Monthly Archives: June 2018

Awesome 80s for Starfinder: Cyber Disc

Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the digital cyber disc.

Cyber Disc

A cyber disc is a round, glowing hardlight construct about the size and shape of a child’s thrown gliding toy. It functions as a computer of a tier equal to half it’s item level, and can have additional modules and upgrades added (at their normal cost) without increasing its size or bulk. Because it is a focused energy object, it can also be used to block incoming attacks, and to damage targets and objects by flinging it at them at range, or striking them in melee. It returns to the thrower immediately and unfailingly, allowing it to be used to make full attacks if desired, though it can also be used to make more powerful focused attacks (represented by its boost feature).

With a successful Computers check (DC 15 + new cyber disc item level) and 10 minutes of work, a cyber disc (and its computer functions) can be upgraded to a higher-level cyber disc. This counts as item creation (you must have ranks in Computers at least equal to the item level of the new cyber disc) and costs UPBs equal to the cost of the new disc, -205 of the cost of the old disc.

Shielding: In addition to having the block special weapon property, the cyber disc has the shielding special weapon property. This means if you take the fight defensively or total defense actions, you gain a +2 bonus to EAC/KAC.

 

Untyped One-Handed Basic Melee Weapons            
WEAPON LVL/$ DAM CRIT Powered

(Capacity/
Usage)

BULK SPECIAL
Cyber disc, basic 1 / 300 1d4 S Stunned 20/1 L Block, boost 1d4, operative, shielding, thrown (20 ft.)
Cyber disc, tactical 4 / 2,500 1d6 S Stunned 20/1 L Block, boost 1d6, operative, shielding, thrown (30 ft.)
Cyber disc, advanced 7 / 6,300 2d4 S Stunned 40/1 L Block, boost 1d6, operative, shielding, thrown (30 ft.)
Cyber disc, superior 11 / 27,500 2d6 S Stunned 40/1 L Block, boost 1d8, operative, shielding, thrown (40 ft.)
Cyber disc, elite 15 / 98,000 5d6 S Stunned 40/1 L Block, boost 2d6, operative, shielding, thrown (40 ft.)
Cyber disc, gladiatorial 19 / 625,000 7d6 S Stunned 80/1 L Block, boost 4d6, operative, shielding, thrown (50 ft.)

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Awesome 80s (90s) for Starfinder: Raucous Cicadas

Some weird, awesome stuff came out in the 1980s (okay, I’m cheating, this one was inspired by something from the 1990s), that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the smallest imaginable longarm, the raucous circada.

Raucous Cicadas

The tiny disruptors known as “raucous cicadas” are the smallest longarms available, easily fitting in the palm of a human’s hand and possessing negligible bulk. However despite their tiny size, their recoil is so great that they still require two hands to fire with any hope of hitting a target—firing one with one hand is no different that trying to fire any longarm one-handed—you can pull the trigger, but there is no chance your attack will be effective.

A raucous cicada fires a concentrated column of the same kind of effect as is used to create force fields, and does bludgeoning force (BF), and is considered to have the force descriptor. Firing a raucous cicada generates a loud burst of sound, electromagnetic static, and even a compression wave of psychoactive energy that can be heard with telepathic senses. Characters receive a +10 bonus to Perception checks to hear this combination of sensory inputs, and once your fire such a weapon any Stealth check you made ends, and you cannot make another one until the beginning of your next turn. Additionally the recoil of the tiny weapon is disproportionately massive, and the firer moved 5 feet away from the direction of the attacked target. (This is not considered a guarded step, and provokes attacks of opportunity if it moves you out of a threatened square, but it is the same action as making the ranged attack so a creature can only make an attack against you for one of those two triggers.) On a critical hit, the attacked must make a saving throw against the raucous cicada’s critical effect save DC, or be thrown 1d4 x 5 feet back and knocked prone.

Uncategorized Longarms              
WEAPON LVL/$ DAM RNG CRIT Capacity/
Usage
BULK SPECIAL
Raucous cicada, MK 1 1 / 280 1d6 BF 50 ft. Knockdown 20/4 Boost 1d4, unwieldy
Raucous cicada, MK 1 4 / 2,200 1d12 BF 50 ft. Knockdown 20/4 Boost 1d6, unwieldy
Raucous cicada, MK 1 7 / 5,900 3d6 BF 60 ft. Knockdown 40/8 Boost 1d8, unwieldy
Raucous cicada, MK 1 11 / 25,000 6d6 BF 60 ft. Knockdown 40/8 Boost 2d6, unwieldy
Raucous cicada, MK 1 15 / 90,000 10d6 BF 70 ft. Knockdown 80/8 Boost 2d8, unwieldy
Raucous cicada, MK 1 19 / 575,000 12d6 BF 80 ft. Knockdown 100/8 Boost 3d6, unwieldy

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Awesome 80s for Starfinder: The Faiet Module

Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the sonic weapon, the Faiet Module.

Faiet Module

Faiet Modules are hybrid magic item weapons that use the power of specific words or sounds, and converts them into killing energy. They are the ultimate expression of the Faiet Way, a method of influencing and controlling creatures through the use of specific tones of voice and combinations of phrases that bypass much of the psychological defense of a target. However, Faiet Modules take those sounds and convert them into physical harm far beyond some tool of coercion or deceit.

In addition to a small hand-held emitter, a Faiet Module has a throat mic, which must be worn to use the weapon. The price is included in the price of the module, and it can be added to armor without taking up an upgrade slot. If the operator of the Faiet Module is for some reason unable to speak to make a sound as loud as a shouted word, the module cannot be used to attack,

The results from attacking with a Faiet Module are only partly about accuracy and combat acumen. A great deal of the successful use of a such a module depends on the ability to accurately create the needed killing words, and to do so in rhythm with the sounds of a conflict. As a result, despite being small arms Faiet Modules cannot be used to perform trick attacks (the misdirection required for trick attacks is not compatible with the voice control and forthrightness needed to create effective killing words), and rather than the normal Weapon Specialization a character gains bonus damage equal to their ranks in Bluff, Culture, Diplomacy, or Intimidate (whichever is higher). Additionally Faiet Modules are sound-dependent—if a target cannot hear them, it cannot be harmed by them (and thus, for example, they don’t work in a vacuum). Despite that, only half the damage from a Faiet Module is sonic (So), the rest being untyped damage (U) that is caused by the association of the sounds with concepts of destruction.

A character that has no ranks in Bluff, Culture, Diplomacy, or Intimidate can’t use a Faiet Module at all.

Sonic Small Arms
WEAPON LVL $ DAM RNG CRIT Capacity/
Usage
BULK SPECIAL
Faiet Module, Mummer 1 400 1d6 S & U 30 ft. Wound 20/1 L Sound dependent
Faiet Module, Eulogy 4 2,500 1d10 S & U 40 ft. Wound 20/1 L Sound dependent
Faiet Module, Epitaph 7 6,500 2d6 S & U 40 ft. Wound 20/1 L Sound dependent
Faiet Module, Lament 11 28,000 4d6 S & U 40 ft. Wound 40/2 L Sound dependent
Faiet Module, Dirge 15 100,000 6d6 S & U 40 ft. Wound 40/2 L Sound dependent
Faiet Module, Requiem 19 625,000 9d6 S & U 50 ft. Wound 100/4 L Sound dependent

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Heroes, Bundles, and Rogues Galleries

So, there’s a really big Bundle of Holding deal with over $100 in superhero game stuff for MUCH less, going on now (June 26-July 16, 2018). It includes two of Jacob Blackmon;s awesome RGG products, the Super Powered Bestiary and Super Powered Sourcebook.

And that got me thinking.

I’ve always been a fan of heroes who have good rogue’s galleries—villains who make up a regular set of threats for the hero. Lots of heroes have great rogue’s galleries—Daredevil, the Flash, Wolverine, and Superman all come to mind. But for me, without a doubt, the two best are Spider-Man and Batman.

And even better, they’re swappable!

You can take the idea of Batman villains and apply them to Spider-Man, and vice versa. You can also swap the bat- and spider-themes of those two characters.

And if you are running a supers game, this kind of thing can be a quick way to have somethign that feels familiar, but isn’t a direct copy of an existing character. Here are some quick swap-out characters a GM could use to build a world quickly, and still have some depth and surprises for PCs.

Chiropteen
Bitten by a radioactive bat, the “friendly neighborhood teen chiroptera” got his (fairly terrible) nick-name from the media when he first began trying to solve crimes in Jersey City, in a homemade hero costume.
Rogue Gallery
Punchline (Joker)
Punching Judy (Harley Quinn)
Vixen (Cat-woman)
Enigma (Riddler)
Fetch (Clayface)
Isimud (Two-Face)
Venus Flytrap (Poison Ivy)
Ugo Fate (Hugo Strange)
Cassowary (Penguin)
Doctor Winter (Mr. Freeze)
Nemesis (Bane)
Pumpkin Jack (Scarecrow)

Red Huntsman
When his billionaire Australian parents were murdered while on holiday with him to Empire City in the US, the child who grew to be one of the most feared villain knew he needed a symbol that would strike fear into the hearts of criminals. A symbol… like a blood-red huntsman spider.
Rogue Gallery
Green Gargoyle (Green Goblin)
Bombay (Black Cat)
Toxin (Venom)
Professor Kraken (Dr. Octopus)
Illusio (Mysterio)
Wasp the Spider-Killer (Kraven the Hunter)
Herr Geier (Vulture)
Komodo (The Lizard)
Landslide (Sandman)
Hammerhead (Rhino)
Body Doulbe (Chameleon)
Volt (Shocker. Or Electro. Doesn’t make a big difference)

Sometimes all you need to flesh out a world, are a few espy pastiche homages. 😀

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Fantasy Folding Navaja Sevillana Blade for Pathfinder

The navaja is one of the first folding blades to gain widespread acceptance as a combat item, starting in regions of Spain, and was used in various eras as an openly carried utility knife, a trusted offensive weapon, a concealed choice for self-defense, and a highwayman’s tool of intimidation. While many different styles of navaja have existed, among the largest is the navaja sevillana, which commonly had a blade at least eight inches long, a locking ratchet, and a long curved handle. The blade was generally razor sharp (and may have evolved from folding straight razors), and when opened the overall length could easily run 16 to 20 inches.

This is a fantasy version of the navaja sevillana, appropriate for Pathfinder Roleplaying Game campaigns that mix rapiers, firearms, and printing presses. It doesn’t attempt to be a historic representation, and more than the game’s versions of longswords or falchions are, and though inspired by a real-world weapon it is not intended to reflect on any of the social, ethnic, or national groups that have used navajas throughout history.

(Martial) Light Melee Weapons
Name    Cost       Dmg (S) (M)        Crit         Weight  Type      Special
Navaja    50 gp     1d3        1d5*        18-20, x2             1 lb.     S     Deadly, finesse

*Numerous companies, including Impact Miniatures, now make d5 dice, but it you don’t have one (or don’t like them) you can treat this as 1d4+1 (and thus if you have a +1 STR bonus to damage, you’d roll 1d4+2)

Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
Finesse: You can use the Weapon Finesse feat (and ability that work with weapon you can use with that feat) with a navaja sevillana.

Navaja Sevillana: If it is folded, you can conceal and draw a concealed navaja sevillana (using Sleight of Hand) in the same amount of time it takes to draw or sheath a normal weapon, and you gain a +4 bonus to Sleight of Hand checks to conceal it. If you are proficient with a navaja sevillana, you can open it and shut it as part of the same action used to draw or sheath it (even from concealment). If a navaja sevillana has the broken condition, its locking ratchet does not work, and it cannot be used to make attacks.

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Starfinder Roleplaying Game Monster Design Notes—Spellcasting Creatures, Western Rakshasa

We’re going to take a pause from the Multiclass ThemeType rules, to pick up a thread from a few weeks ago when I was discussing how to make creatures and NPCs using the Starfinder Roleplaying Game monster creation rules. I already did two entries in this series using Really Wild West creatures as examples—the grizzly boar for the combatant array, and the rattle-cat for the expert array.

Now, it’s time to talk about the spellcaster array, and for that, we need something special.

Western Rakshasa

Rakshasa are native outsiders—that is they are inhuman creatures of supernatural power, that are born in and native to the mortal world. They are among the more powerful and feared threats of Southern Asia, and plagued that section of the world of the Really Wild West for centuries before anyone in Europe or the Americas knew anything at all about them. Rakshasa are generally born to a rakshasa parent and a humanoid parent and few rakshasas immigrate out of South Asian, keeping their population elsewhere low. But there is a second circumstance where a rakshasa can be born—when human parents are exposed to great evil and cruelty and kept away from holy places, practices, and people, sometimes an reincarnated evil spirit is drawn to their misery, and born as a rakshasa in a concealed guise as the same race as its parents.

Sadly, the fact that the United States Naturalization Law of March 26, 1790 denied citizenship to all immigrants not of white lineage, and most South Asians who were brought to North America served as low-paid farm workers, often lead to situations where the immigrants were forbidden to practice their own religions, suffered cruelty and evils committed upon them, and were even sometimes imprisoned and used for experimentation by Caucasians seeking to gain more power through the expanding arts of theosophy and mad science.

As a result, in the mid 1800s, the first natural born western rakshasa began to appear.

Such creatures are natural deceivers, planners, leaders, and generally power hungry. They learn how to manipulate social systems to their advantage while just children, and are not above arranging horrible fates for their communities in order to be found as “lone survivors,” and adopted by wealthier, more affluent families, While some settle in to urban areas to gain political and economic power in increasingly large cities, others prefer to head to the frontier, to carve their own empires out of the wilderness as cattle barons, marshals, regional governors, and even the unquestioned leaders of outlaw gangs.

While an infant rakshasa might be less powerful than the CR 5 given here as a minimum, such a creature would never risk exposing itself. Any rakshasa willing to operate in any open manner is at least a young adult, and no less than CR 5. Western rakshasa are no more powerful or organized than their South Asian brethren, but they have grown to be one of the greatest threats any Really Wild West adventurer might encounter.

In their natural form, rakshasa have the appearance of anthropomorphic animals, usually predators, and have some joint or joints backwards from a human. The use of  tiger-headed rakshasa with backwards-curling hands in the spectacularly popular 1897 Mark Twain novel “The Chronicle of Young Rakshasa,” where Huck Finn and Tom Sawyer encounter and must drive away a powerful Satan-like figure (who claims to be the “youngest of 44 master rakshasa”), has caused the common view of rakshasa to be exclusively this version, to the point that some rakshasas take the form when wishing to impress, even if they actually have different animals-features and reversed joints.

Rakshasa Gunslinger - JEB

Building and Defining a Spellcaster

Spellcaster arrays are for creatures that should first and foremost be seen as users of supernatural powers. They gain either spell-like abilities or spellcasting automatically, allowing them to use such powers for offense and defense, while still having other special abilities to make them unique and interesting. Anytime you are making an NPC mystic or technomancer, you want to use the spellcaster array and the appropriate class graft, in addition to any creature graft.

But in this case, we’re going to write up creatures that have innate spellcasting abilities, as natural to them as their unholy blood.

As with the creatures we designed in the previous entries, we want to create a template graft, that a GM can use to create rakshasas of any appropriate CR. So, the final template graft looks like this:

WESTERN RAKSHASA TEMPLATE GRAFT (CR 5+)

Required Array: Spellcaster
Required Type: Outsider
Alignment: Lawful Evil
Size: Medium
Speed: 40 feet
Ability Score Modifiers: Dexterity, Charisma, Strength
Special Abilities: 0-Spellcasting (mystic and technomancer). 1- Change Shape (see below). Damage Reduction (equal to CR x 1.5, bypassed by good). 3- Detect thoughts (see below). 4-Spell Resistance (equal to CR +15).
Key Spells: 1st charm person, magic missile; 2nd caustic conversion, invisibility, 3rd arcing surge, holographic image
Skills: Master– Bluff; Good-Diplomacy, Sense Motive
Attacks: Multiattack melee (bite, two claws), melee weapon, ranged weapon.
Detect Thoughts (Su): A rakshasa can detect thoughts as per the spell of the same name. It can suppress or resume this ability automatically at the beginning of its turn. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a successful Will save.

To make this monster, a GM just takes the spellcaster array for the desired CR of the end monster, adjusts the numbers as noted for the outsider type, and enters those values in a stat block as directed by the template graft.

There are a few things to look out for with rakshasa. First, since they use the spellcaster array, they get spellcasting automatically, and you need to pick their spells known. The template graft offers some “key spells,” but that’s largely just to save you time and give you a feel for what a typical rakshasa of this type is likely to focus on. Feel free to deviate from this list if you wish. Also, the stat block doesn’t bother with 1st level spells, because the rakshasa is unlikely to run out of higher-level options during a typical fight. This is the same logic for giving it unlimited 2nd-level spells per day. If for some reason you need to know exactly how many lower-level spells an npc has, check out the rules in Starfinder Pact Worlds.

Secondly, as a tool user, the rakshasa needs weapons. The easy options is to pick melee and ranged weapons that are about 10th item level. The same applies if you plan to give them armor, though rakshasa don’t really need it, and it doesn’t impact their AC anyway (you give a creature armor if it makes sense for the creature to have armor, or if you want to use it as PC loot, of if you want them to have an armor upgrade—which may also serve as loot). Since this is a Really Wild West rakshasa I gave it a damascus repeating shotgun and limited it’s pistols to 6 rounds each, but you could swap that out for any weapons appropriate to your setting.

Finally, I gave them multiattack. That allows them to forgo using a melee weapon to make a series of natural melee attacks. Read the multiattack rules on how to figure out their damage and attack rolls, but this only matters if they take a full attack routine. They can just use their melee weapon to make a normal attack.

Here’s what a CR 10 western Rakshasa (one of the most dangerous things in all of the Really Wild West) looks like, for example.

Rakshasa, Western                                 CR 10          [SPELLCASTER]
XP 9,600 each
LE Medium Outsider (evil, native, rakshasa, shapechanger)
Init +8 Senses darkvision (60 ft.); Perception +19
DEFENSE     HP 140
EAC 22; KAC 23
Fort +9; Ref +11; Will +13
Defensive Abilities DR 15/good
OFFENSE
Speed 40 ft.
Melee +17 microserrated longsword (2d10+13, critical bleed 2d6)
Multiattack bite +11 (1d10+13 P), 2 claws +10 (1d10+13 S)
Ranged +19 damascus repeater shotgun (3d8+10 P) or
+19 elite revolving pistol (3d6+10 P)
Technomancer Spells Known (CL 10th) DC 18
  4th (3/day)greater invisibility, mind thrust (DC 22)
3rd (6/day)
arcing surge (DC 21), charm monster (DC 21), holographic image (DC 21),
    lesser resistance armor
2nd (at will)
caustic conversion (ranged attack +18), invisibility
STATISTICS
Str +3; Dex +8; Con +3; Int +1; Wis +1; Cha +8
Skills Bluff +24, Diplomacy +19, Sense Motive +19
Languages Aklo, Common, Infernal
Other Abilities change shape
Gear Damascus repeater shotgun with 12 slugs and 12 shot, two elite revolving pistols with 36 rounds, microserrated longsword, 2 mk II serums of healing
SPECIAL ABILITIES
Change Shape (Su): As a standard action, a rakshasa can physically alter its form to look like any Medium humanoid or outsider, as long as it has seen a similar creature before. It can attempt to either mimic a specific creature or look like a general creature of any humanoid subtype it is familiar with. The rakshasa gains a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of the rakshasa’s Disguise check is not modified as a result of altering major features or for disguising themselves as a creature of a different type. The rakshasa can remain in an alternate form indefinitely (or until it takes another form).

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Alternate Multiclass Rules for Starfinder (Mystic)

Since we’ve spent this week introducing the Multiclass ThemeType concepts, providing examples for envoy, mechanic (with drone), mechanic(with exocortex), operative, and technomancer, and name-dropping the Really Wild West, we’re actually pretty close to handling all the core rulebook classes at this point. Since we’ve presented a way to use Multiclass ThemeTypes with spellcasting classes, let’s present the mystic!

Mystic ThemeType

You draw power of a supernatural connection to… something. It may be your faith in a divine force or philosophy is strong enough to grant you power, despite the majority of your training being elsewhere. Or you may have some innate connection, to psychic powers, the fundamental forces of the universe, or an ancient  secret once discovered by an alien race now dead for millions of years. Whatever the source, it channels real power through you.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Mysticism, Sense Motive, or Survival. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Minor Mysticism (Sp, Archetype, 2nd Level): Select one 1st level mystic spell. You can cast this spell once per day. Select two 0-level mystic spells. You can cast these spells at will. Your caster level for all mystic spells gained from this Multiclass ThemeType is equal to your character level, and you use your key ability score for all calculations that normally draw on the mystic’s key ability score.

Basic Mysticism (Sp, Archetype, 4th Level): Select two 1st level mystic spells. You have two 1st-level mystic spell slots per day you can use for any combination of the 1st-level mystic spells gained from this Multiclass ThemeType. This replaces the 1st level spell you gained from minor mysticism. Also select a third 0-level mystic spells. You can cast this spell at will.

Minor Connection (Theme, 6th Level): You gain either the healing touch or mind link mystic class feature. Once this decision is made, it cannot be changed You treat your character level as your mystic level for all class features gained from this Multiclass ThemeType.

Intermediate Mysticism (Sp, Archetype, 6th Level): Select one 2nd level mystic spell. You can cast this spell once per day.

Advanced Mysticism (Sp, Archetype, 9th Level): Select two 2nd level mystic spells. You have two 2nd-level mystic spell slots per day you can use for any combination of the 2nd-level mystic spells gained from this Multiclass ThemeType. This replaces the 2nd level spell you gained from intermediate mystic.

Basic Connection (Theme, 12th Level): You gain the connection mystic class feature, for one connection of your choice, though you only have access to its 1st level connection ability. Once this choice is made, it cannot be changed. You do not gain the connection skill ability, but do add the 1st level connection spell to the spells you can use your 1st level mystic Mutliclass ThemeType spell slots to cast.

Greater Mysticism (Sp, Archetype, 12th Level): Select one 3rd level mystic spell. You can cast this spell once per day.

Greater Connection (Theme, 18th Level): You gain the 3rd level connection power of your connection, and add the 2nd and 3rd level connection spells to the list of spells you can use your mystic Mutliclass ThemeType spell slots to cast.

Full Mysticism (Sp, Archetype 18th): You replace all your mystic spells gained from this Multiclass ThemeType with 4 0-level spells known, 4 1st-level spells known, 3 2nd-level spells known, 2 3rd-level spells known, and one 4th-level spell known. You can cast the 0-level spells at will, and have three 1st-level spell slots, two 2nd-level spell slots, two the connection 3rd-level spell slots, and one 4th-level spell slot.

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Alternate Multiclass Rules for Starfinder (Operative)

Since we’ve spent this week introducing the Multiclass ThemeType concepts, providing examples for envoy, mechanic (with drone), mechanic(with exocortex), and technomancer, and name-dropping the Really Wild West, it seems a good idea to keep that momentum with another class that has abilities that are difficult to scale—the operative!

Operative ThemeType

You have extensive training in the arts of spying, stealth, subterfuge, or a combination of all of those. It’s not your primary area of expertise, but then, isn’t actually being good at something else entirely the best possible way to maintain your cover?

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain either Bluff or Stealth as a class skill. If you have both of these as class skills from other sources at 1st level, you instead gain a +1 bonus to one of the two skills. Once these choices are made, they cannot be changed.

If you select Bluff, you may use your Bluff skill bonus as your Stealth skill bonus, and are considered trained in Stealth. If you select Stealth, you may use your Stealth skill bonus as your Bluff skill bonus, and are considered trained in Bluff.

Minor Trick Attack (Ex, Archetype, 2nd Level): You gain the operative’s trick attack ability, subject to all of that class feature’s requirements. Your trick attack does not deal any additional damage, but on a successful skill check it does cause your target to be flat-footed against your attack.

Exploit (Ex, Archetype, 4th Level): You gain one operative exploit, selected from the list of 2nd level operative exploits. You treat your character level as your operative level for all operative exploits gained from this Multiclass ThemeType.

Edge (Ex, Theme, 6th Level): You gain a +1 insight bonus to all skill checks, and to initiative checks.

Basic Trick Attack (Ex, Archetype, 6th Level): Your trick attack now deals 1d8 additional damage for every three full character levels you have.

Exploit (Ex, Archetype, 9th Level): You gain one additional operative exploit, selected from the list of 2nd level operative exploits.

Improved Edge (Ex, Theme, 12th Level): Your insight bonus to all skill checks and initiative checks increases to +2.

Exploit (Ex, Archetype, 12th Level): You gain one additional operative exploit, selected from the list of 2nd level or 6th level operative exploits.

Greater Edge (Ex, Theme, 18th Level): Your insight bonus to all skill checks and initiative checks increases to +3.

Exploit (Ex, Archetype, 18th Level): You gain one additional operative exploit, selected from the list of 2nd, 6th, or 10th-level operative exploits.

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Alternate Multiclass Rules for Starfinder (Technomancer)

So we’ve presented the Multiclass ThemeType (which uses your theme and an archetype to present an alternate method of multiclassing), and provided examples for the envoy, drone-using mechanic, and exocortex-using mechanic. We’ve even name-dropped the Really Wild West setting hack, for people who are most excited about weird west options.

So, let’s talk multiclass spellcasting.

The Starfinder Roleplaying Game has a number of ways to get just a little magic power, including your race, theme, and archetype, and even combines your caster level among all your spellcasting classes is you happen to multiclass into more than one spellcasting class. But it’s still difficult to have spellcasting be a secondary, but major and ongoing, part of your overall character build. A character that adds just a few levels of solider gets abilities that retain their usefulness throughout a campaign. A character that takes a few levels of technomancer quickly find those options fall way the curve. At the same time, you obviously can’t have a few class levels give you access to the highest-level spells in the game, or the power boost involved is more than a few levels should grant.

The technomancer Multiclass ThemeType tries to get just the right balance, making sure your sacrifices of core class abilities from your archetype’s alternate class features reward you enough to be worthwhile, without making you overpowered.

Technomancer ThemeType

While you haven’t had the opportunity to master the ways theosophy and technology can be blended, you haven dabbled in the area. You understand the basics of how hybrid items function, and how to cast some small number of technomagical spells.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Computers, Engineering or Mysticism. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Minor Technomagic (Sp, Archetype, 2nd Level): Select one 1st level technomancer spell. You can cast this spell once per day. Select two 0-level technomancer spells. You can cast these spells at will. Your caster level for all technomancer spells gained from this Multiclass ThemeType is equal to your character level, and you use your key ability score for all calculations that normally draw on the technomancer’s key ability score.

Basic Technomagic (Sp, Archetype, 4th Level): Select two 1st level technomancer spells. You have two 1st-level technomancer spell slots per day you can use for any combination of the 1st-level technomancer spells gained from this Multiclass ThemeType. This replaces the 1st level spell you gained from minor technomagic. Also select a third 0-level technomancer spells. You can cast this spell at will.

Magic Hack (Theme, 6th Level): You gain one magic hack, selected from the list of 2nd level technomancer magic hacks. You treat your character level as your technomancer level for all magic hacks gained from this Multiclass ThemeType.

Intermediate Technomagic (Sp, Archetype, 6th Level): Select one 2nd level technomancer spell. You can cast this spell once per day.

Advanced Technomagic (Sp, Archetype, 9th Level): Select two 2nd level technomancer spells. You have two 2nd-level technomancer spell slots per day you can use for any combination of the 2nd-level technomancer spells gained from this Multiclass ThemeType. This replaces the 2nd level spell you gained from intermediate technomagic.

Improved Magic Hack (Theme, 12th Level): You gain one magic hack, selected from the list of 2nd level or 5th level technomancer magic hacks.

Greater Technomagic (Sp, Archetype, 12th Level): Select one 3rd level technomancer spell. You can cast this spell once per day.

Greater Magic Hack (Theme, 18th Level): You gain one magic hack, selected from the list of 2nd, 5th, or 8th-level technomancer magic hacks.

Full Technomancy (Sp, Archetype 18th): You replace all your technomancer spells gained from this Multiclass ThemeType with 4 0-level spells known, 4 1st-level spells known, 3 2nd-level spells known, 2 3rd-level spells known, and one 4th-level spell known. You can cast the 0-level spells at will, and have three 1st-level spell slots, two 2nd-level spell slots, two 3rd-level spell slots, and one 4th-level spell slot.

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Alternate Multiclass Rules for Starfinder (exocortex Mechanic)

We covered the basic idea behind Multiclass ThemeTypes in the Starfinder Roleplaying Game, talked about why they are especially good for Really Wild West campaigns, and presented two example of how it works—the Envoy and the drone Mechanic. That, of course, immediately suggests there should be an exocortex mechanic Multiclass ThemeType.

And there is! 😊

Mechanic (exocortex) ThemeType

You have an extremely advanced combat brain implant. It may not be the absolute best hardware in existence, but it’s much better than anything you can buy off-the-shelf.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Computers, Engineering or Physical Science. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Computers, Engineering or Physical Science. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.

Basic Combat Training (Ex, Archetype, 2nd Level): You gain proficiency in either longarms, or heavy armor. If you select proficiency in longarms, this counts as a proficiency granted by your class for purpose of weapon specialization class feature.
If you already have proficiency with both longarms and heavy armor, you instead gain Weapon Focus with longarms as a bonus feat.

Basic Combat Tracking (Ex, Archetype, 4th Level): Your exocortex provides you with enhanced combat ability. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to reduce one penalty you take to attacks against that target by 1. Designating another target causes you to immediately lose this bonus against the previous target.

Basic Memory Module (Ex, Theme, 6th Level): You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge.

Improved Combat Tracking (Ex, Archetype, 6th Level): Your combat tracking ability can now allow you to treat your base attack bonus from this class as being 1 higher (to a maximum of 1 less than your class level), rather than reducing one penalty to attack rolls against the target by 1 point.
If your base attack bonus from this class is so high that this gives you no benefit, and you are talking no penalties to your attack rolls, instead when using combat training you add half your Intelligence bonus (minimum +1) to damage done with weapon.

Wireless Hack (Ex, Archetype, 9th Level): You gain the wireless hack ability of the exocortex version of the mechanic’s artificial intelligence class feature, though your range is only 10 feet.

Exocortex Trick (Ex, Theme, 12th Level): You gain one mechanic trick, selected from the mechanic tricks of 8th level or less that grant an ability to your exocortex (such as neural shunt or overclocking).

Exocortex Mod (Ex, Archetype, 12th Level): Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, resistance, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in advanced melee or heavy weapons).

Twin Tracking (Ex, Theme, 18th Level): You gain the twin tracking ability of the exocortex version of the mechanic’s artificial intelligence class feature.

Advanced Combat Tracking (Ex, Archetype, 18th Level): When using the combat tracking ability of the exocortex version of the mechanic’s artificial intelligence class feature, you treat your base attack bonus from this class as being 2 higher (to a maximum of 2 less than your class level), or reduce one penalty to your attack roll by 2.
If your base attack bonus from this class is so high that this gives you no benefit, and you are talking no penalties to your attack rolls, instead when using combat training you add your Intelligence bonus (minimum +2) to damage done with weapon.

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I have a Patreon, which supports this blog. My patrons are how I can take time to make posts like these. They also sometimes get preview material not yet available anywhere else. Today, for example, they get access to a third mechanic Multiclass ThemeType—the technician—which allows a character to access some of the abilities mechanics get besides drones and exocortexes, but doesn’t have any version of the artificial intelligence class feature.

If you join at any level, you can check it out here!