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The Icosantheon. No 20 — Aor
The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

Aor is among the most unusual of deities in the Icosantheon, as it is not perceived as self-aware. Rather Aor is the Beacon Tower, the very first structure created by mortals to serve as a warning to others. It is believed to be the first structure made by any civilization to be so tall it’s top could not be reached by one standing on the shoulders of another, the first made of stone, the first to have artifice and magic both involved in its creation, and the first built by more people than the land around it could support, requiring the coordination of multiple communities over months or years.
Thus Aor became a thing early civilizations would swear by, and call upon when attempting to rally people. Aor represents the act of creation and cooperation not to destroy, or even to defend, but to warn. A nonviolent transmission of data that required people struggling and sacrificing in order to pass a benefit on to later generations. While there is significant disagreement about when, where, and by who the true Aor was built, that made no difference to it’s growth as a symbol. And much as the sun, or the ocean, or the wind could act as a divine force with no anthropomorphization, so, too, could the Beacon Tower.
The first worshippers of Aor were essentially philosophers and planners who discovered that parables about the effort needed to build Aor, and the benefits that were reaped not by those who did so but those who came after, granted them more than just wisdom. Stories spread, and were compiled, talking about the need to maintain Aor so it would not fall into disrepair, to man it so the beacon could be lit as needed, to set aside some effort of a community to keep the advantages Aor had granted them. Aor became a symbol of a thing mortals did without the gods, and in doing so took the palce of gods in the minds of many.
Aor has no tenets, being an inanimate object, but its worshippers actively promote the ideas that must have held sway when it was constructed. They see themselves as beacons of their own, looking for dangers to entire societies and teaching the needed behaviors that will prepare populations to be ready for such threats.
*Aor is Neutral, and accepts worships of all non-chaotic alignments. The essential quality to worship Aor is to accept that there are benefits of forethought, and working together, and maintaining that which has been wrought. Such beleifs can be applied to good and evil, to strict laws or general trends, but do not mesh well with those who hold individual freedom of choice above joint, organized action.
*Aor’s color is gray — the gray of rock, stone, and dust gathering in ancient corners. Often Aor is represented by a single vertical gray stripe, which may be placed in the center or to the left of any other pattern or image.
*Aor’s favorite weapons are hammers, which were used to help craft and place it.
*Aor’s favored animal is the ganet. There are debates about why. Ganets are seabirds, suggesting the Beacon Tower might have been the first ligthhouse. Ganets are also famously fearless and easy ot kill, perhaps suggesting they need Aor more than other animals.
*Its servitors are non-chaotic outsiders linked to architecture and crafting, regardless of their other affiliations.
*Its holy symbol is a tower with a light or bolt at the top, spiraling outward from it.
*Its areas of concern are architecture, cooperation, communication, diligence, forethought, navigation, teaching, and warning.
*Its domains are Artifice (industry, toil), Community(cooperation, education), Rune (wards), Sun (light), Travel (trade), and Water (oceans).
Worshipers of Aor are often gifted with divine foresight, and an inherent understanding of construction. They may give up any skill known to gain Knowledge (Engineering) and have one bonus rank in that skill per level (still limited to max ranks equal to their level). Additionally, any worshiper of Aor that receives a domain, hex, or mystery can sacrifice a domain power, hex or, revelation to gain a power from the divination wizard school, or any of its subschools, that could be gained at the same or lower level.
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The Icosantheon. No 5 — Eirsival
The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

5. Eirsival
Eirsival is known as the Knight of the Final Thunder and the Coming Storm. She is the last of the Storm Mothers, agents of the primal divinities from before the fall of the Cthonic Gods. The Storm Mothers oversaw the destiny of those who would die defending others. In a twist of what could be considered irony, they were unable to foresee their own destiny, dying to defend the birth of mortals during the Gogolmachy when gods and elder beings first came into direct conflict and destroyed so much of reality, including entire alternate histories and places where technology was far more advanced than the current world.
Along with the other Storm Mothers and the First Heroes they had guided, Eirsival stood to hold the Final Line against aberrant horrors that sought to unmake the rules of the material plane. Had they failed, there would be no natural order to things, just a whirling tumult where the will and power of an entity were the only limits of what it could force others, and matter itself, to become. Though the Final Line did not break, when the maelstrom fell back, only Eirsival and Ixalicor, the progenitor of all unicorns, remained. Ixalicor swore to serve as Eirsival’s mount for all time, and Eirsival swore that those who defended the innocent, weak, and abused should never have to do so alone.
And in that moment, she went from the last of a line of angelic servants to being a deity.
Eirsival neither requires nor even requests worship, as she wishes to support all righteous defenders, whether they pay her obeisance or not. However, that very fact draws some to venerate her and wish to spread her name, and as long as they do so in the name of protecting a better world and respect the lives in the current world, she does not refuse them. Her temples are few, but tend toward massive fortifications that can take in and defend vast populations when needed. Slightly more common are stables and cavalry forts with a small shrine to her, as the friendship between her and Ixalicor has carried down to many forms of equine.
Eirsival believes that rules and order are a necessary part of protecting the rights and dignity of all things, but she also accepts that rules and order can be used for darker purposes. Thus while she has a natural distrust of anarchy and randomness, she does not inherently oppose it until it begins to impinge on her quest to protect all. Eirsival is a close ally with Karrackar, and where she and the Shade Dragon disagree on some finer details of how to best proceed, their mutual respect is so great they simply defer to one another within their specific areas of concern. Eirsival actively dislikes Garuuhl, and considers him excellent proof that if the ends is sued to justify the means, evil will eventually result. She largely ignores other members of the Icosantheon, and other gods in general, unless their interests and goals somehow overlap or oppose her own.
*Eirsival is Lawful Good, and accepts worships of all good alignments, and those who are Lawful Neutral. She supports all efforts to protect and aid others, and acknowledges that there are often many ways to do so, but does not tolerate evil in any form, or anarchy for the sake of anarchy.
*Eirsival’s colors are sky blue, silver, and pearly white, often in wind and cloud motifs. However, her colors are for times when color is appropriate, her worshippers feel no pressure to embrace those colors unless they both desire to and are safely can.
*Her favorite weapons are any form of lance or spear, most often one sheathed in lightning.
*Her favored animal is the horse and all horselike creatures, especially pegasi, unicorns, and hippogriffs.
*Her servitors are winged unicorns the color of thunder and lightning, tengu spearmasters who are wandering teachers, and smiths, especially lance-smiths.
*Her holy symbol is a single bolt of lignting, surrounded by darkness.
*Her areas of concern are destiny, dignity, heroes, honor, loss, resolution, and solitude.
*Her domains are Air (cloud, lightning, wind), Glory (chivalry, heroism, and honor), Good (friendship), Law (loyalty), Protection (defense, fortification, and solitude), and Weather (storms).
Any worshipper of Eirsival who is of good alignment and has the animal companion class feature can take the Unicorn Companion feat, even if they do not otherwise meet its prerequisites. Additionally, her worshipers can gain the feat and the animal companion feature needed to use it by giving up specifi class features based on their class: cleric (one domain), inquisitor (domain and stern gaze), oracle (revelations from 1st, 7th, and 15th level), shaman (spirit animal), warpriest (both blessings).
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Owen Explains It All – Super-Shrinking for Starfinder
Before we get to any OGL content, an editorial aside:
First, this blog has spoilers for an animated series, so if you want to avoid those, don’t read this.
Second, you may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do an episode every two weeks, picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game.
We have a logo and everything!

If you haven’t already gone and watched the August 29th, 2021 episode, we talk about the third episode of Marvel’s What If… series, titled “What If… the World Lost Its Mightiest Heroes?” Obviously there are spoilers for that episode both in the OEIA episode, and this tie-in blog, so go no further if you want to avoid those.
Seriously, much more than either of the first two What If… stories, “What If… the World Lost Its Mightiest Heroes?” has twists and reveals you may not want to know until you’ve seen it. It’s a murder mystery, and we’re going to spoil who done it, and how. Ready?
I mentioned in the blog “Owen Explains It All! – Forlorn Hope and Gadgeteer Armor,” superhero movies and TV are particularly good places to pick up ideas for Starfinder, because they are generally modern-or-later settings that include aliens, technology, magic, and small-unit action –and sometimes even starships– much as Starfinder does. In this What If…, Hope Van Dyne (the Wasp in main MCU continuity) dies before the episode begins and Hank Pym, clearly grief-stricken but also possibly driven mad by using Pym particles without a properly protective helmet (as noted as a potential drawback to the Yellowjacket armor hank’s wearing in this in the first Ant-Man movie) kills everyone tagged in the Avengers Initiative as revenge on Shield.
He does this by being small. So small, people can’t see him, and he remains free to employ both his massive genius and full-size strength at miniscule size. And that got me to thinking about how to make miniscule-but-mighty threats in Starfinder!
Now with that explanation out of the way, let’s get to the OGL game content!
Tiered Super-Shrinking
This is now added to the long list of tiered powers we have available for sci-fi Starfinder games, but also FreedomFinder and/or GammaFinder campaigns using the same rules. That link will show you how you can gain tiered powers through feats, themes, archetypes, and so on.
Super-shrinking is about more than just getting small. It is a specific form of shrinking that leaves you the full power of your personal abilities, muscles, and gear while becoming harder and harder to spot. Even movement is unaffected — your reduced weight means you can pump your legs faster or even just jump as needed to maintain the same move rate as you do at full size. The only changes that occur to your character’s game stats at each tier of shrinking are those listed with the power.
Growth-Punch: Whenever you are shrunk, you can end your shrinking as part of a melee attack against a target bigger than you. The target is treated as flanked by you for this one attack, and add your tier to the damage done by a successful attack. The stress of a growth-punch on you means you cannot shrink again (from any source) until after the end of your next turn.
Tier 1: You can become Small. If you are already Small, you shrink down to the minimize size for a Small creature. You have a 5-foot space and 5-foot reach (10-feet for any attack with the reach weapon special property), and weigh between 8 and 60 lbs. (as decided by you when you use the power). You gain a +2 size bonus to Acrobatics checks.
Tier 2: You can become Tiny. If you are already Tiny, you shrink down to the minimize size for a Tiny creature. You have a 1-1/2-foot space and 0 reach (5-foot reach for any attack with the reach weapon special property), and weigh between 1 and 8 lbs. (as decided by you when you use the power). You gain a +3 size bonus to Acrobatics checks, and a +1 size bonus to Stealth checks.
Tier 3: You can become Diminutive. If you are already Diminutive, you shrink down to the minimize size for a Diminutive creature. You have a 1-foot space and 0 reach (5-foot reach for any attack with the reach weapon special property), and weigh between 2 oz. and 1 lb. (as decided by you when you use the power). You gain a +4 size bonus to Acrobatics checks, and a +2 size bonus to Stealth checks.
Tier 4: You can become Fine. If you are already Fine, you shrink down to an even smaller size within Fine. You have a 1/2-foot space and 0 reach, and weigh between 0.2 oz. and 2 oz. (as decided by you when you use the power). You gain a +5 size bonus to Acrobatics checks, and a +3 size bonus to Stealth checks.
Tier 5: You can become Fine, but even smaller than even typical Fine creatures. You have a 0-foot space and reach, and can share a space with a creature of any size without either of you taking any penalties. You are between 0.1 and 1 inch in height, and weigh less than 0.1 oz. You gain a +5 size bonus to Acrobatics checks, and a +4 size bonus to Stealth checks. Unless an area is described as totally barren and clean, there is always something in your space you can use to take cover as a move action, retaining cover until you move again.
Tier 6: You can become Fine, but much smaller than even smaller Fine creatures. You have a 0-foot space and reach, and can share a space with a creature of any size without either of you taking any penalties. You are between 0.01 and 0.1 inch in height, and have no effective weight. You gain a +5 size bonus to Acrobatics checks, and a +5 size bonus to Stealth checks. You always have cover against any creature of Diminutive or larger size (allowing you to always attempt Stealth checks against such creatures). Unless an area is described as totally barren and clean, there is always something in your space you can use to take cover against Fine creatures as a move action, retaining cover until you move again.
Tier 7: As tier 6, but you are also treated as invisible by any creature of Diminutive or larger size that is unaware of your presence (see the Four States of Awareness). This applies to all senses except those based on thought and emption, and abilities that normally reveal or sense invisibility do not apply you.
Tier 8: As tier 7, but you are also treated as invisible by any creature of Diminutive or larger size that is aware of your presence, but unaware of your location. (see the Four States of Awareness). This applies to all senses except those based on thought and emption, and abilities that normally reveal or sense invisibility do not apply you.
Tier 9: You can shrink done to microscopic scale. As tier 8, but you are also treated as invisible by any creature of Tiny or larger size that is not using at least tier 8 super-shrinking. (see the Four States of Awareness). This applies to all senses except those based on thought and emption, and abilities that normally reveal or sense invisibility do not apply you.
Tier 10: You can shrink down to atomic scale. As tier 9, but you are also treated as being incorporeal by any creature of Tiny or larger size that is not using at least tier 8 super-shrinking, though you can attack and affect such creatures normally. Unlike most incorporeal things, you can move completely through solid objects (though not those that can stop incorporeal creatures, or that block teleportation).
Wrap Up
So, have different ideas for a Forlorn Hope campaign? Got other supers you think could be turned into archetypes? Interested in having me Explain It All for some other media-inspired content? Leave a comment and let me know! The best way to do that is to Join my Patreon, and leave me a note through that!
d20 Design Diary: How Many Class Options is Enough (Starfinder Inquisitor example)
In the long run, this all comes back to the Starfinder Inquisitor I designed a draft version of. And, as a reminder, if you are a supporter of my Patreon in the timespan from today through tomorrow, you’ll get a slight-revised-and-expanded version of the class as a free pdf!
One common format of d20 game class design is to have selectable options as class features. These may be specializations — things you pick once that then give you fixed abilities as you gain levels (cleric domains, and sorcerer bloodlines are good fantasy examples of this, while mystic connections and operative specializations are the same idea in the Starfinder Roleplaying Game) — or may be a long set of talents that are abilities (some with prerequisites) you get to pick from every few levels (with the ur example being rogue talents, and everything from operative exploits, to mechanic tricks, and soldier gear boosts being iconic Starfinder examples).
These are things like will get endlessly expanded in expansions, campaign settings, houserules, and the blog posts of former-design-leads, so in the long run “enough” is “when the game stops being played.” But when the class is first introduced, you need to decide how many of these choices are presented to begin with. How much is “enough” to feel like there are a range of options with different focuses, themes, and effects. Obviously space constraints are always a downward pressure on these questions, but from a design point of view, you want there to be enough options at launch for players and GMs to have a feel for what kind of things you plan for those options to include, and for characters of the same class to feel different.
So, how much is enough? Well… it depends.
First, if you include bonus feats as choices (or the class feature is nothing but bonus feats, as with the fighter/soldier), you can count that as much more than one entry (depending on how many feats can be selected with the class feature). After that, it’s a question of how many different concepts you want to highlight, and how many such options a single character can take.
In this context, a character can only get a single specialization, so you don’t need as many of them. Talents, otoh, you usually get 5-to-10 of over the course of a single character’s career, so you need more to make sure that no member of the class is forced to pick the same talent as a different character with a different concept.
So, let’s look at the number of such class features that appeared in the Starfinder Core Rulebook, when the classes were first introduced. (I counted these by hand, so I might be off by 1 or 2 on one of these entries — which is fine, since I am looking for an idea of the range of options rather than an exacting tally.)
Envoy
Improvisations – 28
Expertise talents – 19
Mechanic
Artificial Intelligence – 2 (One being the drone, which has ANOTHER set of selectable options)
Mechanic tricks – 30
Mystic
Connections – 7
(The mystic also has spells, but that’s a bit different from selectable class features)
Operative
Specializations – 7
Exploits – 38
Solarion
Stellar Mode – 2
Stellar Revelation – 31
Soldier
Gear Boost – 12
Fighting style – 7
(These are in addition to gaining bonus combat feats at regular intervals, making the soldier highly customizable even with reduced number of gear boosts and fighting styles.)
Technomancer
magic hacks – 31
(The technomaner also has spells, but that’s a bit different from selectable class features)
It’s remarkable how similar some of those numbers are. It’s clear if you have an option that runs most of a class’s 20-level career, such as mystic connections, operative specializations, or soldier fighting styles, you want 7 of them to start. If you are doing talent-like choices, you want 20-40 of them (depending on how much the class depends on them, and how many other custom class features it gets).
So, what do we do with this knowledge?
Let’s apply it to our Starfinder Inquisitor., which is schedule to appear in a “full” version in the book Starfarer’s Companion II.

That class has inquisitions, which are very much in the “specialization” category for the kinds of class features we are discussing here. I only have one of those written up for the draft –the Battle Inquisition. I’m not going to have more than at-most one more for the free pdf version going to Patreon supporters, but when I release a “final” version of the class I’ll want 7 of those total. Offhand, I’d likely choose Battle, Madness, Occult, Solar, Technology, Tyrant, and Void for these first 7 slots, to give a wide range of options tied to both common Starfinder tropes, and inquisitor tropes from other science-fantasy fiction.
The class also has inquisitor tactics, which fill our “talent” design space. One of those — Team Tactics — is going to grant option to a range of teamwork feats designed for the class, so we can likely skew toward the lower end of the 20-40 talent number, especially since the class also picks either advanced melee weapon or longarm weapon proficiency at 1st, AND has spells. There are only 10 in the draft, so that number will need to be roughly double in the final version.
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Revised, Partial List of Very Fantasy Words (Update!)
It’s been more than 18 months since I updated the Revised, Partial List of Very Fantasy Words (which can be found here)!
So if you want to have a vavasor gallivant across his demesne, or have the sigil in a grimoire be the campaign’s telos, these are the words for you!
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