Blog Archives

Magus Multiclass ThemeType (For Starfinder)

We’re wrapping up this week of Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We were focusing on the classes from the COM — we did the biohacker Monday, the vanguard on Tuesday, and the witchwarper on Wednesday. You can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG.

That covers all the official Starfinder classes for now… but goodness knows there are some great Starfinder-compatible classes products by other companies, including my own Rogue Genius Games. We got a request to do the magus legacy class found in the Starfarer’s Companion. So, let’s apply the themetype treatment to that, shall we?

Multiclass ThemeType abilities marked with (Theme) occur when you reach the listed character level, regardless of what classes you have taken levels in. Those marked (Archetype) are gained only when you reach the listed level in the first character class you take levels in. However, it is also recommended that characters with a Multiclass ThemeType not be allowed to also use normal multiclassing rules (in which case the character’s character level and class level will always match).

A character cannot take class levels in the class that matches their Multiclass ThemeType.

SF Magus
(art by Sonsogyeka)

Magus ThemeType
The idea of blending magic and combat has always appealed to you, and while you ultimately followed a different path, you learned enough of the arts of the magi to impact your tactics and options

Key Ability Boost (Theme, 1st level): At 1st level you gain a +1 to Intelligence. This acts as the normal +1 to ability score gained from a theme.

Theme Knowledge (Ex, Theme, 1st Level) You gain Mysticism as a class skill. If it is already a class skill, you instead gain a +1 bonus to all Mysgicism checks. You reduce the DC of Mysticism checks to identify magic weapons, fusions, and fusion seals by 5.

Minor Magus Magic (Sp, Archetype, 2nd Level): Select one 1st level magus spell. You can cast this spell once per day. Select two 0-level magus spells. You can cast these spells at will. Your caster level for all magus 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 magus’s key ability score.

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

Basic Spell Combat (Theme, 6th Level) You gain the spell combat class ability for spells from any class, but once you use it you cannot use it again until you expend a Resolve Point to regain Stamina Points following a 10-minute rest.

Minor Magus Arcana (Ex, Archetype, 6th Level) You gain one magus arcana. You treat your magus level as being 2/3 your character level for all arcana gained from this Multiclass ThemeType.

Improved Basic Spell Combat (Theme, 9th Level) When you use spell combat, your spell now does not provoke an attack of opportunity if it’s spell level is no greater than (1/3 your character level) -2.

Basic Arcane Weapon (Theme, 12th Level) You gain the arcane weapons class feature of the magus. You treat your magus level as half your character level.

Advanced Magus Magic (Sp, Archetype, 12th Level): Select one 2nd level magus spells. You can cast this spell once per day.

Full Spell Combat (Theme, 18th Level) There is no no limit to how often you can use spell combat.

Greater Magus Magic (Ex, Archetype, 18th Level) Select one 3rd level magus spell. You may cast this spell once per day.

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Ranger Multiclass ThemeType (For Starfinder)

We’re continuing this week with Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We’re focusing on the classes from the COM. We did the biohacker Monday, the vanguard on Tuesday, and the witchwarper on Wednesday. You can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG.

That covers all the official Starfinder classes for now… but goodness knows there are some great Starfinder-compatible classes products by other companies, including my own Rogue Genius Games. Among the most popular of these is the legacy ranger class, which can be found in the Starfarer’s Companion. So, let’s apply the themetype treatment to that, shall we?

Multiclass ThemeType abilities marked with (Theme) occur when you reach the listed character level, regardless of what classes you have taken levels in. Those marked (Archetype) are gained only when you reach the listed level in the first character class you take levels in. However, it is also recommended that characters with a Multiclass ThemeType not be allowed to also use normal multiclassing rules (in which case the character’s character level and class level will always match).

A character cannot take class levels in the class that matches their Multiclass ThemeType.

Ranger ThemeType
You have always been at home in the wilderness. Your work or calling may have prevented you from focusing on your love of nature, but you remain comfortable and competent when you find yourself in the wild.

SF Ranger
(Art by Digital Storm)

Key Ability Boost (Theme, 1st level): Pick a ranger style. At 1st level you gain a +1 to the ability score linked to that style. This acts as the normal +1 to ability score gained from a theme.

Theme Knowledge (Ex, Theme, 1st Level) You gain Survival as a class skill. If it is already a class skill, you instead gain a +1 bonus to all Survival checks. You reduce the DC of Survival checks to endure severe weather and orienteering by 5.

Minor Ranger Ways (Ex, Archetype, 2nd Level) Select one ranger class skill. You gain 1 bonus rank in this skill, which cannot exceed your normal maximum skill ranks. You gain an additional bonus skill rank at 4th level, and ever even class level thereafter.

Minor Ranger Ways (Ex, Archetype, 4th Level) Select one ranger class skill you did not select with ranger ways. You gain 1 bonus rank in this skill, which cannot exceed your normal maximum skill ranks. You gain an additional bonus skill rank at 6th level, and ever even class level thereafter.

Basic Study Target (Theme, 6th Level) You gain the ranger study target class ability. Your bonus never increases beyond the base +1.

Minor Ranger Methodology (Ex, Archetype, 6th Level) You gain one ranger methodology, selected from the 2nd level ranger methodologies.

Minor Ranger Style (Theme, 9th Level) You gain the first ability of your ranger theme, treating your ranger level as half your character level.

Improved Ranger Style (Theme, 12th Level) You gain the second ability of your ranger theme.

Improved Ranger Methodology (Ex, Archetype, 12th Level) You gain one ranger methodology, selected from the 2nd or 8th level ranger methodologies.

Greater Ranger Style (Theme, 18th Level) You gain the third ability of your ranger theme, and now treat your ranger level as 2/3 your character level.

Greater Ranger Methodology (Ex, Archetype, 18th Level) You gain one ranger methodology, selected from the 2nd, 8th, or 14th  level ranger methodologies.

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Witchwarper Multiclass ThemeType (For Starfinder)

We’re continuing this week with Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We’re focusing on the classes from the COM. We did the biohacker Monday, the vanguard on Tuesday, and you can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG. So today, we continue the trend and cover the witchwarper.

Multiclass ThemeType abilities marked with (Theme) occur when you reach the listed character level, regardless of what classes you have taken levels in. Those marked (Archetype) are gained only when you reach the listed level in the first character class you take levels in. However, it is also recommended that characters with a Multiclass ThemeType not be allowed to also use normal multiclassing rules (in which case the character’s character level and class level will always match).

A character cannot take class levels in the class that matches their Multiclass ThemeType.

SF Witchwarper
(art by sogsonyeka)

Witchwarper ThemeType
You have always seen flickers of other realities out of the corner of your eye, felt the breeze from parallel worlds, found yourself thinking about pasts that never happened. Unlike a true witchwarper you have never been able to devout yourself to the study and expansion of these powers, but they grow in small ways within you regardless.

Key Ability Boost (Theme, 1st level): At 1st level you gain a +1 to your Charisma score. This acts as the normal +1 to ability score gained from a theme.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Bluff, Diplomacy, 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 Witchwarping (Sp, Archetype, 2nd Level): Select one 1st level witchwarper spell. You can cast this spell once per day. Select two 0-level witchwarper spells. You can cast these spells at will. Your caster level for all witchwarper 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 witchwarper’s key ability score.

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

Minor Infinite Worlds (Theme, 6th Level): You gain access to the 1st-level infinite worlds power. If you attach this themetype to a spellcasting class, you can create those effects with your own spells. If you attack this is a themetype without spells, you can create the infinite worlds once per day as if using a spell with a spell level equal to 1/3 your class level.

Minor Paradigm Shift (Sp, Archetype, 6th Level): Select one paradigm shift from the list of 2nd level paradigm shifts.

Intermediate Witchwarping (Sp, Archetype, 9th Level): Select one 2nd level witchwarper spell. You may cast this spell once per day.

Improved Infinite Worlds (Theme, 12th Level): If you have attached this themetype to a spellcasting class, you gain access to the 2nd and 3rd level infinite worlds effects. If you have attached this to a nonspellcasting class, you gain access to 2nd level infinite worlds effect, and can now use the ability twice per day.

Advanced Witchwarping (Sp, Archetype, 12th Level): Select two 2nd level witchwarper spells. You have two 2nd-level witchwarper spell slots per day you can use for any combination of the 2nd-level witchwarper spells gained from this Multiclass ThemeType. This replaces the 2nd level spell you gained from intermediate witchwarping.

Greater Infinite Worlds (Theme, 18th Level): If you have attached this themetype to a spellcasting class, you gain access to the 4th level infinite worlds effects. If you have attached this to a nonspellcasting class, you gain access to 3rd level infinite worlds effect.

Greater Witchwarping (Sp, Archetype 18th): Select one 3rd level witchwarper spell. You can cast this spell once per day.

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Mutations as Alternate Class Features (for Starfinder)

One of the interesting things about designing things in blog-sized pieces is seeing how gamers respond to various concepts as they are being developed. In the case of GammaFinder (and it’s conceptually but not-yet-existent cousin, FreedomFinder) there has been a huge surge of interest in mutant abilities and tiered mutations, and ways characters can get them.

PA Distant Ruins

(art by David Edwards)

I had developed options for gaining mutations with alternate racial traits, a theme, an archetype, a feat, and as alternate class features for a single class (soldier). Given how well all of that has been received, I’m adding rules for alternate class features to gain mutations for all the official Starfinder classes, and compiling all the other options to-date in one post (and adding one new archetype), to make it easy for folks to look at these rules all in one place.

(My Patreon backers also got a post today compiling all the mutant abilities and tiered mutations I have released to-date. There’s no new rules in that post, just all the info in one place, but it that appeals to you, go become a Patron!)

MUTIE THEME (+1 to any)
Yup, you’re a mutie.
Theme Knowledge (1st)
Your brain focuses on something a little differently than other people. Select one skill to gain as a class skill or (if you already have it as a class skill at 1st level) gain a +1 racial bonus to.
In addition, you gain an ability adjustment of +1 to one ability score of your choice at character creation.
Mutation (6th, 12th)
Your mutant abilities grow and evolve. Select a mutation from the Mutant Abilities list, below.
Mutant Heartiness (18th)
Your mutant physiology allows you to recover more easily than those with standard genomes. Twice per day you can recover Stamina Points after a 10-minute rest without expending a Resolve Point to do so. This does reset any abilities that normally reset after you expend a Resolve Point to recover Stamina Points after a rest.

PA Six Arms

(art by warmtail)

ALTERNATE RACIAL TRAITS: MUTANTS
You are a mutated version of your base species. You gain one 
Mutant Ability for which you meet the prerequisites. Your mutation replaces the following racial feature, based on your species, as noted below:
Core Species – Android (upgrade slot), Human (bonus feat), Kasatha (natural grace), Lashunta (lashunta magic), Shirren (communalism), Vesk (armor savant), Ysoki (moxie)
Legacy Species – Dwarf (traditional enemy), Elf (elven magic), Gnome (gnome magic), Half-Elf (adaptability), Half-Orc (orc ferocity), Halfling (sure-footed)
Other Species– Astrazoan (rapid revival), Bantrid (balanced), Borai (resist energy drain), Ghoran (past-life knowledge), Haan (slow fall), Hobgoblin (battle hardened), Kalo (cold resistance), Maraquoi (blindsense), Nuar (maze mind), Orc (fierce survivalist), Pahtra (wary), Skittermander (grappler), Strix (nightborn), Uplfted Bear (limited telepathy).

ALTERNATE CLASS FEATURES

BIOHACKER ALTERNATE CLASS FEATURE: Evolution
Evolution: Whether in an effort to evolve yourself intentionally, or in reaction to exposure to the materials you use to biohack, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your biohacker level.
You may select this alternate class feature in place of a theorem. You make this decisions each time you gain the theorem class feature.

ENVOY ALTERNATE CLASS FEATURE: Genetic Progress
Genetic Progress: You discover a latent tendency within yourself that can be brought to full expression, allowing you to gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your envoy level.
You may select this alternate class feature in place of an envoy improvisation or expertise talent. You make this decision each time you gain one of those class features.

MECHANIC ALTERNATE CLASS FEATURE: Genetic Engineering
Genetic Engineering: You engineer your own gene sequence, perhaps intentionally, perhaps in a bid to prevent some ailment from striking you down, and gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your mechanic level.
You may select this alternate class feature in place of a mechanic’s trick. You make this decisions each time you gain the mechanic’s trick class feature.

MYSTIC ALTERNATE CLASS FEATURE: Altered State
Altered State: Your connection to the universe allows you to become something more, and you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your mystic level.
You may select this alternate class feature in place of a connection power gained from your connection. You make this decisions each time you gain a new connection power.

OPERATIVE ALTERNATE CLASS FEATURE: Genetic Quirk
Genetic Quirk: You have always been a little different, so it is no shock to you when you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your operative level.
You may select this alternate class feature in place of an operative exploit. You make this decisions each time you gain the operative exploit class feature.

SOLARIAN ALTERNATE CLASS FEATURE: Cosmic Mutation
Cosmic Mutation: Channeling the power of cosmic radiation, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your solarian level.
You may select this alternate class feature in place of a theorem. You make this decision each time you gain the theorem class feature.

SOLDIER: Mutant Power, Combat Mutation

New Gear Boost
Mutant Power: You gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your soldier level. You cannot select this gear boost more than once.

Alternate Class Feature; Combat Mutation
Combat Mutation: Maybe you have been exposed to one to many leaky plasma cannons power cores, maybe you have spent too much time in radiation-blasted battlefields, but you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your soldier level.
You may select this alternate class feature in place of combat feat. You make this decision each time you gain the combat feat class feature.

PA Electroflies

(art by grandfailure)

TECHNOMANCER ALTERNATE CLASS FEATURE: Gene-Hack
Gene-Hack: Perhaps you meant to warp your genetic code by turning your eldritch powers inward, perhaps it was an accident, but you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your technomancer level.
You may select this alternate class feature in place of a magic hack. You make this decision each time you gain the magic hack class feature.

VANGUARD ALTERNATE CLASS FEATURE: Genetic Discipline
Genetic Discipline: Entropy controls all things, including the errors in DNA that lead to mutation. Using this knowledge, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your vanguard level.
You may select this alternate class feature in place of a vanguard discipline. You make this decision each time you gain the vanguard discipline class feature.

WITCHWARPER ALTERNATE CLASS FEATURE: Alternate DNA
Alternate DNA: IN the infinite number of alternate realities, there are infinite variations of you, each with different combinations of DNA. You duplicate one of the variations in an alternate version of yourself, and gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your witchwarper level.
You may select this alternate class feature in place of a paradigm shift. You make this decision each time you gain the paradigm shift class feature.

PA Powered Woman

(art by warmtail)

MUTAMORPH (Archetype)
Your body, exposed to the strange energies of the GammaFinder World, has morphed.
Mutation (2nd, 4th, 6th, 9th, 12)
At these levels you may choose a mutant ability (see below) as an archetype ability, or take your class’s normal class feature instead. Each time you take a mutant ability, you may also replace one mutant ability gained at an earlier level from the archetype or the mutie theme with a new mutation (losing the old mutant ability).

POWERED MUTATION (Archetype)
You have a single, growing, focused mutant power.
Mutation (2nd, 4th, 6th, 9th, 12th)
Select on tiered mutation. You gain one tier of this mutation at every even class level. This replaces your normal class features at the levels listed above. You cannot gain tiers in this tiered mutation from any other source.

NEW FEAT: MUTANT
MUTANT
You do not fall within the most common genetic baseline for your species.
Benefit: Select one Mutant Ability for which you meet the prerequisites. You gain this mutant ability.
Special: You can gain this feat multiple times, but not more than once per 3 levels. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your character level.

GammaFinder Mutations (for Starfinder)

So there are quick and easy rules for mutations in the GammaFinder base rules (a campaign hack for Starfinder), but a weird post-apocalyptic game just isn’t the same if you can’t be even more mutated than that.

So, here are some more ways to gain even more mutations, and lots of mutations you can get.

PA Mutie

MUTIE THEME (+1 to any)
Yup, you’re a mutie.

Theme Knowledge (1st)
Your brain focuses on something a little differently than other people. Select one skill to gain as a class skill or (if you already have it as a class skill at 1st level) gain a +1 racial bonus to.
In addition, you gain an ability adjustment of +1 to one ability score of your choice at character creation.

Mutation (6th, 12th)
Your mutant abilities grow and evolve. Select a mutation from the Mutant Abilities list, below.

Mutant Heartiness (18th)
Your mutant physiology allows you to recover more easily than those with standard genomes. Twice per day you can recover Stamina Points after a 10-minute rest without expending a Resolve Point to do so. This does reset any abilities that normally reset after you expend a Resolve Point to recover Stamina Points after a rest.

PA Shive

MUTAMORPH (Archetype)
Your body, exposed tot the strange energies of the GammaFinder World, has morphed.

Mutation (2nd, 4th, 6th, 9th, 12)
At these levels you may choose a mutant ability (see below) as an archetype ability, or take your class’s normal class feature instead. Each time you take a mutant ability, you may also replace one mutant ability gained at an earlier level from the archetype or the mutie theme with a new mutation (losing the old mutant ability).

Mutant Abilities
The following mutant abilities can be gained from mutie theme or mutamorph archetype.
Additional Arms
Blindsense
Change Form
Climber
Compression
Creaturelike
Digger
Exceptional Vision
Expanded Lung Capacity
Fortified
Frenzy
Limited Telepathy
Mutable
Natural Weapons
Psionic, minor
Psionic, moderate
Psionic, major
Rapid Revival
Steady Stride
Swimmer
Telekinetic Flight
Toughened
Venomous
Wings

Additional Arms
You grow two additional arms (or a long prehensile tail, or other manipulative limb), which allows you to wield and hold up to two more hands’ worth of weapons and equipment. While your multiple arms increase the number of items you can have at the ready, it doesn’t increase the number of attacks you can make during combat.

PA Add Arms

Blindsense
You grow sensitive antennae that grants your blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. You ignore the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against you, and you still have the normal miss chance when attacking foes that have concealment. You are still flatfooted against attacks from creatures you can’t see.

Change Form
As a standard action, you can physically alter your form to look like any Medium creature, as long as you have seen a similar creature before. You can attempt to either mimic a specific creature or look like a general creature of the chosen type. You gain a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of your Disguise check is not modified as a result of altering major features. You can remain in an alternate form indefinitely.
If you take this mutation a second time, you do not take a penalty to Disguise when you mimic a creature of a different species or type.

Climber
You gain a climb speed of 40 feet.

Creaturelike
You have mutated to be very similar to another creature. You might look like an anthropomorphic animal, have the strange anatomy of an aberration, seem to be a plant, or have some other strange mix of features. Your features are a blend between your true type and substype, and another type (and possibly subtype).
You gain the creaturelike trait. Select one type and, if desired, an appropriate subtype. You gain these in addition to your normal type and potential subtype. You gain no special abilities of the type or subtype except as noted here. When you are targeted by an effect, if it effects just one of your types or subtypes, it affects you. If it affects your types or subtypes differently, you take the effect that is worse for you.
Skill checks to identify your type or subtype take a -5 penalty.
You gain a +2 racial bonus to one saving throw category of your choice, or +1 racial bonus to two saving throw categories.
You gain one of the following senses or movement types of your choice: blindsense (scent) 30 feet, climb 20 feet, darkvision 60 feet, fly 20 feet (poor)(ex), low-light vision, swim 20 feet.
You can change your unarmed attacks to do piercing or slashing damage, if you wish, or gain do +1 damage with unarmed attacks.

PA Hippolike

Compression
You can move through an area as small as one-quarter your space without squeezing or one-eighth their space when squeezing.

Digger
You gain a burrow speed of 30 feet.

Exceptional Vision
You gain low-light vision and darkvision. As a result, you can see in dim light as if it were normal light, and you can see with no light source at all to a range of 60 feet in black and white only. If you already had low-light, your darkvision now grants you color vision with no light. If you already had darkvision, its range increases by 60 feet.

Expanded Lung Capacity
You have extraordinary lung capacity. You can hold your breath for 10 times the normal duration, and you can begin to hold their breath as a purely defensive reaction whenever you are submerged underwater, enter a vacuum, enter a gas or smoke field, or would otherwise begin suffocating or inhaling a substance you suspect to be harmful.

Fortified
You gain a +2 racial bonus to Fortitude saves against environmental hazards and radiation effects. In addition, you reduce the duration of the sickened and nauseated conditions by 1 round.

Frenzy
When badly enough damaged, you enter a fighting frenzy. When you are at 0 Stamina Points, you gain a +1 bonus to melee attacks and AC.

Limited Telepathy
You can communicate telepathically with any creatures within 30 feet with whom you share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

PA Telepathy

Mutable
Your body is mutable and can adapt to many different situations. Once every 1d4 rounds as part of any other action, you can reshape your body and adjust your chemistry to gain one of the following qualities. The adaptation lasts until you dismiss it, use this ability again, fail a saving throw, or are dazed, confused, staggered, stunned, or unconscious.
*Upper limb refinements enable you to add an additional amount of damage to melee attacks equal to half your Strength modifier.
*A toughened dermal layer grants you a +1 racial bonus to KAC.
*Developed lower limbs grant you a +10 bonus to one speed you already possess.
*Molecular-level modifications grant you resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic).
*Elongated limbs extend your to 10 feet.

Natural Weapons
You are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. You choose if the attack does bludgening, piercing, or slashing damage when it is gained, and what kind of attack it is (bite, claws, tail slap, and so on). You gain a unique weapon specialization with your natural weapons at 3rd level, allowing you to add 1–1/2 × your character level to your damage rolls for your natural weapons (instead of just adding your character level, as usual).

Psionic, minor
You gain the following spell-like abilities: At will: (select any two of the following) daze, detect magic, fatigue, ghost sound, psychokinetic hand, telepathic projectile, telepathic message, token spell; 1/day (select one): akashic download, battlemind link (lesser), confusion (lesser), detect thoughts, mind link, share language, share memory.

Psionic, moderate
Select two more at-will spells and one more 1/day spell from the minor psionic list. You must already have two of the at-will spells and one of the 1/day spells as spell-like abilities to select moderate psionic.

PA Psionic Cyborg

Psionic, major
Select two more at-will spells and one more 1/day spell from the minor psionic list. Additiinally, select one of the following spells as a 1/day spell-like ability: augury, perfect recall, predict foe, status. You must already have four of the at-will spells and two of the 1/day spells as spell-like abilities to select moderate psionic.

Rapid Revival
Once per day, when you take a 10-minute rest to regain Stamina Points, you can additionally recover Hit Points as though you had taken a full night’s rest.

Steady Stride
You can move through nonmagical difficult terrain at your normal speed.

Swimmer
You gain a swim speed of 40 feet.

Telekinetic Flight
You gaining a supernatural fly speed of 10 with perfect maneuverability and the ability to hover without taking an action.

Toughened
Your sturdy physiology backs up armor’s defensive properties particularly well. When wearing armor, you gain a +1 racial bonus to AC. If you already have a +1 racial bonus to AC, you instead gain a +1 racial bonus to Fortitude and Reflex saves.

PA Turtle

Venomous
You can deal piercing or bludgeoning damage with your unarmed strikes. When you make a successful unarmed strike (or innate melee attack, such as might be gained from another mutation) that deals piercing damage, and the target takes damage from the attack, as a reaction you can expose the target to venom. Once you have used your venom, you can do so again only after taking a 10-minute rest to regain Stamina Points. You are immune to the effects of your own venom.
Mutant Venom
Type poison (injury); Save Fortitude (DC = 10 + half your level + your key ability modifier)
Track Dexterity (special); Onset 1 round; Frequency 1/round for 6 rounds
Effect Progression track is Healthy—Sluggish—Stiffened—Staggered; staggered is the end state.
Cure 1 save. All effects end 1 hour after cure.

Wings
You grow wings, gaining an extraordinary fly speed of 30 with average maneuverability.

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Starforce Knights (Starfinder Roleplaying Game)

Don’t ask me what movie I am going to see, just enjoy my thoughts on an alternate set of class features to turn solarians into Starforce Knights!

Starforce Knight
A Starforce Knight must select solar weapon as his solar manifestation. This weapon always appears as a sword.

Stellar Revelations
A Starforce Knight does not receive the black hole or supernova stellar revelations at first level. Instead, the Starforce Knight gains the following revelations at 1st level

Force Block (Su)(Graviton)
When you are graviton attuned or fully attuned, and you are wielding your stellar weapon, are wearing light armor or no armor, and able to take actions, you constantly block attacks made against you. You add your Charisma bonus to your AC against ranged attacks against you if they target only you (this does not apply to lines, blasts, or other attacks that affect multiple creatures), and gain a +1 bonus to AC against any other attacks.

Starsaber (Su)(Photon)
When you are photon attuned or fully attuned, you add your charisma bonus to damage done with your stellar weapon in addition to your Strength bonus. Additionally, you may choose to use your Charisma bonus in place of your Strength bonus for attack rolls with your stellar weapon.

Knightly Code
A Starforce Knight does not take penalties for having disproportionate revelations. However, they must follow the code of their knightly order. If a Starforce Knight violates this code, they take the penalties normal solarians take for having disproportionate revelations until the beginning of their next character level. Each order is normally represented by having stellar weapons of a unified color (such as blue, green, red, or white). Two sample codes are presented below.

Knights of the Blue Star: Knights of the Blue Star are defenders of the downtrodden and respect life in all forms. They do not use their stellar revelations other than Starsaber to make attacks against or harm living creatures.

Knights of the Red Star: Knights of the Red Star are dedicated to looking after themselves and establishing their power over others. If a Knight of the Red Star is attacked by a creature, it must attack, harm, or cause penalties for that attacker within 24 hours.

Knights of Patreon
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Dragon Knight (Kitbashing a cavalier archetype for Pathfinder)

Dragon Knight (Kitbashing a cavalier archetype for Pathfinder)

So with the release of Pathfinder Roleplaying Game Ultimate Wilderness, it becomes very, very close to possible to have a cavalier riding a dragon… or something close enough as to make it difficult to tell the difference.

First, you slap the saurian champion on the cavalier. This is designed to make you a dinosaur-riding savage, but we all know players can reskin the flavor of things. Pick pteranodon as your dinosaur mount. It flies, is lizardlike, the saurian champion specifically lets you ride a dino your size (though you need to keep your weigh low enough that its 8 Str +8 additional for carrying capacity). Obviously you’ll get a more powerful (but ground-bound) “dinosaur” if you go with a spinosuarus (but then it can swim, and begins with an 18 strength +8 for carry capacity, and a claw/claw/bite attack routine).

That’s a great start, but to REALLY feel like you have a dragon you need to add the draconic animal companion archetype, also from Pathfinder Roleplaying Game Ultimate Wilderness… and you can’t. that archetype replaces ‘share spells” with low-light and darkvisions and you can’t because cavalier mounts don’t get share spells. You’re that close to a 100% official giant fire-breathing lizard, and you can’t do it because of darkvision and low-light.

I haven’t found anything that adds share spells back in to a mount and still leaves it draconic archetype legal. If you wanted to convince your GM that it could be done with the Improved Spell Sharing feat you could do it… but that feat obviously doesn’t *really* give spell sharing to an animal companion that doesn’t have it.
So, the best we can do is 95% official. All that is needed is to delay the gaining of low-light and darkvision for the draconic saurian mount until the cavalier can give up a class feature the saurian champion archetype doesn’t take from it. At 4th level, the cavalier gets expert training, which doesn’t really make sense with a character with a loyal draconic dinosaur mount anyway. So if we trade gaining low-light and darkvision (at 4th level) with expert trainer, the draconic saurian champion class works, with 95% official rules to do it.

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Witch Blade (A fighter archetype for Pathfinder)

Fighters get bonus feats. Witches can pick up bonuses hexes with a feat. Witches are full 9-level spellcasters even beyond their hex ability (and some witch archetypes, such as the white-haired witch, give up all hex ability and remain viable, powerful classes). Further, non spellcasting classes sometimes gain extensive access to hexes, such as with the new sylvan trickster archetype (which allows rogue talents to be used for hexes… with rogue talents also being something you can gain more of with a feat.) This suggests both that hexes can be layered atop an otherwise already-effective chassis without unbalancing anything, and that a hex is worth roughly a feat in trade.
And with that, we go straight to the witch blade (which should never be run together as a single word).

Witch Blade (A fighter archetype)

While arcane spells and armor often don’t mix well, in some lands skilled combatants, champions, and dread slayers have learned that hexes have no such restrictions.

Proficiencies: The witch blade is not proficient with tower shields.

Skills: The witch blade receives 4 + Int modifier skill points per level. She adds Knowledge (arcana, planes, religion), Spellcraft, and Use Magic Device to her list of class skills.

Canny Guard (Ex): The witch blade knows to fight smarter, not harder. She can add her Intelligence bonus (to a maximum equal to her class level) to her Armor Class in place of her Dexterity bonus. Since she must still maneuver to use smart positioning to avoid attacks, her Int bonus to AC is also limited by the maximum Dexterity bonus allowed by her armor and shield.

Hexes: At 2nd level, and at every even level thereafter, the witch blade gains a witch hex. She gains the benefit of or uses those hexes as if she were a witch of a level equal to her fighter level. Upon reaching 4th level, and every four levels thereafter, a witch blade can choose to learn a new hex in place of a hex she has already learned. In effect, the witch blade loses the old hex in exchange for the new one. The old hex cannot be one that was used as a prerequisite for another hex, feat, prestige class, or other ability. A witch blade can only change one hex at any given level and must choose whether or not to swap the hex at the time she gains a new hex for the level.

This ability counts as the hexes class feature for purposes of prerequisites. This ability replaces all bonus feats.

(If the Hellion class from Rogue Genius Games is in use, the witch blade can also access hellion hexes. If Patron Hexes are in use, the witch blade can select a single patron, and select its patron hex.)

New Hexes

While the witch blade can select any witch hex she meets the prerequisites for, the following hexes are available only to witch blades.

Witch Blade (Su): You can summon a mystic melee weapon as a move action. The weapon can function as any melee weapon with which you are proficient with a cost no greater than 25gp per witch blade level. If it leaves your hand, it disappears at the end of your turn. If it is damaged or destroyed, you can reform it as a swift or move action.

You can select your witch blade as a weapon for feats and abilities that require you to select a weapon (such as Weapon Focus). As long as the witch blade is functioning as a weapon the selected feat or ability could apply to, it does. For example you could select your witch blade for the Smashing Style feat, but it would only apply while your witch blade was functioning as a weapon from the axes, hammers, or flails fighter group.

When you summon a witch blade, you may infuse it with the magic power of any weapon within which you are proficient that is in your possession, as long as the form of the witch blade is a legal target for those powers. For example, if you have a +1 flaming short sword and a +2 light mace of disruption, and you summon a witch blade in the form of a longsword, you could have it function as a +1 flaming longsword, but could not use the magic ability of the light mace as a longsword cannot receive the disruption magic property. While your witch blade has these magic properties, the original weapon cannot use them (it attacks as if it was a nonmagic weapon). If the donor weapon leaves your possession, you can no longer use it’s magic abilities. You can switch what magic weapon your witch blade draws from has as a move action.

Witch Guard: You can summon a mystic suit of armor as a move action. The armor fits only you, and disappears if removed from you. If it is damaged or destroyed, you can reform it as a swift or move action. The armor replaces any other armor you are wearing while it is active (but not other items worn, such as clothing or rings or manacles). The armor functions as a chain shirt, but grants you an armor bonus equal to 4 + 1/2 your witch blade level. At 10th level, it functions as a mithral chain shirt that grants you an armor bonus equal to 4 + 1/2 your witch blade level.

If you have armor in your possession that has magic armor properties other than an enhancement bonus, when you summon your armor you can have it gain the magic weapon properties of that armor, subject to all the restrictions of the similar ability from the witch blade hex. Your never gain or benefits from enhancement bonuses to AC while using your witch armor.

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