap in to the spirits of the world around you and of the recently dead, calling on them to help you on your quest.
- Associated Deities: Pharasma, Nyarlathotep, Talavet, Yaraesa
- Associated Skills: Diplomacy and Mysticism
- Spells: 1st - share language, 2nd - status, 3rd - speak with dead, 4th - animate dead, 5th - retrocognition, 6th - control undead
Spirit Animal (Su) [1st level]
You gain a familiar as the Technomancer magic hack, but you must pick animal as the base type.
Condition Wrangler (Su) [3rd level]
You are able to speak directly to the status conditions of your allies. You can spend 1 minute discoursing with the conditions of a willing target. At the end of this time you make a single Diplomacy check. You cannot take 10 or take 20 on this check and you cannot receive aid. Succeeding at this check ends the condition, and failing by 5 or more causes you to also gain the condition. See the following table for the DC associated with different conditions.
Condition | DC |
---|---|
Fatigued, shaken, and sickened | 10 |
Dazed and staggered | 15 |
Exhausted, frightened, and nauseated | 20 |
Blinded, deafened, paralyzed, and stunned | 25 |
Grave Sight (Su) [6th level]
As a full action, you may observe the spirits of the world around you. This informs you if any creatures within 30 feet are living, wounded, dead, dying, undead, diseased, poisoned, or cursed. A living creature that does not want to be observed as such can attempt a Will saving throw. A creature that succeeds at its saving throw does not appear at all during this observation. Dead, helpless or undead creatures do not receive a saving throw.
Spirit Scout (Sp) [9th level]
A number of times per day equal to your Mystic level you may send out a friendly spirit to observe the world for you. This acts in all ways as Arcane Eye.
Attuned Writing (Sp) [12th level]
Once per day, you can channel the spirits around you into a writing implement. You spend 10 minutes writing absently and attuning yourself to the spirits around you. This acts in all other ways as Divination with a 90% success rate.
Language is Nothing (Su) [15th level]
You are permanently under the effects of the Tongues spell.
Spirit Swap (Sp) [18th level]
By spending 1 resolve point as a standard action, you can attempt to swap souls with another living creature within 30 feet. The target must succeed at a Will saving throw or be ripped out of its body (this is a necromancy effect). Your souls are then swapped; your soul and consciousness inhabits that creature's body and its soul inhabits your body. You also roll a Will saving throw against the same DC - 5. If you fail this saving throw, the opposing creature's soul is able to control your body. They follow the same rules as you for entering another creature's body. If you succeed at your saving throw, your main body is paralyzed for the duration of this effect.
Both creatures' souls keep their Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities when they enter the new body. Each body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. Neither creature can activate extraordinary or supernatural abilities.
This effect ends when either body is slain or you choose to end the effect. At this time both souls attempt to return to their bodies. If either body is unavailable or killed, the soul is considered slain and dies instantly. This is a death effect.
Skald
Iconic Skald
Human Envoy
Theme: Mercenary
Archetype: Blood ChannelerAbility Scores
Strength and Charisma are one and two. All of your buffs and debuffs rely on Charisma, while your damage relies on Strength.
Envoy improvisations
Adrenaline Boost (1st) Hurry (4th) Get 'Em (1st) Inspire Strength (6th) Expertise Talents
- Create Diversion
- Demolitions Expert
- Menacing Gaze
Bloodline
Primal
Feats
- Antagonize
- Mark of the Planets (Liavara)
- Advanced Melee Weapon Proficiency
Skills
- Intimidate
- Bluff
- Athletics
Envoy Improvisations
Adrenaline Boost (Ex)
Language-dependent, mind-affecting, sense-dependent
You are able to inspire feelings of anger in your teammates, flooding their systems with adrenaline. As a standard action, you grant a single ally within 60 feet an adrenaline boost they can expend at any point before your next turn. This boost can be used to grant +1 to any of the following rolls: a single attack roll, a single damage roll, a single Fortitude save, or a single Reflex save.
At 6th level you can use 1 resolve to give this bonus to all allies within 30 feet including yourself.
Inspire Strength (Ex) [6th level]
Language-dependent, mind-affecting, sense-dependent
You can pump up your allies to boost them to extreme feats of strength. As a standard action, you can grant an ally a boost on any Strength check or Strength based skill check equal to 1/2 your Envoy level.
Feats
Mark of the Planets
You are inspired by one of the planets of the Pact Worlds system. Choose a planet. You have a mark on your body that somehow represents this planet, either directly or indirectly. You gain a specific magical effect based on the planet you chose.
- The Sun: Your hair billows like a corona. After taking fire damage, all of your movement speeds increase by 10 feet for 30 seconds. Taking additional fire damage extends the effect but does not increase your movement speed further.
- Aballon: Your skin becomes more metallic and you add your key ability score modifier to diplomacy checks when dealing with robots.
- Castrovel: The jungle infuses you and you grow animalistic claws as the Vesk racial ability.
- Akiton: Your skin gains the rusty hue of the iron planet. You are able to burrow through 5 feet of soft dirt, gravel or similar per round.
- Verces: Your skin appears dry and cracked, granting you immunity to the burn critical hit ability.
- Eox: Your skin becomes grey and sunken, and you gain a +2 insight bonus on Fortitude saves.
- Triaxus: You gain patches of dragon scales and energy resistance 2 to a specific energy type.
- Liavara: A ring of dust surrounds you. You can make 1 free slam attack against an adjacent enemy. This attack is made with your normal melee attack bonus, and deals 1d4 bludgeoning damage + your Charisma modifier.
- Bretheda: You leave a trail of gas in your wake as you move. Once per day, you may cast the flight (level 1) spell (caster level equal to your character level).
- Apostae: Your hair turns white. When flanking, the +2 bonus applies to your damage rolls instead of your attack rolls.
- Aucturn: Your pores slowly drip an acidic liquid. You are immune to physical track poisons.
Slayer
Operative Specialization
Striker
You are skilled at locating your quarry and eliminating them with exact precision.
Associated Skills
Culture and Disguise. You can use Disguise to make a trick attack with a +4 bonus through your acting skill.
Specialization Exploit
Stunning Shot
Quarry (Ex)
At 11th level, you can as a standard action denote one target within your line of sight as your quarry. This lasts until you dismiss it or until your quarry is slain. Whenever you are following the tracks of your quarry, your can take 10 on your Survival skill checks while moving at normal speed, without penalty. In addition, you gain a +2 insight bonus on attack rolls made against your quarry. You can have no more than one quarry at a time. You can dismiss this effect at any time as a free action, but you cannot select a new quarry target for 24 hours. If you see proof that your quarry is dead, you can select a new quarry target after 1 hour.
Operative Exploits
Allied Trick (Ex) [6th Level]
As a full round action, you may attempt to make a Trick Attack against an ally. Succeeding at your check allows you to roll an Aid Another action with a +1 bonus. Succeeding at this Aid Another action grants a 1d4+2 bonus on your target's check instead of the standard +2 bonus.
Soldier's Prodigy (Ex) [10th Level]
You gain the 5th level power of your chosen fighting style. You must have the Soldier's Prodigy, Minor exploit to take this exploit.
Soldier's Prodigy, Major (Ex) [14th Level]
You gain the 9th level power of your chosen fighting style. You must have the Soldier's Prodigy exploit to take this exploit.
Soldier's Prodigy, Minor (Ex) [6th Level]
Choose a Soldier fighting style. You gain the 1st level power of that fighting style.
Sunlight Strike (Ex) [2nd Level]
You can make a dirty trick combat maneuver as a swift action by directing or reflecting a beam of light into your target's face. This trick can only make the target dazzled, but you gain all your usual bonuses on dirty trick combat manuevers. This is a ranged dirty trick that does not take the usual range penalties.
Iconic Slayer
Human Operative
Theme: Bounty Hunter
Ability Scores
As an operative, you want to maximize your Dexterity as quickly as possible. Your striker specialization means you should also boost your Charisma for your disguise checks.
Specialization
Striker
Operative Exploits
Nightvision (2nd) Cloaking Field (10th) Allied Trick (6th) Soldier's Prodigy (Sharpshooter) (10th) Feats
- Dazzling Display
- Diversion
- Deadly Aim
Skills
- Disguise
- Culture
- Profession (Bounty Hunter)
- Survival
Feats
Dazzling Display
You can use your weapons to intimidate your foes.
- Prerequisites: Intimidate 5 ranks
- Benefits: You can use the Demoralize action to intimidate all enemies within 15 feet of you. If you have the Debilitating Trick class ability, you can choose to make the target Shaken as your Debilitating Trick.
Swashbuckler
Iconic Swashbuckler
Half-Elf Soldier
Theme: Ace Pilot
Archetype: VMC OperativeAbility Scores
Fighting Style
Duelist
Specilization
Daredevil
Gear Boosts
Melee Striker Deflecting Smash Twinned Threat Anchoring Arcana (7th) Feats
- Sidestep
- Coordinated Shot
- Reflect Projectiles
- Quick Draw
Skills
- Piloting
- Acrobatics
- Culture
Fighting Style
Duelist
The duelist is a master of the
Parry and Riposte (Ex) [1st level]
If you are holding a one-handed melee weapon, you gain a +1 bonus to your KAC and EAC against melee attacks. If you are holding a one-handed melee weapon, whenever an enemy misses you with a melee attack they provoke an attack of opportunity from you only.
Duck and Weave (Ex) [5th level]
You may make an acrobatics check when leaving a threatened square to avoid the provoked attack of opportunity. The DC for this check is equal to the CMD of the enemy threatening the square. If multiple enemies threaten the same square, the DC for this check is equal to the highest DC of all threatening enemies + 5 for each additional enemy.
Precise Strike (Ex) [9th level]
The bonus damage on Operative weapons from Weapon Specialization increases to your class level instead of 1/2 your level.
Debilitating Wound (Ex) [13th level]
When you hit a living creature with a weapon that deals piercing or slashing damage you deal an amount of bleed damage equal to your Dexterity modifier. By spending one resolve point you can choose to instead deal 1 point of Strength, Dexterity, or Constitution bleed damage (your choice). This damage does not stack with any other source of bleed damage and does not affect enemies immune to bleed or precision damage.
Stunning Strike [17th level]
When you hit a creature with a melee operative weapon, in addition to the normal damage, you can spend 1 resolve point to inflict a stunning strike. The target must succeed at a Fortitude save (DC 10 + 1/2 your soldier level + your Dexterity modifier) or be stunned for 1 round.
Operative Exploits
Headshot Trick-shot (Ex) [6th Level]
For your debilitating strike you may make the target confused. The target must succeed at a Will saving throw or be confused for 1 round.
Sure Grip (Ex) [10th Level]
When you are holding a small arm or a weapon with the Operative special weapon quality, you are immune to disarm or sunder attempts against that weapon.
Cheat Death (Ex) [18th Level]
When you take damage that would reduce you to 0 HP, you may choose to spend double the resolve points required to stabilize in order to stay at 1 HP.
Warpriest
Blood Channeler Bloodline
Divine
Some part of your ancestry was touched by the divine, either through an exceptionally powerful Mystic or through the direct influence of a god, devil or angel.
Align Weapon (Su) [2nd Level]
When you reach level 2, you choose an alignment: either Good, Evil, Law, or Chaos. This alignment is not restricted by your personal alignment or by the alignment of any deities you worship. This alignment cannot be changed.
As a move action, you can imbue your weapon with your chosen alignment. This acts as the Holy, Unholy, Axiomatic, or Anarchic weapon fusion respectively. This infusion lasts for a number of rounds equal to 1/2 your class level.
Battle Companion (Su) [6th Level]
As a full action, you can spend 1 Resolve point to summon an outsider of your chosen alignment. This acts as Summon Monster 2 and can only choose from the Agathion, Angel, Archon, Azata, Daemon, Demon, Devil, Inevitable, and Protean templates. You must choose a template that matches your chosen alignment. Once you choose a particular template, that choice is permanent and you must use that template each time you use this ability. This effect increases by 1 spell level at character levels 9, 12, 15, and 18 to a final level of Summon Monster 6. Your caster level is treated as your character level - 2 for all effects related to this spell.
Cycle of Rebirth (Su) [18th Level]
Once per week, if you would die from reaching 0 resolve points while you have 0 health you are instead reborn as the Reincarnate spell. You are always able to be targeted, even if your type normally would not allow it. All material and resolve costs are removed. This effect triggers if you die from old age but not if you are slain by a death effect.
Feats
Battle Caster (Combat)
You are adept at casting spells in the midst of combat
- Prerequisites: Combat Casting, BAB +5
- Benefits: You may replace your last attack in a Full Attack action with a spell. The spell must have a casting time of 1 standard action or shorter. If the spell has an attack roll, you take your normal attack penalty for using the full attack action. If the spell has a DC, the DC is reduced by the same amount as your attack penalty. Casting this spell still provokes attacks of opportunity as normal.
Fervorous Spells
You can draw out the last ounce of effort to cast a spell
- Prerequisites: Ability to cast 3rd level spells
- Benefits: If you are reduced to zero spell slots for a particular spell level you can instead spend a number of resolve points equal to the spell's level to cast the spell as normal. You cannot use this on spells of the highest level you know. You can do this a number of times per day equal to your Charisma modifier.
Iconic Warpriest
Half-orc Soldier
Theme: Priest
Archetype: Blood ChannelerAbility Scores
Your Strength increases your damage and ability DCs, and your Constitution will keep you alive on the front lines. You need a high enough Wisdom score to use your Connection Inkling abilities, and an extra boost to your Will saving throw is always valuable.
Fighting Style
Plane Trained
Gear boosts
- Armored Advantage
- Massive Momentum
- Unyielding Bulwark
Bloodline
Divine
Feats
Divine Blessing Iron Will Connection Inkling Reflect Projectiles Skills
- Mysticism
- Medicine
- Athletics
Occult Classes
Kineticist
Stellar Mode: Fire / Water
Filling themselves with the heat and cold of the elemental planes of fire and water, Solarions with this mode tend to be very passionate and emotional.
- Solar Manifestation: Solarions of the air and earth school can manifest their stellar mote as either fire or water. A fire manifestation can either appear as roiling flame or red-hot metal, while a water manifestation can appear as rushing water or as glittering solid ice. All manifestations of these solarions radiate light.
- Fire Mode: Instead of photon mode, solarions of fire and water can access fire mode. All photon revelations become fire revelations. All fire revelations that deal energy damage deal fire damage, and all fire revelations that provide energy resistance provide cold resistance. While attuned to fire mode you gain a +1 insight bonus on Attack rolls. This bonus increases by +1 for every 9 solarion levels you have.
- Water Mode: Instead of graviton mode, solarions of fire and water can access water mode. All graviton revelations become water revelations. All water revelations that deal energy damage deal cold damage, and all water revelations that provide energy resistance provide fire resistance. While attuned to fire mode you gain a +1 insight bonus on Will saving throws. This bonus increases by +1 for every 9 solarion levels you have.
- Revelation Changes: Defy Gravity becomes a fire revelation; Glow of Life becomes a water revelation.
- Sidereal Influence: Fire skills: Acrobatics (Dex), Intimidate (Cha), Life Science (Int), Mysticism (Wis), Survival (Wis). Water Skills: Athletics (Str), Culture (Int), Disguise (Cha), Medicine (Wis), Stealth (Dex).
Stellar Revelations
Solar Form (Su) [10th Level, Photon]
You are able to surround yourself with tangible light to make yourself act and look larger. As a standard action you can change your size to Large. Reverting to your original size is also a standard action. All items in your possession resize to match your new size. This does not change the damage of your weapons, or affect any of your ability scores.
While photon attuned you can activate solar form as a move action.
Ultimate Photon: You can choose to increase your size to Huge when activating solar form.
Zenith Revelations
Reverse Time (Sp) [Graviton]
You have become so attuned to the fabric of the universe that your body can move backward through time. When you activate this revelation as a full action, your body enters a time stasis and your turn immediately ends. During this stasis you cannot be targeted or affected by any attacks, spells, or abilities. This stasis lasts for 2 turns. At the start of your 3rd turn the stasis ends. You return with full HP, Stamina, and you regain the use of any of your x-per-day abilities. You maintain all memories, items, status conditions, curses, poisons, resolve points, ability damage, and ability drain.
Special: You can activate the Defy Gravity, Purifying Light, Restrictive Aura, and Soul Furnace revelations as full actions while your are in stasis. Activating any of these abilities costs 1 Resolve more than normal and increases the duration of the stasis by 1 round.
Iconic Kineticist
Human Solarion
Theme: Gladiator
Ability Scores
Dexterity and Constitution are your primary concerns, since you will be engaging with enemies at mid range. You have enough health and AC to take a few hits, while your ranged options make you a devastating damage dealer
Solar Manifestation
Fire Armor - Fire/Water
Solar Revelations
Flare (2nd) Glow of Life (6th) Solar Form (10th) Stealth Warp (10th) Skills
- Mysticism
- Sense Motive
Medium
AI Boosts
AI boosts are hybrid magical/technological items that contain the memories and abilities of a deceased individual. A mechanic's AI is able to access these memories and use some of these abilities. Only one AI boost may be installed in a drone or exosuit at a time, and installing an AI boost is the same time and effort as installing an armor mod. Often an AI boost may dramatically change the personality of the AI it is installed into.
Each boost comes in Mk. 1, 2, 3, and 4 versions, each providing a specific boost and drawback. If you attempt to subvert the drawback (as ruled by your GM) you must make a Will saving throw, DC = 10 + 1/2 the boost's level, or you are mentally incapable of performing the desired action (or your drone refuses to do the requested action). Even if you succeed at your saving throw, the boost's benefits are suppressed for 1 hour.
AI Boosts - Price
Version | Level | Price |
---|---|---|
Mk. 1 | 5 | 5000 |
Mk. 2 | 8 | 8000 |
Mk. 3 | 11 | 11000 |
Mk. 4 | 14 | 14000 |
Arcanist Boost
The arcanist boost enhances the AI's connection to the magical threads that pulse through the universe, allowing them to cast minor spells. This comes at a cost of their free will.
Benefit
Arcanist AI boosts provide the drone or exocortex user with a spell like ability, usable once per day.
- Mk. 1: Life Bubble - CL 5 - Mystic
- Mk. 2: Daze Monster - CL 8 - Technomancer
- Mk. 3: Haste - CL 11 - Mystic
- Mk. 4: Resistant Armor - CL 14 - Technomancer
Drawback
An exocortex or drone with an Arcanist boost installed must always attempt to use magic or magic items to solve a problem, even if a mundane solution would be simpler. If the version is Mk. 1 or Mk. 2, the drone will not harm a spellcaster of the same type as their boost.
Champion Boost
Champions are the paramount of martial combat, and as such act with honor and nobility in all situations.
Benefit
Champion AI boosts provide the drone or exocortex user with a specific feat:
- Mk. 1: Weapon Focus (any one weapon type)
- Mk. 2: Mobility
- Mk. 3: Lunge
- Mk. 4: Deflect Projectiles
Drawback
An exocortex or drone with a champion boost installed will refuse to assist in the killing of an enemy who has surrendered. If the version is Mk. 1 or Mk. 2, the drone or wearer of the exocortex must attempt a saving throw for all magic effects, even harmless ones.
Scientist Boost
Scientist are the knowledge seekers, the inventors, the seekers. As such they never pass up an opportunity to learn something new.
Benefit
Scientist AI Boosts give skill bonuses. The skill is determined when the item is created. If an AI boost enhances two skills, they must both key off of the same ability score.
- Mk. 1: +2 insight bonus to one skill.
- Mk. 2: +4 insight bonus to one skill.
- Mk. 3: +4 insight bonus to one skill, +2 insight bonus to a second skill.
- Mk. 4: +4 insight bonus to two skills.
Drawback
An exocortex or drone with a scientist AI must never pass up an opportunity to learn something, no matter how trivial. If the version is Mk. 1 or Mk 2., the drone loses some physical ability in favor of mental prowess (takes a -2 penalty to its Strength score)
Iconic Medium
Human Mechanic
Theme: Death-Touched
Archetype: Phrenic AdeptAbility Scores
As a champion-focused medium, you want to have your physical scores all relatively high to be effective in combat. You should also prioritize your Wisdom score, to allow you to more easily resist the influence of your AI Boost.
Artificial Intelligence
Exocortex (Champion Boost)
Mechanic Tricks
Neural Shunt (2nd) Holographic Projector (8th) Overload Weapon (2nd) Invisibility Hampering Projector (14th)
Mesmerist
Iconic Mesmerist
Halfling Envoy
Theme: Scholar
Archetype: Phrenic AdeptAbility Scores
Charisma all the way. All of your focus should be on boosting your save DCs as high as possible. Survivability should be second (Dexterity, Constitution, and Wisdom).
Envoy improvisations
Flanking Image (1st) Wound Enhancer (14th) Expertise Talents
- Convincing Liar
- Skilled Linguist
Feats
- Extra Resolve
- Diversion
- Veiled Threat
Holo-Trinkets
In the modern age of technology, many mesmerists and hypnotists have discovered how to transmit their abilities through custom holograms called Holo-Trinkets. An Envoy can learn how to create a specific Holo-trinket in the place of any Envoy Improvisation.
Creating a trinket takes 1 minute of work and requires the Envoy to spend a Resolve point. Once the trinket has been created, it links with a small controller that can only be operated by the Envoy who created it. The trinket itself can be carried by any creature. The Envoy with the controller can activate the trinket as a reaction before the listed trigger occurs. The trinket's ability resolves before the triggering action. Once a trinket has been activated, it becomes uncharged and the Envoy must create a new trinket. Any skill checks or ability checks associated with the check are rolled when the Envoy triggers the trinket. An Envoy can only have one trinket active at once. Creating a new trinket disables any currently active trinkets
Flanking Image (Ex) [1st level]
Sense-Dependent
- Trigger: The creature carrying the trinket is threatening an enemy with a melee weapon.
- Action: A holographic duplicate of the you appears in any unoccupied square within 20 feet of the creature carrying the trinket (decided by you). The holographic image counts as threatening all spaces within 5 feet of it for the purposes of determining flanking. Any creatures threatened by the image receive a Will saving throw to realize the image is a hologram. Creatures without sight are unaffected by this ability. The image cannot attack or interact with the world in any way. The image lasts until the end of the turn it was triggered on.
At 8th level the image grants a +1 additional bonus on attack rolls when flanking. This increases to +2 at level 16.
Action Blur (Ex) [4th level]
- Trigger: The creature carrying the trinket makes an attack roll (including spells that require an attack roll or combat maneuver checks).
- Action: The trinket projects a blur of movement, disguising the true actions of the creature carrying it. When you activate this trinket, you make a Feint combat maneuver against the target of the triggering attack roll. If the Feint maneuver succeeds, the creature remains flat-footed until the end of the turn the trinket was triggered on.
Blaze of Light (Ex) [4th level]
Sense-Dependent
- Trigger: The creature carrying the trinket is the target of an attack or spell.
- Action: The trinket explodes in a blaze of light, creating dazzling images that fill a 10 foot spread centered on the creature holding the trinket. Creatures outside this space cannot see into the area by standard visual methods. Creatures inside the space (except the creature creature carrying the trinket) must make a Fortitude saving throw or be blinded for 1 round. Creatures that succeed at their saving throw are instead dazzled for 1 round. Each round a creature is in the space they must make an additional saving throw. The lights last for a number of rounds equal to your Envoy level.
Shadow Blend (Ex) [12th level]
Sense-Dependent
- Trigger: The creature carrying the trinket enters a region of low-light or darkness.
- Action: The holo-emitter projects a region of blackness around the creature carrying the trinket. For as long as the creature stays in the region of low-light or darkness they have total concealment against all attacks.
Wound Enhancer (Ex) [14th level]
- Trigger: The creature carrying the trinket deals damage with a melee weapon.
- Action: The hologram displays additional gore and blood on the newly created wound, causing the wounded creature to believe it is more damaged than it actually is. The damaged creature must succeed at a Will saving throw or be stunned for 1 round.
Occultist
Mystic Connections
Occult
You are able to tap into the psychic energies of specific items, allowing you to pull significant power from the remnants of the item's previous owners. Each of your connection powers requires you to focus your energies into an appropriate item. These items do not need to have any mechanical benefit besides their psychic significance to your character.
- Associated Deities: Yaraesa, Eloritu, Triune (Brigh)
- Associated Skills: Mysticism and Engineering
- Spells: 1st - identify, 2nd - make whole, 3rd - resistant armor, lesser, 4th - resistant armor, 5th - retrocognition, 6th - gravitational singularity
Abjuring Shield (Su) [Level 1]
You can channel your mental energies into a defensive object and create a shield around yourself. This is a swift action that expends 1 resolve point. This shield gives you 2 points of temporary hit points per Mystic level. These hit points last for 1 minute or until expended. Valid items for this focus: necklace, armor, bell, shield, or cloak.
Illusion Beam (Sp) [Level 3]
You are able to create an illusory beam of cascading colors that targets a single creature within 30 feet. Doing so is a standard action and a ranged attack against the target's EAC. If the target is lower CR than your Mystic level and fails a Will save, it is Blinded for 1 round. If the target succeeds its saving throw or is a higher CR than your Mystic level, it is instead Dazzled for 1 round. Valid items for this focus: crystal, glasses, goggles, prism, or gemstone.
Iconic Occultist
Human Mystic
Theme: Cultist
Connection
Occult
Spells
1st-mind link 4th-mind probe 2nd-see invisibility 5th-modify memory 3rd-remove affliction 6th-subjective reality
Evocation Blast (Sp) [Level 6]
As a full action you can release a blast of elemental energy that deals 2d6 damage to all creatures within 30 feet of you. The type of elemental damage depends on the focus you use to generate this effect. All creatures can make a Reflex save for half damage. The damage increases to 4d6 at level 9, 6d6 at level 11, and increases by 2d6 every 2 levels after to a maximum of 16d6 at level 19. Valid items and elements for this focus: gloves (acid), battery (electric), staff (cold), or bullet (fire).
Divining Gaze (Sp) [Level 9]
You can cast augury at will, though the casting time is increased to 30 minutes and you must channel through a valid implement. Valid items for this focus: mirror, crystal ball, deck of cards, or blank book.
Conjured Hole (Su) [Level 12]
As part of a move action, you can spend a resolve point to focus on a valid implement. Doing so allows you to open a rift in space in your current square, allowing you to teleport up to 20 feet in any direction. Stepping through the rift costs 5 feet of movement and does not provoke an attack of opportunity. Anyone adjacent to you can use the portal, though it closes as soon as a single creature passes through. Valid items for this focus: compass, astrolabe, communicator, or flashlight.
Transmutation Touch (Sp) [Level 15]
As a standard action you can touch your implement to a weapon or ammunition to transmute the material of that item to another valid material. This allows you to treat any weapon or ammunition as silver, cold iron, or adamantine alloy for 1 minute per level. This has no effect on weapons that deal energy damage. Valid items for this focus: shoes, helmet, belt.
Servant of Necromancy (Sp) [Level 18]
You can use your implement to aid in a ritual of Necromancy, raising the skeleton of a huge or smaller corpse as your servant. The resulting skeleton is the same size as the corpse, though the resulting skeleton's statistics remain the same. The ritual to summon this creature takes 1 minute and the summoned skeleton lasts for 1 day before dissolving into dust. You may only have one skeleton under your control at a time. For all other aspects this is treated as Summon Creature 6 and uses the following summoning graft:
Summoning Graft
Undead
Undead are typically created through sadistic rituals, though some can be pulled directly from the outer realms.
- Type: Undead.
- Alignment: Change to NE.
- Traits: Darkvision 60 ft., undead immunities, unliving; set Constitution modifier to —.
- Skills: Add Intimidate and Mysticism.
- Languages: Common.
- Attack: no changes.
Psychic
Spells
For all three of the below spells: the level 2 version may be chosen as an option for the Major Psychic Power feat, the level 3 version may be chosen by Phrenic Adepts for their Lesser Phrenic Power ability, and the level 4 version may be chosen by a Phrenic Adept for their Phrenic Power ability.
Ego Whip
Mystic 2-6
- School: Enchantment
- Casting Time: 1 standard action
- Target: one creature
- Range: close (25 ft. + 5 ft./2 levels)
- Duration: 1 round/level
- Saving Throw: Will partial; Spell Resistance: yes
You are able to use your psychic power to crush the target's ego. This imposes a penalty on one of the target's mental ability scores and staggers the target. A successful save negates the staggered condition and reduces the duration of the penalty to one round.
2nd: Impose a -2 penatly to one mental ability score and stagger the target for 1d4 rounds.
3rd: Impose a -4 penalty to one mental ability score and stagger the target for 1d6 rounds.
4th: Impose a -6 penalty to one mental ability score and stagger the target for 1d8 rounds.
5th: Impose a -8 penalty to one mental ability score and stagger the target for 1d10 rounds.
6th: Impose a -10 penalty to one mental ability score and stagger the target for 1d12 rounds.
Intellect Fortress
Mystic 4-6, Technomancer 4-6
- School: Abjuration
- Casting Time: 1 swift action or 1 reaction
- Area: 20-ft-emanation centered on caster
- Duration: instantaneous
- Saving Throw: none; Spell Resistance: yes (harmless)
You are able to block out competing mental effects and protect nearby creatures against psychic assault.
4th: All creatures in the affected area (including yourself) may attempt a new saving throw against all effects with the Mind-Affecting or Compulsion descriptor.
5th: This acts as the 4th level effect. If the creature still fails their saving throw or there are additional effects on a successful save, all Mind-Affecting or Compulsion effects are automatically suppressed for one round.
6th: This acts as the 5th level effect. Additionally, creatures that succeed at their saving throw suffer no ill effects, even if there is usually a partial effect on a successful saving throw.
Iconic Psychic
Human Mystic
Theme: Dream Prophet
Archetype: Phrenic AdeptAbility Scores
You are heavily focused on your spells and abilities, and as such need your Wisdom score to be as high as possible. Dexterity will keep you safe and allow you to hit with your weapons and ranged spells.
Connection
Mindbreaker
Spells
1st-mind thrust 4th-discern lies 2nd-ego whip 5th-dominate person 3rd-suggestion 6th-intellect fortress Feats
- Penetrating Spell
- Spell Focus
- Psychic Power
Skills
- Diplomacy
- Mysticism
- Bluff
ID Insinuation
Mystic 2-3
- School: Enchantment
- Casting Time: 1 standard action
- Target: one creature
- Range: close (25 ft. + 5 ft./2 levels)
- Duration: see text
- Saving Throw: Will negates; Spell Resistance: yes
You attempt to overwhelm the target's consciousness with your own. This acts as Confusion.
2nd: The duration is concentration + 1 round.
3rd: The duration is concentration + 2 rounds. On the first round of this spell, the target rolls twice for their confusion effect and you choose which roll they must use.
Spiritualist
Drone Basic Mods
Spell Conduit (Su)
Your drone can deliver touch spells that you cast. You do not need to be in contact with your drone, but your drone must be within 30 feet of you and you must be able to see each other. You spend the normal actions to cast the spell, and your drone may make the touch attack to deliver the spell without spending an action. This attack must be made immediately after casting the spell. If the spell allows you to target multiple creatures, all of the creatures must be touched by your drone.
Drone Advanced Mods
Ethereal Drive (Sp)
You have found an advanced hybrid mechanical/magical emitter that can cause your drone to become incorporeal for a short amount of time. Activating the Ethereal Drive is a full round action. Your drone can then remain incorporeal for one minute. During this time your drone can still communicate (including through a linked camera or other communication system) but cannot interact with any physical object. It can attack other incorporeal creatures, but it cannot attack any corporeal creature or object. At the end of this minute the drone's power system overloads from strain, instantly destroying the drone. If you are able to recover your drone's chassis after this event, re-powering the drone can be done in half the normal time it would take to fully rebuild your drone. This does not reduce the time required to rebuild your drone if it is destroyed for any other reason.
Emotional Transmitter (Su)
The drone gains an emotional transmission unit which can affect the psyche of nearby creatures. This unit can be activated as a standard action and targets a single creature within 30 feet. The creature must make a Will saving throw (DC 10 + 1/2 your Mechanic level) or be affected by the specific emotional condition. This is a mind-affecting effect.
- Anger transmitter: Target becomes flat-footed for 1 round.
- Despair transmitter: Target becomes off-target for 1 round.
- Fear transmitter: Target becomes shaken for 1 round.
- Jealousy transmitter: Target takes a -3 penalty on attack rolls against creatures other than the drone for 1 round.
- Remorse transmitter: Target becomes staggered for 1 round.
- Suffering transmitter: All attacks affecting the target creature for 1 round gain a +2 bonus on damage rolls.
Aura Transmitter (Su)
The drone is able to target all creatures in a burst of emotion, rather than a single target. When you activate your drone's Emotional Transmitter, you can choose to have it affect all creatures in a 15 foot burst instead of its usual target. You are immune to the emotional effects of your own drone, but emotional transmitters from other drones will still affect you.
Iconic Spiritualist
Human Mechanic
Theme: Death-Touched
Archetype: Phrenic AdeptAbility Scores
A high Intelligence will boost your phrenic spells and your mechanic abilities. A high Dexterity should be second, since it will keep you safe and allow you to hit with your ranged abilities.
Artificial Intelligence
Drone - Combat Chassis (Arcanist Boost)
Mechanic Tricks
Neural Shunt (2nd) Drone Meld (8th) Repair Drone (2nd) Meld Mod (14th) Drone Mods
- Hardened AI
- Spell Conduit
- Ethereal Drive
- Aura Transmitter
Feats
- Psychic Power
- Penetrating Attack
- Iron Will
Skills
- Mysticism
- Engineering
Classic Races
Heritage Races
Certain races are the result of extraplanar influence on a human bloodline. While humans are the most common source for these races, it is not unheard-of for aasimar, ifrit, and other extraplanar races to be born of non-human parents. For these races, they allow you to take a particular racial trait and replace it with a heritage trait. A table of all heritage traits are listed in the table to the right.
Classic Races
Astomoi
Astomoi are a bit of an enigma. Their powerful psychic abilities indicate that they have some extraplanar origins, but they've been present on Golarion for many millennia.
- Ability Adjustments: +2 Int, +2 Wis, -2 Con
- Hit Points: 2
Racial Traits
- Size and Type: Astomoi are Medium humanoids with the astomoi subtype.
- Major Telepathy: Astomoi cannot speak but can communicate with any creatures within 60 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.
- Sensitive Breath: Astomoi take a -2 penalty on saving throws against inhaled poisons and disease.
- Telepathic Senses: Astomoi can’t see, but can mentally sense the area within 60 feet, as per darkvision, and are immune to the blinded condition. An astomoi can’t see anything beyond 60 feet.
- Psychic Sensitivity: Astomoi get Minor Psychic Power as a bonus feat.
The astomoi heritage traits are Telepathic Senses and Major Telepathy.
Creature Subtype Graft: Astomoi
The astomoi subtype is applied to NPCs who are of the astomoi race and creatures related to astomoi.
Traits: Most creatures with this subtype gain the Telepathic Senses and Major Telepathy; if the NPC is of the astomoi race it also gains the Psychic Sensitivity and Sensitive Breath traits.
Catfolk
Catfolk have taken their natural dexterity and spirit of exploration into the far reaches of outer space; finding great success on board starships and as explorers and trailblazers of new planets.
- Ability Adjustments: +2 Dex, +2 Cha, -2 Wis
- Hit Points: 4
Heritage Racial Trait table
Race | Trait |
---|---|
Android | Constructed |
Kasatha | Four-Armed |
Lashunta | Limited Telepathy |
Shirren | Blindsense |
Vesk | Armor Savant |
Ysoki | Cheek Pouches |
Dwarf | Slow but Steady |
Elf | Elven Immunities |
Gnome | Gnome Magic |
Half-Elf | Elven Blood |
Half-Orc | Orc Ferocity |
Halflings | Halfling Luck |
Barathu | Floaters |
Contemplative | Psychic Flight & Atrophied |
Draelik | Necromancy Resistance |
Dragonkin | Breath Weapon |
Drow | Drow Immunities |
Formian | Sonic Resistance |
Goblin, Space | Fast |
Gray | Phase |
Haan | Slow Fall |
Ikeshti | Shed Skin |
Kalo | Kalo Movement |
Maraquoi | Blindsense |
Nuar | Gore |
Reptoid | Change Shape |
Rhyporian | Trimorphic |
Sarcesian | Void Flyer |
Shobhad | Four-Armed |
Skittermander | Six-Armed |
Urog | Electrical Resistance |
Verthani | Skin Mimic |
Witchwyrd | Four-Armed |
Heritage table (cont.)
Race | Trait |
---|---|
Wrikreechee | Snag |
Astrazoan | Change Form |
Bantrid | Balanced |
Borais | Living Shell |
Khizars | Senses and Speech |
SRO | Robotic |
Strix | Tinkerer |
Ferran | Radiation Resistant |
Woioko | Amphibious |
Elebrian | Intellectual Knack |
Kish | Survivalist |
Ghibrani | Sturdy & Ghibrani Movement |
Scyphozoan | Amphibious & Seaborn |
Selamid | Malleable |
Seprevoi | Multi-Legged |
Shimreen | Electricity Resistance |
Note: All races with the Subtype racial ability retain that ability.
Racial Traits
- Size and Type: Catfolk are Medium humanoids with the catfolk subtype.
- Cat's Luck: Once per day a catfolk can choose to roll twice on a single Reflex saving throw and take the better result. He must choose to use this ability before rolling.
- Low-light Vision: Catfolk can see in dim light as if it were normal light.
- Natural Hunter: Catfolk gain a +2 bonus on Perception and Survival checks.
- Speedy: Catfolk have a base land speed of 40 feet.
The catfolk heritage trait is Cat's Luck.
Creature Subtype Graft: Catfolk
The catfolk subtype graft is applied to NPCs and creatures related to catfolk.
Traits: Most creatures with this subtype have Low-light Vision and Perception and Survival as master skills; NPCs who are of the catfolk race also gain the Cat's Luck and Speedy traits.
Duergar
The duergar, being naturally a secretive and insular race, have managed to find a home in the bowels of Absalom station. Their presence near the top of the spike is generally tolerated by the majority of the gentler races since they provide a nice buffer against the true dangers of the lower spike.
- Ability Adjustments: +2 Con, +2 Wis, -2 Cha
- Hit Points: 6
Racial Traits
- Size and Type: Duergar are Medium humanoids with the dwarf subtype.
- Duergar Magic: Duergar gain the following spell like abilities. The caster level for these abilities is equal to the duergar's level. At will - Mending, 1/day - Invisibility.
- Light Blindness: A duergar exposed to bright light is blinded for 1 round, and dazzled as long as he remains in areas of bright light.
- Slow but Steady: Duergar gain the dwarf ability of the same name.
- Superior Darkvision: Duergar can see up to 120 feet in the dark.
The duregar heritage trait is Slow but Steady.
Creature Subtype Graft: Dwarf
The dwarf subtype graft gains the following sentence:
If the NPC is of the duergar race it gains the Duergar Magic, Light Blindness, Slow but Steady, and Superior Darkvision traits.
Gnoll
Gnolls were one of the last races to make their way off of Golarion, partially due to their untrusting nature of the new technology and partially because of other race's reluctance to trust the gnolls. They have still found a place for themselves, often found hired as bodyguards or bounty hunters.
- Ability Adjustments: +2 Str, +2 Con, -2 Cha
- Hit Points: 6
Racial Traits
- Size and Type: Gnolls are Medium humanoids with the gnoll subtype.
- Darkvision: Gnolls have darkvision with a range of 60 feet.
- Natural Armor: Gnolls have a +2 natural armor bonus to their KAC due to their thick hide.
- Suspicious: Due to their natural suspicion of other races, gnolls gain a +4 bonus on sense motive checks against other races.
- Vicious Bite: Gnolls are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Gnolls gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level).
The gnoll heritage trait is Natural Armor.
Creature Subtype Graft: Gnoll
The gnoll subtype graft is applied to NPCs and creatures related to gnolls.
Traits: Most creatures with this subtype gain darkvision (60 ft) and the Natural Armor and Vicious Bite racial traits; NPCs who are of the gnoll race also gain sense motive as a master skill
Kitsune
Kitsune have always stayed on the fringes of society, using their magic and stealth to keep out of the universe's conflicts. Unlike their shape-changing companions the reptoids, kitsune prefer to use their abilities to avoid confrontation and stay out of society's scrutiny.
- Ability Adjustments: +2 Dex, +2 Cha, -2 Str
- Hit Points: 4
Racial Traits
- Size and Type: Kitsune are Medium humanoids with the kitsune and shapechanger subtypes.
- Agile: Kitsune are agile and gain a +2 racial bonus on acrobatics checks.
- Change Shape: Kitsune can assume the appearance of a specific single Medium humanoid at will. The kitsune always takes this specific form when using this ability. The reptoid gains a +10 racial bonus to Disguise checks to appear as that type of humanoid. This ability otherwise functions as per disguise self, although the kitsune can maintain this form indefinitely.
- Kitsune Magic: Kitsune gain the following spell like abilities. The caster level for these abilities is equal to the kitsune's character level. 3/day - Dancing Lights, Disguise Self. Kitsune add +1 to the DC of all enchantment spells they cast. Kitsune count as having the Minor Psychic Power for the purpose of feat prerequisites. If they take the Psychic Power feat, kitsune characters can choose Charm Person or Invisibility as spell-like abilities. If they take the Major Psychic Power feat, they can choose from Nondetection, Suggestion and Displacement as spell-like abilities. If they take Major Psychic Power twice, they add Confusion and Dominate Person to the list of spell-like abilities available.
- Low-Light Vision: Kitsune can see in dim light as if it were normal light.
The kitsune heritage trait is Change Shape.
Creature Subtype Graft: Kitsune
The kitsune subtype graft is applied to NPCs and creatures related to the Kitsune.
Traits: Creatures with the kitsune subtype generally have Low-Light Vision and Acrobatics as a master skill; NPCs of the kitsune race also gain the Change Shape and Kitsune Magic racial traits.
Kobold
Kobolds, while originally found on Golarion, quickly made their way to Triaxus where they have set up large colonies. Kobolds are generally seen as a lesser race by the other natives and tend to be used as base labor by the Dragonkin, Rhyporians, and true dragons who make their homes on Triaxus.
- Ability Adjustments: +2 Dex, +2 Int, -2 Con
- Hit Points: 2
Racial Traits
- Size and Type: Kobolds are Small humanoids with the kobold subtype.
- Armored: Kobolds gain a +1 bonus to EAC and KAC because of their armored scales.
- Crafty: Kobolds gain a +2 bonus on any two profession skills of your choice.
- Darkvision: Kobolds gain Darkvision (60 ft.).
- Stealthy: Stealth and Perception are always class skills for kobolds.
The kobold heritage trait is Armored.
Creature Subtype Graft: Kobold
The kobold subtype is applied to NPCs and creatures related to kobolds.
Traits: Creatures with the kobold subtype gain Darkvision (60 ft.) and have Stealth as a master skill; NPCs of the kobold race gain the Armored and Crafty racial traits.
Orc
Orcs, while historically known for their battle-hardiness and ferocity, have recently been known for their skill in metal crafting. Modern orcs are often found on shipyards and docking stations working as mechanics and manufacturers of the Pact World's finest ships.
- Ability Adjustments: +4 Str, +2 Int, -2 Cha, -2 Dex
- Hit Points: 6
Racial Traits
- Size and Type: Orcs are Medium humanoids with the orc subtype.
- Armored Terror: Due to their connection with metal, orcs are better suited to wearing armor than most races. When wearing armor, orcs gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
- Darkvision: Orcs gain Darkvision (60 ft.).
- Orc Ferocity: Once per day, an orc brought to 0 Hit Points but not killed can fight on for 1 more round. The orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
- Scrounger: Orcs are able to make the most of their surroundings and gain a +2 bonus to survival checks.
The orc heritage trait is Orc Ferocity.
Creature Subtype Graft: Orc
The orc subtype gains the following sentence.
If the NPC is of the orc race it gains the Armored Terror racial trait and gains survival as a master skill.
Rougarou
Adventuresome and courageous, the Rougarou were integral members of the earliest expeditions to other planets. They carry on this tradition, working as the pact world's finest explorers and adventurers.
- Ability Adjustments: +2 Str, +2 Wis, -2 Int
- Hit Points: 4
Racial Traits
- Size and Type: Rougarou are Medium humanoids with the rougarou and shapechanger subtypes.
- Bite Attack: Rougarou are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Rougarou gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of adding their character level).
- Change Shape: Once per day, a rougarou can transform into a feral wolf. This transformation is a standard action and lasts for 10 minutes/level. The stats for this wolf are calculated as a summoned monster with the Wolf summoning graft (see below). This uses the Small elemental base at level 1, which increases to Medium, Large, Huge and Elder at character levels 4, 8, 12, and 16. This form shares your consciousness, stamina and health pool, so any damage you take in either form is carried over when you transform (this includes ability damage and ability drain). Use your base skills for your wolf form.
- Rougarou Senses: Rougarou can see in dim light as if it were normal light, and have blindsense 30 ft. (scent).
The rougarou heritage trait is Change Shape.
Creature Subtype Graft: Rougarou
The rougarou subtype is applied to creatures and NPCs related to rougarous.
Traits: Creatures with the rougarou subtype gain the Rougarou Senses and Bite Attack racial traits; NPCs of the rougarou race gain the Change Shape racial trait.
Summoning Graft: Wolf
- Type: Animal.
- Alignment: No change.
- Traits: Low-light vision, blindsense 30 ft. (scent), base speed increases to 40 ft., gains natural armor KAC bonus equal to creature's CR; remove any DR granted by the base form.
- Skills: Add Survival.
- Languages: None.
- Attacks: Change melee attack to bite attack (bludgeoning, piercing and slashing damage) which acts like a natural weapon.
Tengu
Known throughout the pact worlds as some of the greatest swordsmen of all history, few tengu have survived the harsh transition into space. Those who have survived are sometimes revered by the other races; links to an ancient, simpler, and more honorable lifestyle much as we see the samurai. Tengus tend to live on Absalom station in small, tight-knit communities that stretch back generations.
- Ability Adjustments: +2 Dex, +2 Wis, -2 Con
- Hit Points: 2
Racial Traits
- Size and Type: Tengu are Medium humanoids with the tengu subtype.
- Gifted Linguist: Tengu are well known for their study of languages and gain a +2 bonus to Culture checks.
- Low-Light Vision: Tengu can see in dim light as if it were normal light.
- Sneaky: Tengus gain a +2 bonus on Stealth and Perception checks.
- Swordmaster: Tengus are always considered proficient with advanced melee weapons. At level 3 a tengu adds an additional 1/2 of their level to attacks with all melee weapons. This acts as and stacks with the damage bonus from weapon specialization
The tengu heritage trait is Swordmaster.
Creature Subtype Graft: Tengu
The tengu subtype is given to creatures and NPCs related to tengus.
Traits: Creatures with the tengu subtype gain Stealth as a master skill and Low-Light Vision; NPCs of the tengu race also gain Culture as a master skill and the Swordmaster racial trait.
Plane Touched
Some extraplanar forces have influenced the ancestry of many races. These forces can sometimes manifest many generations later, with strange abilities and features surfacing long after the original influence was forgotten. It is most common for Humans to show influence of external forces, but many races will show influence at some point or another. All of the following races allow you to choose your heritage and indicate the appropriate replacement racial trait.
Aasimar
Aasimar are the byproduct of holy influence, where one of the good aligned outsiders has blessed a member of your distant family. Aasimar typically display some features of their ancestor. Angelic Aasimar often stand taller than their brethren and have faint halos around their heads. Archon Aasimar often have metallic skin and bright, shining eyes. Agathion Aasimar often have animalistic features ranging from cat's eyes to scales or feathers. Azata Aasimar show the lithe grace of their kind and are unnaturally beautiful.
- Ability Adjustments: +2 Wis, +2 Cha, -2 Int
- HP: 4
Racial Traits
- Heritage: Aasimar are the result of holy outsiders affecting a mortal bloodline. Aasimar choose a mortal race as a base (humans are used as the default). Aasimar who choose a race other than human may replace their Celestial Resistance trait with the appropriate heritage trait.
- Size and Type: All aasimar are of the outsider (aasimar, native) type. Aasimar are the appropriate size for their mortal base race (Medium for humans).
- Celestial Resistance: Aasimar gain acid, cold, and electricity resistance 2. This stacks with any one other form of energy resistance.
- Darkvision: Aasimar have darkvision (60 ft.)
- Diplomatic: Aasimar prefer a diplomatic resolution to problems and gain a +2 racial bonus to diplomacy and sense motive checks.
- Innate Magic: Aasimar gain some innate magical abilities based on their ancestor. You may choose one ancestor from the table below, and you gain their associated spell as a spell like ability you may cast 3 times per day. Additionally, aasimar are considered 2 levels higher for the prerequisites of the following feats: Connection Inkling, Psychic Power, Major Psychic Power.
Creature Subtype Graft: Aasimar
The aasimar subtype is given to creatures and NPCs with a touch of holy influence.
Traits: Creatures with the aasimar subtype gain the Darkvision, Celestial Resistance and Innate Magic racial traits. NPCs of the aasimar race also gain the Heritage racial trait and gain Diplomacy and Sense Motive as master skills.
Ancestor | Spell |
---|---|
Agathion | Disguise Self |
Angel | Remove Condition, Lesser |
Archon | Reflecting Armor |
Azata | Charm Person |
Aphorite
Aphorites were originally constructed to be the liaisons between the lawful Axiomites and the mortals of the material plane. These beings always maintain a connection to their homeworld, though they are mortal enough to integrate well into society. Aphorites typically have glittering golden skin, with hair that tends toward metallic hues and bright, sparkling eyes.
- Ability Adjustments: +2 Str, +2 Int, -2 Dex
- HP: 4
Racial Traits
- Heritage: Aphorites can appear as nearly any mortal race, but most commonly appear as humans. Aphorites who choose to appear as a race other than Human can replace their Aphorite Resistances trait with the appropriate heritage trait.
- Size and Type: Aphorites are outsiders with the aphorite and native subtypes. They retain the size of whatever base race they chose for their heritage (Medium for humans).
- Darkvision: Aphorites gain darkvision (60 ft.).
- Aphorite Resistances: Aphorites have electricity resistance 5 and a +2 bonus on saves versus poison and mind-affecting effects.
- Skilled Craftsman: Aphorites gain a +2 racial bonus on skill checks made to craft items.
- Crystalline Dust: Aphorites can exude a cloud of crystalline dust from their skin as a move action. Doing so grants the aphorite partial concealment for as long as they stay in the same square. Any movement causes the cloud to dissapaate. An aphorite cannot use this ability again until they take a 10 minute rest to restore stamina.
Creature Subtype Graft: Aphorite
The aphorite subtype is given to creatures and NPCs who are influenced by the planes of law.
Traits: Creatures with the aphorite subtype gain Mysticism as a master skill and gain Darkvision and the Aphorite Resistances racial trait. NPCs with the aphorite subtype gain Engineering as a master skill and gain the Crystalline Dust and Heritage racial traits.
Ganzi
Ganzis are the bizzare result of a mortal coming into contact with the pure chaos of the Maelstrom. This can come from visiting the outer plane, or by a Protean or similar creature came to visit the material plane. Ganzis are often primarily humanoid in appearance, though they will have features that wildly separate them from other members of their race. One Ganzi may have a glowing aura; another may have bright yellow fur; and another may grow a single horn.
- Ability Adjustments: +2 Con, +2 Cha, -2 Int
- HP: 6
Racial Traits
- Heritage: Ganzi can be born to any mortal race (humans are used as the default). Ganzis who choose a parent race other than humans may replace their Maelstrom Resistance trait with the appropriate heritage trait.
- Size and Type: Ganzi are outsiders with the ganzi and native subtypes. They retain the size of whatever base race they chose for their heritage (Medium for human).
- Darkvision: Ganzi gain darkvision (60 ft.).
- Maelstrom Resistance: Ganzi gain energy resistance 5 against electricity and sonic, and have a +2 bonus on saving throws against alteration spells.
- Quibble: Ganzis are able to affect the entropic energy around other creatures, granting them luck (good or bad). Once per day, a Ganzi can make a creature within 30 ft. reroll a single attack roll, skill check, saving throw, or ability check as a reaction. This reaction must be used after the roll is made but before the GM reveals if the roll was a success or a failure. Unwilling creatures can make a Will saving throw (DC 10 + 1/2 the Ganzi's total class level + the Ganzi's Charisma modifier) to negate the effect.
- Wanderer: Ganzis gain a +2 racial bonus on Sense Motive and Survival checks.
Creature Subtype Graft: Ganzi
the ganzi subtype graft is given to creatures and NPCs who have chaotic influences.
Traits: Creatures with the ganzi subtype gain Sense Motive and Survival checks as master skills and gain Darkvision and the Maelstrom Resistance racial trait. NPCs with the ganzi subtype also gain the Quibble and Heritage racial traits.
Ifrit
When an Efreet or Fire Mephit takes an interest in a mortal, sometimes an Ifrit is the result of their union. Ifrit generally have fiery red hair, eyes that simmer like coals, or glowing red tattoos. Ifrit sometimes inherit the aggressive personalities of their outsider ancestors.
- Ability Adjustments: +2 Dex, +2 Cha, -2 Wis
- HP: 4
Racial Traits
- Heritage: Ifrit choose a mortal race as a base (humans are used as the default). Ifrit who choose a base race other than human may replace their Energy Resistance trait with the appropriate heritage trait.
- Size and Type: Ifrit are always of the outsider (ifrit, native, fire) type. They retain the size of whatever base race they chose for their heritage (Medium for humans).
- Darkvision: Ifrit gain darkvision (60 ft.).
- Energy Resistance: Ifrit have fire resistance 5. This stacks with one other form of energy resistance.
- Fire Starter: Ifrits take bizarre satisfaction in lighting things on fire. Whenever you light an enemy on fire you gain a +2 bonus to the next attack roll you make within 1 minute.
- Spell-like Ability: Ifrit gain the following spell like ability. The caster level for this ability is equal to the ifrit's level.
1/day - Overheat
Creature Subtype Graft: Ifrit
The Ifrit subtype is applied to Ifrits and creatures related to Ifrits.
Traits: Creatures with the Ifrit subtype gain the Energy Resistance, Spell-like ability, and Darkvision racial traits. An NPC of the Ifrit race also gains the Fire Starter and Heritage racial traits.
Oread
Sturdy as the earth itself, Oreads result from extended humanoid contact with the elemental plane of earth. These mortals sometimes return partially crystallized or metallic, evidence of their time amongst the Shaitan. Oread are typically stoic, slow-moving, and stubborn people.
- Ability Adjustments: +2 Con, +2 Wis, -2 Cha
- HP: 6
Racial Traits
- Heritage: Oread choose a mortal race as a base (humans are used as the default). Oread who choose a base race other than human may replace their Energy Resistance trait with the appropriate heritage trait.
- Size and Type: Oread are always of the outsider (oread, native, earth) type. They retain the size of whatever base race they chose for their heritage (Medium for humans).
- Crystalline Skin: Your patches of gem-like skin are able to deflect and resist elemental rays. You gain a +2 racial bonus to EAC against ranged attacks. Once per day you can reflect a ranged attack that targets EAC toward another creature. Roll your own ranged attack roll with your normal bonuses to determine if this attack hits the new target. This ability does not change the damage of the attack in any way besides the recipient.
- Darkvision: Oread gain darkvision (60 ft.)
- Energy Resistance: Oread have acid resistance 5. This stacks with one other form of energy resistance.
- Spell-like Ability: Oread gain the following spell like ability. The caster level for this ability is equal to the oread's level.
1/day - Detect Radiation
Creature Subtype Graft: Oread
The Oread subtype is applied to Oreads and other creatures influenced by the plane of earth.
Traits: Creatures with the oread subtype gain the Darkvision, Energy Resistance, and Spell-like ability racial traits. NPCs of the Oread race also gain the Crystalline Skin and Heritage racial traits.
Sylph
Sylphs are full of the light and flighty nature one would expect from a denizen of the plane of air. Often mistaken for fey, Sylphs often have lithe features, glowing blue tattoos, or hair that constantly blows even when there is no breeze. Sylphs are generally flighty and are permanently full of wanderlust.
- Ability Adjustments: +2 Dex, +2 Int, -2 Con
- HP: 2
Racial Traits
- Heritage: Sylph choose a mortal race as a base (humans are used as the default). Sylph who choose a base race other than human may replace their Energy Resistance trait with the appropriate heritage trait.
- Size and Type: Sylph are always of the outsider (sylph, native, air) type. They retain the size of whatever base race they chose for their heritage (Medium for humans).
- Darkvision: Sylph gain darkvision (60 ft.)
- Energy Resistance: Sylph have electricity resistance 5. This stacks with one other form of energy resistance.
- Spell-like Ability: Sylph gain the following spell like ability. The caster level for this ability is equal to the sylph's level.
1/day - Jolting Surge
- Storm-Blooded: Sylph's bodies are uniquely attuned to the electrical storms of the plane of air. Any time you are targeted by an attack or ability that deals electric damage, you gain fast healing 2 for 1 round. This ability can be active for a number of rounds per day equal to your level. This activates even if the attack or ability dealt no damage.
Creature Subtype Graft: Sylph
The Sylph subtype is given to creatures with a strong connection to the plane of air or to members of the Sylph race.
Traits: Creatures with the sylph subtype gain the Energy Resistance, Darkvision, and Spell-like Ability racial traits. NPCs of the Sylph race also gain the Storm-Blooded and Heritage racial traits.
Tiefling
Tieflings are seen by some as infernal beasts, no better than the Devils, Demons, Daemons, or Quipploth who spawned them. Those who can see past their often frightening visage will typically find an intelligent and inquisitive friend, albeit one with some unsavory tendencies.
- Ability Adjustments: +2 Dex, +2 Int, -2 Cha
- HP: 5
Racial Traits
- Heritage: Tieflings choose a mortal race as a base (humans are used as the default). Tieflings who choose a base race other than human may replace their Fiendish Resistance trait with the appropriate heritage trait.
- Size and Type: Tieflings are always of the outsider (tiefling, native) type. Tieflings retain the size of whichever base race they chose for their heritage (Medium for humans).
- Black Wings: A tiefling gains an extraordinary flight speed of 30 feet with average maneuverability. Until a tiefling is 5th level, he must end his movement on the ground at the end of each turn or fall.
- Darkvision: Tieflings have darkvision (60 ft.)
- Deceptive: A tiefling gains a +2 racial bonus to bluff and stealth checks.
- Infernal Resistance: Tieflings have cold, electricity, and fire resistance 2. This stacks with one other form of energy resistance.
Creature Subtype Graft: Tiefling
The tiefling subtype is given to creatures with a connection to the fiendish planes and NPCs of the Tiefling race.
Traits: Creatures with the tiefling subtype gain the Darkvision and Infernal Resistance racial traits and gain Bluff and Stealth as master skills. NPCs of the tiefling race also gain the Black Wings and Heritage racial traits.
Undine
Calm and cool, Undine are the epitome of their home elemental plane of water. They are the ultimate in adaptive strength, able to change to whatever situation is thrown their way. Undine will often have skin the color of an ocean or lake, and their hair will drip with water from nothing.
- Ability Adjustments: +2 Dex, +2 Wis, -2 Str
- HP: 4
Racial Traits
- Heritage: Undine choose a mortal race as a base (humans are used as the default). Undine who choose a base race other than human may replace their Energy Resistance trait with the appropriate heritage trait.
- Size and Type: Undine are always of the outsider (undine, native, water) type. They retain the size of whatever base race they chose for their heritage (Medium for humans).
- Darkvision: Undine gain darkvision (60 ft.)
- Energy Resistance: Undine have cold resistance 5. This stacks with one other form of energy resistance.
- Ripples on the Pond: Undine are able to change the color of their skin at will. They can use this ability to seem like any other member or subset of their heritage race with a +6 bonus on the disguise check. This bonus is reduced to +4 if attempting to seem like a member of another race, and does not apply if they receive magical aid on their disguise (such as with a disguise self spell).
- Spell-like Ability: Undine gain the following spell like ability. The caster level for this ability is equal to the Undine's level.
1/day - Mystic Cure (level 1)
Creature Subtype Graft: Undine
The undine subtype is given to creatures with a connection to the plane of water or are of the undine race.
Traits: Creatures of the undine subtype gain the Darkvision, Energy Resistance, and Spell-like Ability racial traits. NPCs of the undine race also gain the Ripples on the Pond and Heritage racial traits.
New Rules
Using Magic Melee Weapons in Starfinder
This system is designed to allow GMs to convert magic weapons to the Starfinder system if they do choose. This guide primarily focuses on base statistics and enhancements of melee weapons, as most additional effects are now represented by weapon fusions. First off, the following table represents the expected damage output and price of melee weapons in Starfinder.
Level Price Damage/Hit 0 - 1.5 1 100 3.0 2 420 3.5 3 640 4.1 4 1,000 4.9 5 1,550 5.7 6 2,390 6.8 7 3,690 8.0 8 5,700 9.4 9 8,800 11.0 10 13,600 13.0 11 21,000 15.3 12 32,500 18.0 13 50,200 21.2 14 77,600 24.9 15 120,000 29.4 16 185,000 34.6 17 287,000 40.7 18 443,000 47.9 19 684,000 56.4 20 1,057,000 66.4 21 1,640,000 78 22 2,525,000 92 23 3,900,000 110 24 6,030,000 130 25 9,320,000 150
Converting +X Weapons
In Starfinder, weapon to-hit bonuses and damage reduction mitigation is extremely rare. I therefore think it best to remove these attributes from magical weapons. Instead, the enhancement bonus dramatically increases the damage of the base item to keep it in-line with other Starfinder weapons. In order to convert an item, first determine its base damage dice. Then follow the suggested damage increment path in the following table:
Bonus Level d4 d6 d8 d10 d12 0 1 1d4 1d6 1d4 1d6 1d6 +1 4 2d4 2d6 1d8 1d10 1d10 +2 8 4d4 3d6 2d8 2d10 1d12 +3 12 7d4 5d6 4d8 3d10 3d12 +4 16 14d4 10d6 8d8 6d10 5d12 +5 20 27d4 19d6 15d8 12d10 10d12
Adding Weapon Properties
Various weapon properties in Starfinder add or subtract to the weapon's final level. All converted magic weapons have the Analog special quality, and before they become enchanted they are considered Archaic. Since weapons no longer have critical hit modifiers, adding burn damage or wounding to a high crit multiplier weapon can emulate that effect. By default Pathfinder weapons are analog advanced weapons. Apply the following weapon modifications:
-1 level: nonlethal, unwieldy
+0 levels: powered, reach, thrown
+1/2 level: disarm, trip, bleed, wound, knockdown, staggered, block, burn
+1 level: severe wound, injection DC +2, operative (see text), energy weapon
+2 level: basic weapon
When adding Operative to a weapon (in order to emulate the monk ability or otherwise) the level modification changes to +2 if the final level is 8 or higher, and to +3 if the final level is 13 or higher. To get the appropriate price for an operative weapon DO NOT add the operative level modifier when calculating price.
Once you have determined the level modification (rounding up or down is up to the GM depending on the anticipated power of the weapon), apply the modification to the base level determined in the previous section. Then use the table in the first section to determine the weapon price based on the new level.
Examples
Bastard Sword
A bastard sword is a standard d10 weapon. As always, it has the Analog special property and the level 1 version is an Archaic weapon.
Enhancement Base Level Modified Level Damage Price Special 0 1 1 1d6 100 Analog, Archaic +1 4 4 1d10 1,000 Analog +2 8 8 2d10 5,700 Analog +3 12 12 3d10 32,500 Analog +4 16 16 6d10 185,000 Analog +5 20 20 12d10 1,057,000 Analog
Heavy Pick
The heavy pick is a d6 weapon, and we add the wound special quality to emulate the high critical hit multiplier (changes to severe wound after level 10). The price of the level 1 item is boosted to make up for rounding down the level. We then rounded up the level for the +1 and +2 versions.
Enhancement Base Level Modified Level Damage Price Special 0 1 1 1d6 150 Analog, Archaic, Wound +1 4 5 2d6 1,550 Analog, Wound +2 8 9 3d6 8,800 Analog, Wound +3 12 13 5d6 50,200 Analog, Severe Wound +4 16 17 10d6 287,000 Analog, Severe Wound +5 20 21 19d6 1,640,000 Analog, Severe Wound
Nine Ring Broadsword
The monk ability becomes operative, so we get the following:
Enhancement Base Level Modified Level Damage Price Special 0 1 2 1d4 100 Analog, Archaic, Operative +1 4 5 1d8 1,000 Analog, Operative +2 8 10 2d8 5,700 Analog, Operative +3 12 15 4d8 32,500 Analog, Operative +4 16 19 8d8 185,000 Analog, Operative +5 20 23 15d8 1,057,000 Analog, Operative
Magic Rings in Starfinder
Through your players' adventures they may come accross relics of the magical past. Powerful staves, scrolls of mysitcal power, and mysterious magic rings are all staples in any magical campaign. This section does not allow your players to access any new spells, but provides methods of incorporating some types of rings. All of the items in this section can be crafted using UPBs and require a Mysticism skill check to create.
Magical rings come in two primary varieties, continuous effect and activated. Continuous effect rings provide a generally unnoticeable, constant bonus to your character, whether through ability enhancement or protection. Activated items provide a much more noticeable and flashy ability that must be activated before use.
While activated rings are often able to replicate all manner of powerful spells, continuous effect rings can only replicate the effect of spells with a range of Close or Touch, do not have a duration of instantaneous, and will only ever target the wearer.
Continuous Effect Rings
Rings that provide the continuous effect of a spell are exceptionally expensive and rare. Continuous effect items can either provide continuous effect, such as a Ring of Tongues or a Ring of Keen Senses, or be triggered by some event, such as a Ring of Flight I. Triggered items will have a specific condition on which they trigger, such as falling or taking a certain amount of damage. It is also common for triggered rings to have a cooldown period, where they will need to recharge before activating again. The most common spells for use on continuous effect rings are Tongues, Darkvision, Flight, Haste, and Keen Senses.
Activated Rings
Activated rings do not come with any of the stipulations on continuous effect rings. They can replicate almost any spell and do not need to target the wearer for their effect. However, these items are generally limited to a certain number of uses per day (or in more drastic cases, a certain number of uses total).
Price for Rings
- Continuous Effect: Spell Level x Caster Level x 13,000 Credits
- Activated (Times per Day): Spell Level x Caster Level x Uses per day x 2,300 Credits
- Activated (Charges): Spell Level x Caster Level x Number of Charges X 360 Credits
Example Items
Ring of Flight I
Continuous Effect Ring
- Caster Level: 1st
- Spell Level: 1st
- Price: 13,000 Credits
If the wearer of this ring falls more than 5 feet, he instantly becomes affected as per the Flight spell cast as a 1st level spell. The spell lasts for 6 rounds or until the wearer lands.
Ring of Psychokinetic Strangulation
Activated (Times per Day) Ring
- Caster Level: 7th
- Spell Level: 3rd
- Charges per Day: 3
- Price: 144,900 Credits
Three times per day as a standard action the wearer can cast Psychokinetic Strangulation as a 7th level Mystic. The DC for this effect is 16.
Ring of Snuff Life
Activated (Charges) Ring
- Caster Level: 20th
- Spell Level: 6th
- Charges: 3
- Price: 129,600 Credits
The Ring of Snuff Life starts with three onyxes set into the band. The wearer can cast Snuff Life as a 20th level Mystic. The DC for this ability is 19. After casting Snuff Life in this way, one of the onyxes cracks in half. Once all three onyxes are broken, the ring loses all magical ability and functions as a normal ring.
Index
Races
- Aasimar (Pg. 48)
- Astomoi (Pg. 45)
- Aphorite (Pg. 49)
- Catfolk (Pg. 45)
- Duergar (Pg. 46)
- Ganzi (Pg. 49)
- Gnoll (Pg. 46)
- Ifrit (Pg. 49)
- Kitsune (Pg. 47)
- Kobold (Pg. 47)
- Orc (Pg. 47)
- Oread (Pg. 50)
- Rougarou (Pg. 47)
- Sylph (Pg. 50)
- Tengu (Pg. 48)
- Tiefling (Pg. 50)
- Undine (Pg. 51)
Themes
- Ascetic (Pg. 13)
- Dungeon Delver (Pg. 16)
Envoy
Expertise Talents:
- Case the Joint (Pg. 27)
- Empathy (Pg. 33)
- Mockingbird (Pg. 27)
Holo-Trinkets
- Flanking Image (Pg. 41)
- Action Blur [4th Level] (Pg. 41)
- Blaze of Light [4th Level] (Pg. 41)
- Shadow Blend [12th Level] (Pg. 41)
- Wound Enhancer [14th Level] (Pg. 41)
Improvisations:
- Adrenaline Boost (Pg. 35)
- Fight Me! (Pg. 20)
- Line up the Shot (Pg. 33)
- Living Shield (Pg. 27)
- Secret Identity (Pg. 27)
- Wall Ride (Pg. 27)
- Fascinate [4th Level] (Pg. 9)
- Inspire Strength [6th Level] (Pg. 35)
- Combat Expert [8th Level] (Pg. 33)
- Suggestion [10th Level] (Pg. 9)
- Mass Suggestion [14th Level] (Pg. 9)
- Deadly Performance [18th Level] (Pg. 9)
Mechanic
Mechanic Tricks
- Rapid Prototype [5th Level] (Pg. 26)
Drone Chassis
- Avian (Pg. 11)
- Canine/Feline (Pg. 32)
- Equine (Pg. 20)
Basic Drone Mods
- Energy Capacitor (Pg. 26)
- Glider (Pg. 10)
- Natural Aspect (Pg. 32)
- Natural Weapon (Pg. 32)
- Share Trick (Pg. 10)
- Spell Conduit (Pg. 44)
Advanced Drone Mods
- Aura Transmitter (Pg. 44)
- Emotional Transmitter (Pg. 44)
- Ethereal Drive (Pg. 44)
- Extension (Pg. 26)
- Psychic Magic (Pg. 26)
- Web (Pg. 26)
Mystic
Connection
- Spirit Caller (Pg. 34)
- Occult (Pg. 42)
Operative
Specialization
- Pistolero (Pg. 21)
- Striker (Pg. 36)
Operative Exploit
- Clever Questioner [2nd Level] (Pg. 16)
- Minor Magic [2nd Level] (Pg. 16)
- Operative's Dodge [2nd Level] (Pg. 21)
- Sunlight Strike [2nd Level] (Pg. 36)
- Unarmed Operative [2nd Level] (Pg. 13)
- Was it five, or was it six? [2nd Level] (Pg. 21)
- Allied Tric [6th Level] (Pg. 36)
- Fan the Hammer [6th Level] (Pg. 21)
- Headshot Trick-shot [6th Level] (Pg. 37)
- Major Magic [6th Level] (Pg. 16)
- Soldier's Prodigy [6th Level] (Pg. 36)
- Sure Grip [10th Level] (Pg. 36)
- Spell Dodge [12th Level] (Pg. 13)
- Cheat Death [18th Level] (Pg. 37)
Solarion
Stellar Mode
- Air / Earth (Pg. 23)
- Fire / Water (Pg. 39)
- Good / Evil (Pg. 14)
- Law / Chaos (Pg. 22)
Stellar Revelation
- Solar Duplicate [2nd Level] (Pg. 23)
- Void Silence [2nd Level] (Pg. 23)
- Gravity Link [6th Level] (Pg. 22)
- Purifying Light [6th Level] (Pg. 22)
- Restrictive Aura [10th Level] (Pg. 14)
- Solar Form [10th Level] (Pg. 39)
Zenith Revelation
- Infuse Weapon (Pg. 14)
- Reverse Time (Pg. 39)
Soldier
Fighting Style
- Brawler (Pg. 31)
- Duelist (Pg. 37)
- Plane Trained (Pg. 30)
Gear Boost
- Contingency Stims (Pg. 8)
- Leverage Armor (Pg. 12)
- Terrifying Visage (Pg. 8)
- Armor-Enhanced Reactions [7th Level] (Pg. 12)
- Deflective Plating [7th Level] (Pg. 30)
- Ricochet Shot [7th Level] (Pg. 12)
- Sunder Enchantment [7th Level] (Pg. 8)
Technomancer
Magic Hack
- Arcane Construction [2nd Level] (Pg. 29)
- Custom Serum [2nd Level] (Pg. 19)
- Elemental Manipulation [2nd Level] (Pg. 17)
- Energized Armor [2nd Level] (Pg. 29)
- Familiar [2nd Level] (Pg. 18)
- Bottled Ooze [5th Level] (Pg. 33)
- Consume Magic [5th Level] (Pg. 29)
- Advanced Familiar [8th Level] (Pg. 28)
- Harmful Serum [8th Level] (Pg. 19)
- Heightened Spell [8th Level] (Pg. 17)
- Fusion Hacker [11th Level] (Pg. 29)
- Redirect Spell [11th Level] (Pg. 29)
- Spell Siphon [11th Level] (Pg. 29)
- Maximized Spell [18th Level] (Pg. 17)
Archetypes
- Blood Channeler (Pg. 3) Bloodlines:
- Arcane (Pg. 17)
- Divine (Pg. 37)
- Elemental (Pg. 3)
- Primal (Pg. 8)
- Blastmaster (Pg. 4)
- Curse Chosen (Pg. 4) Curses:
- Curse of the Blind (Pg. 24)
- Curse of the Truthful (Pg. 5)
- Curse of the Unlucky (Pg. 28)
- Curse of the Wounded (Pg. 5)
- Mounted Terror (Pg. 6)
- Variant Multiclassing (Pg. 7)
Feats
- Awesome Blow [Combat] (Pg. 31)
- Battle Caster [Combat] (Pg. 38)
- Dazzling Display (Pg. 36)
- Double Slice [Combat] (Pg. 12)
- Fervorous Spells (Pg. 38)
- Mark of the Planets (Pg. 35)
- Multi-Weapon Defense [Combat] (Pg. 12)
- Multi-Weapon Rend [Combat] (Pg. 12)
- Named Bullet (Pg. 21)
Items
Ammunition Accessories
- Cluster Tip (Pg. 15)
- Injection Tip (Pg. 15)
- Impact Tip (Pg. 15)
- Paralysis Cartridge (Pg. 15)
- Piercing Tip (Pg. 15)
- Sticky Tip (Pg. 15)
- Tanglefoot Cartridge (Pg. 15)
AI Boosts
- Arcanist Boost (Pg. 40)
- Champion Boost (Pg. 40)
- Scientist Boost (Pg. 40)
Cursed Items (Pg. 24)
Magic Melee Weapons (Pg. 51)
Magic Rings (Pg. 53)
Natural Weapon Enhancers (Pg. 25)
Vehicles
- Hoverboard (Pg. 20)
Spells
Mystic Spells
- Alien Shape [2-5] (Pg. 25)
- Ego Whip [2-6] (Pg. 43)
- Fire Shield [3] (Pg. 10)
- Flame Blade [2] (Pg. 11)
- Holy Smite [1-4] (Pg. 10)
- ID Insinuation [2-3] (Pg. 43)
- Intellect Fortress [4-6] (Pg. 43)
Technomancer Spells
- Explosive Admixture [1-6] (Pg. 19)
- Intellect Fortress [4-6] (Pg. 43)
- Renew Effect [1] (Pg. 28)
Summoning Grafts
- Ooze (Pg. 33)
- Wolf (Pg. 48)
- Skeleton (Pg. 42)
Science
Meets
Fantasy
While the Starfinder rule set is nominally compatible with Pathfinder content, there is a glaring lack of true Fantasy tropes, content, and abilities tied with the core fantasy themes that defined the Pathfinder world.
This book seeks to fill that void; to allow you to play a righteous warrior who draws their power from good, to play a minstrel of the stars who can confuse their enemies with music, or to play a fantasy race caught in the ever-moving tide of technology.
The content of this document is inspired by the rules and setting of Paizo's Pathfinder Roleplayng Game.
Cover Art: Paladin by Shinfei
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Thank You:
- Nick Bovee - character builds and Solarian help