Starfinder Theme: Heretic
Posted by okcstephens
While I don’t think in terms of themes “matching” classes in Starfinder (one of my great joys in the system is that the priest theme makes just as much sense for a soldier who is a military chaplain or who espouses a god of war as it does any mystic), I do confess that sometimes a series of concepts may be linked between the two.
So I’m not saying characters taking the new SF Inquisitor class are likely to want to take the Heretic theme, but I DID think of this as a theme niche while working on the inquisitor. (And, as a reminder, folks who are members of my Patreon for the span over Aug 31st to Spt 1st will receive a slightly revised and expanded Starfinder Inquisitor class pdf!).
Heretic (+1 Cha)
You are prepared to believe something wildly different from the accepted version of reality. You may have a radical opinion about the right way to worship a deity, or espouse largely-debunked fringe science, or have a wild theory about what happened during missing portions of history that no one else accepts. Alternatively, you may just be a skeptic of orthodoxy, not someone who holds any specific heretical belief, but who does not accept anything as a given just because the establishment presents it as so.
Theme Knowledge (1st Level)
You have had to spend extensive time studying not just what conventional wisdom is, but who decided it as conventional. You look behind groups that make statements to see their track record of unbiased opinion, and while you don’t dismiss expertise of others, you do look to see where claims of expertise come from. At the same time, you often have to keep your true opinions to yourself, and have worked on being inscrutable to others The DC of other’s Sense Motive checks directed at you are 5 higher than usual. Sense Motive is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
Seeing How It Is (6th Level)
Though you may be too quick to question things that are true, your inherent suspicion actually helps you when faced with a facade. Whenever you are in the same space as an illusion, or attack an illusion, or are the target of an illusions attacks, you are automatically considered to have interacted with it for purposes of determining if you receive saving throw. Normally, you must focus on an illusion for at least a move actin to gain a save.
To Mock the Gods (12th Level)
Your willingness to oppose orthodoxy doesn’t always sit well with mystic and divine agents and forces, but you are growing used to bearing up under their wrath. Once per day, you can reroll a saving throw to resist the effects of a curse. You must decide to use this ability after rolling but before learning the outcome of your first roll.
Considered Opinion (18th Level)
You realize that denying reality because you don’t like it is just as dangerous and wrongheaded as accepting a comforting lie. You constantly turn your skeptical nature inward, and challenge your own assumptions, and become stronger for it. Up to twice per day, you can spend 10 minutes in deep contemplation of your own core assumptions and recover 1 Resolve Point.
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