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New Talents for the PF1 Wolfshead Pathfinder Class

I had ideas for a few new wolfshead class talents, presented below.

(Art by Konstantin Gerasimov)

New Wolfshead Talents
These talents follow the normal rules for wolfshead talents.

Ambuscade (Ex): When you attack a creature that could not perceive you just prior to the attack (such as from using the stalk class feature), you attack deals +1d6 damage and, if it is a critical threat, you gain a +4 bonus to the confirmation roll for the threat.

Set Up And Strike (Ex): When in bedlam, if you are wielding two melee weapons but only attack with one of them, the first time in the round you deal damage with the weapon you may roll the damage twice and take the better of the two results.

New Advanced Wolfshead Talents
These talents follow the normal rules for advanced wolfshead talents.

Improved Set Up And Strike (Ex): When in bedlam, if you are wielding two melee weapons, the first time each round you deal damage with the weapon on an attack of opportunity, you may roll the damage twice and take the better of the two results.

Patreon
I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

PF1 Wolfshead Hybrid Class Archetype: Scrapper

Here is the promised third article in the Pathfinder Roleplaying Game 1st Edition Wolfshead class collection, presenting a full archetype for the class — the scrapper.

(Art by Konstantin Gerasimov)

Scrapper

Some wolfsheads focus on fighting close and dirty, using easily concealed weapons or even their bare hands to tear their opponents limb from limb. These close-fighters also learn a great deal about various combat maneuvers, using them to cripple or crush their foes. A scrapper has the following class features.

Close Finesse (Ex): A scrapper focuses on small, fast weapons she can easily conceal and use in tight quarters. When choosing weapons for her finesse fighting ability, she can only select from the blade boot, brass knuckle, cestus, dagger, dueling dagger, gauntlet, hanbo, iron brush, jutte, kerambit, kukri, kunai, lungchuan tamo, punching daggers, sap, sea knife, shang gou, sickle, spiked gauntlet, starknife, switchblade knife, swordbreaker dagger, tonfa, war razor, or unarmed strike. This ability is identical in all other ways to finesse fighting, and supplements that ability.

Close Attack (Ex): A scrapper focuses her ability to deal sneak attack damage with her finesse fighting weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a weapon she has selected for the finesse fighting ability, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

Hidden Blade (Ex): At 3rd level a scrapper adds 1/2 her level on Sleight of Hand checks made to conceal light weapons. She may also draw a light weapon (even a concealed one) as a free action on her turn. This ability replaces stalk, which is delayed to 14th level, At 14th level, the wolfshead does not receive hide in plain sight.

Parry Sense (Ex): At 4th level, a scrapper is so skilled in close combat that she gains a +1 dodge bonus to AC against melee attacks when she is wielding a weapon she has selected for finesse fighting, and is wearing no armor or light armor (shields are allowed). This bonus increases by +1 for every three levels, to a maximum of +6 at 19th level. This ability replaces the wolfshead talent gained at 4th level.

Savage Grapple (Ex): At 5th level, the scrapper takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge, and the scrapper cannot select improved uncanny dodge as a talent.

Pit Fighter (Ex): At 3rd level, the scrapper has learned combat tricks from fighting in tight spaces with few rules, such as back alleys and pit brawls. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the wolfshead is wearing no armor or light armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense.

Improved Savage Grapple (Ex): At 8th level, the scrapper takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can be grappled using the grab ability or swallowed by another creature. This ability replaces the wolfshead talent gained at 8th level.

Patreon
I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

This fulfills my extra content stretch goal from the FaceFunding campaign I ran in Nov/Dec of last year, so if you want more wolfshead content, you should join my Patreon and let me know!

PF1: Wolfshead Class (Index and Favored Class Bonuses)

Right now there are just few articles in the Pathfinder Roleplaying Game 1st Edition Wolfshead class collection, but having an index is always useful to point back to.

Full Class Write-up
Found here.

Additional Talents
Found here.

Archetypes:
Scrapper — focuses on light, fast weapons and close-fighting.

Favored Class Bonuses
See below.

Thanks to the FaceFunding campaign I ran on Facebook, the wolfshead now gets a bunch of ancestry-specific favored class bonuses, as follows. Rather than just do 8 for the core ancestries, I have expanded it to 25 ancestries worth of options.

Core Races

Dwarf: Reduce armor check penalty of any light armor worn by 1 (to a maximum reduction of negating the penalty)
Elf/Half-Elf: Gain +1/3 on all Acrobatics, Climb, and Stealth checks in bedlam.
Gnome: Add a +1/2 bonus to trap sense.
Orc/Half-Orc: +1/2 a bonus finesse fighting weapon choice.
Halfling:  Add a +1/2 bonus on critical hit confirmation rolls with any weapon selected with finesse fighting. This bonus does not stack with Critical Focus.
Human/Half-Elf/Half-Orc: Gains +1/6 of a new wolfshead talent.

(Art by Konstantin Gerasimov)

Other Ancestries

Aasimar: Add +1/4 to the morale bonus on saving throws provided by bedlam.
Catfolk: Add +1/3 to the result of any sneak attack damage dealt after all sneak attack damage dice have been totaled.
Changeling: Add +1/6 of a witch’s hex with no prerequisites. The hex can be used only when in bedlam, and doing so expends 4 rounds of the wolfhead’s rounds of bedlam per day. The wolfshead uses her bedlam level as her witch level for all purposes related to this hex.
Dhampir: Add +1 to the number of temporary hit points gained from bedlam.
Fetchling: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in bedlam.
Gilman: Add +1 foot to Swim speed. This increase only has any effect in multiples of +5 ft.
Goblin: Add +1 to the result of any damage dealt in the surprise round.
Hobgoblin: Add a +1 bonus on CMD against disarm and sunder maneuvers.
Ifrit: Add +1/4 fire damage to the result of any sneak attack damage dealt after all sneak attack damage dice have been totaled.
Kitsune:  Add +1/3 to the DC of any talent gained from the wolfshead class that requires a saving throw.
Kobold: Add +1/2 bonus to CMD when in bedlam.
Nagaji: Add +1 to the nagaji’s effective wolfshead level when determining their level compared to a target with uncanny dodge.
Naiad: +1/3 bonus to the bonuses granted by the naiad’s token using the inspiration ability.
Ratfolk: Add +1 foot to land speed. This increase only has any effect in multiples of +5 ft.
Samsaran: +1/4 to the bonuses gained from the lifebound samsaran ability.
Skinwalker: Gain +1/2 to the skinwalker’s effective Wisdom score for purposes of their skinwalker speak with animals spell-like ability, and +1/2 to the number of times per day they can use that ability.
Strix: Add +1 bonus to the strix’s effective Strength when calculating carrying capacity for flight and the stalk wolfshead ability. this does not increase the strix’s actual carrying capacity, but allows more weight to be considered a light loud for purposes of whether or not they can fly or use stalk.
Tiefling: Select one creature type. (You do not need to specify a subtype, it applies to all creatures of the chosen type). Add +1/2 to the result of any sneak attack damage dealt to creatures of that type after all sneak attack damage dice have been totaled. Each time this damage bonus reaches a multiple of +4, you may select one additional creature type it applies to.
Vanara: Add +1 to the number of rounds per day the vanara may use bedlam.

Patreon
I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

PF1 Barbarian/Rogue Hybrid Class: The Wolfshead

Last week I was looking through some old files on my computer, and found a list of Pathfinder Roleplaying Game 1st-edition hybrid classes I had thought at one time I might write up as products for Rogue Genius Games. Some where mostly written up, but not completed, while others where little more than a concept.

The most interesting of these that was also pretty far along in the design process was the wolfshead, a barbarian/rogue hybrid class. I mentioned the discover and some notes about the class on social media… and a number of people said they’d happily pay money to get their hands on a finished version of the class.

Always looking for ways to make being an RPG designer/developer/professional profitable, I decided to see if I could find a way to let people pay me to release THIS class, as a draft, on my blog. So, after some research into online-tip-jar options, as an experiment, I ran a Facebook business fundraiser. (The business category was crucial, because this isn;t like raising money for medical bills or some horrifical emergency, and I wanted to be clear about that. Plus, it means Facebook will know to report it as income I’ll pay txes on, which is as it should be.)

If the fundraiser made $300 by Dec 31st, I said, I’d post a playable first-draft version of the class at least 1,000 word on my blog for all to enjoy. I thought 50 days would be enough time to see if there was sufficient interest.

It took 4.

Obviously I will be extremely interested in seeing if this is a new mechanism for me, as a ttRPG content creator, to raise funds to make game material. But for now, let’s post the class and fulfill my first “FaceFunder” campaign.

(Art by Konstantin Gerasimov)

WOLFSHEAD

Wolfsheads are masters of the stealth and cunning common among natural predators, from big cats to sharks and, of course, wolves. A wolfshead can be equally at home in the savage wilderness and the densest urban settlement, comfortable using her instincts and ease in dangerous situations to make her way through nearly any situation.

Role: The wolfshead is an excellent scout, ranged combatant, and hit-and-run skirmisher. Wolfsheads are best when able to cull outlier foes from a primary group, or move quickly in and among a group to strike at vulnerable target. While often lightly armored, a wolfshead can depend on her bedlam to increase her AC when in the thick of fighting, or to overcome the armor check penalties of thicker medium armor to gain better protection.

Alignment: Any.

Hit Die: d10.

Parent Classes: Barbarian and rogue.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The wolfshead’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

LevelBase Attack
Bonus
FortRefWillSpecial
1+1+0+2+0Bedlam, fast movement, finesse fighting
2+2+0+3+0Evasions, sneak attack +1d6
3+3+1+3+1Stalk, trap sense +1
4+4+1+4+1Wolfshead talent
5+5+1+4+1Sneak attack +2d6, uncanny dodge
6+6/+1+2+5+2Armored speed, trap sense +2
7+7/+2+2+5+2Sneak attack +3d6
8+8/+3+2+6+2Wolfshead talent
9+9/+4+3+6+3Swift bedlam, trap sense +3
10+10/+5+3+7+3Sneak attack +4d6
11+11/+6/+1+3+7+3Advanced wolfshead talent, greater bedlam
12+12/+7/+2+4+8+4Sneak attack +5d6, trap sense +4
13+13/+8/+3+4+8+4Wolfshead talent
14+14/+9/+4+4+9+4Hide in plain sight
15+15/+10/+5+5+9+5Sneak attack +6d6, trap sense +5
16+16/+11/+6/+1+5+10+5Wolfshead talent
17+17/+12/+7/+2+5+10+5Sneak attack +7d6
18+18/+13/+8/+3+6+11+6Trap sense + 6, wolfshead talent
19+19/+14/+9/+4+6+11+6Avoidance
20+20/+15/+10/+5+6+12+6Sneak attack +8d6

Class Features

The following are class features of the rogue.

Weapon and Armor Proficiency
Wolfheads are proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Bedlam (Ex)

A wolfshead can call upon inner reserves of passion and ferocity, granting her additional combat prowess. Starting at 1st level, a wolfshead can bedlam for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can bedlam for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that a wolfshead can bedlam per day. A wolfshead can enter bedlam as part of any standard, move, full or swift action or reaction. The total number of rounds of bedlam per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in belam, a wolfshead gains a +2 morale bonus to her Strength and Dexterity skill and ability checks, a +2 morale bonus to AC and on Will saves. In addition, she gains a number of temporary hit points equal to double her wolfshead level, though she can only gain these once per ten minutes. While in bedlam, a wolfshead cannot use spells or spell-like abilities, or take 10 or take 20 on skill or ability checks (even if she has an ability that would normally allow her to do so).

Additionally, while in bedlam a wolfshead can apply some sneak attack dice to damage dealt to targets, even if those targets are not flanked or denied their Dexterity. The maximum number of sneak attack dice the wolfshead can apply is equal to 1 + 1/3 her wolfshead class level.

A wolfhead can end her bedlam as a free action and is unfocused, still unable to take 10 or take 20, for a number of rounds equal to double the number of rounds spent in the bedlam. A wolfshead cannot enter a new bedlam while unfocused. If a wolfshead falls unconscious or is dazed or stunned, her bedlam immediately ends. A wolfshead with access to rage from another source cannot be in bedlam and rage at the same time, and cannot enter bedlam if prevented from entering rage, or enter rage when prevents from entering bedlam.

Fast Movement (Ex)

A wolfhead’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the wolfshead’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the wolfshead’s land speed.

Finesse Fighting (Ex)

At 1st level, a wolfshead selects one melee or ranged weapon with which she is proficient. Once this choice is made, it cannot be changed. She can add her Dexterity modifier to the attack and damage rolls for that weapon, in place of any other ability score that would normally be added. If it is a ranged weapon attack (other than alchemical weapons), she can add her Dexterity modifier to damage even if using a weapon that does not normally allow Strength to be added. If any effect would prevent the wolfshead from adding the normal ability modifier to the damage roll, she does not add her Dexterity modifier.

A multiclass wolfshead using this ability gets her full base attack bonus from woflshead for these attacks, but only half the base attack bonus gained from other classes unless those classes also have abilities that would allow her to add her Dexterity to attack and damage rolls (as the unchained rogue or swashbuckler might).

The wolfshead gain an additional weapon choice at 4th level, and every 4 levels thereafter.

Stalk (Ex)

Beginning at 3rd level, as a full action a wolfshead can move up to double her movement (using any movement type she has access to) while making Stealth checks, even if she lacks any cover or concealment. She does not take the -5 penalty to her Stealth check for moving more than half her speed. Any creature that has already spotted the wolfshead gains a +10 bonus to Perception checks to notice her while she stalks, but this bonus ends of the wolfshead gains cover or concealment at any point in her movement.

Trap Sense (Ex)

At 3rd level, a wolfshead gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the wolfshead reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Wolfshead Talents

As a wolfshead gains experience, she learns a number of talents that expand her options and showcase her expertise. Starting at 4th level, a wolfshead gains one wolfshead talent. She gains an additional talent at 8th, 11th, 13th, 16th, and 18th level. A wolfshead cannot select an individual talent more than once unless it specifically states otherwise. Wolfshead sneak attack talents are marked with an asterisk, and only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bewildering Injury (Ex)*: The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also bewilder the foe for 1 round. The target takes a –2 penalty to AC and an additional –2 penalty to AC against all attacks made by the wolfshead. At 10th level and 16th level, the penalty to AC against attacks made by the wolfshead increases by –2 (to a total maximum of –8). Any form of healing applied to the target removes this penalty.

Disorienting Injury (Ex)*: The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also disorient the foe for 1 round. The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).Any form of healing applied to the target removes this penalty.

Hampering Injury (Ex)*: The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also disorient the foe for 1 round. All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. Any form of healing applied to the target removes this penalty.

Improved Uncanny Dodge (Ex): As the rogue class feature. A wolfshead must be 8th level to select this talent.

Rage Power: The wolfshead gains a rage power, using her wolfshead level as her barbarian level for all rage-power-related purposes. She must meet the power’s prerequisites. Rather than working during rage, these abilities work while the wolfshead is in bedlam. Rage powers calculations based on a barbarian’s Constitution score are instead based on the wolfshead’s Charisma score. A wolfshead can take the rage power option more than once, but cannot select the same rage power more than once unless the power specifically allows it.

Animal Fury, Auspicious Mark (UC), Autumn Rage (UW), Battle Roar (ACG), Bestial Climber (UC), Bestial leaper (UC), Bestial Swimmer (UC), Bleeding Blow (UC), Boasting Taunt (APG), Brawler (UC), Brawer, Greater (UC), Clear Mind, Crippling Blow (UC), Deadly Accuracy (UC), Disruptive (APG), Elemental Rage (APG), Elemental Rage, Lesser (APG), Energy Resistance (APG), Energy Resistance, Greater (APG), Ghost Rager (APG), Good For What Ails You (APG), Ground Breaker (APG), Guarded Life (APG), Guarded Life, Greater (APG), Guarded Stance, Hurling Charge (APG), Internal Fortitude, Intimidating Glare, Knockback, Linnorm Death Curse, Cairn (ACG), Linnorm Death Curse, Crag (ACG), Linnorm Death Curse, Fjord (ACG), Linnorm Death Curse, Ice (ACG), Linnorm Death Curse, Taiga (ACG), Linnorm Death Curse, Tam (ACG), Linnorm Death Curse, Tor (ACG), Liquid Courage (APG), Lizard Stride (UW), Low-Light Vision, Night Vision, No Escape, Powerful Blow, Primal Scent (UC), Quick Reflexes, Raging Climber, Raging Flier (APG), Raging leaper, Raging Swimmer, Reckless Abandon (APG), Reflexive Dodge (UC), Regenerative Vigor (UC), Renewed Life (UC), Renewed Vigor, Renewed Vitality, Roaring Drunk (APG), Rolling Dodge, Scent, Sharpened Accuracy (APG), Smasher (APG), Spell Sunder (APG), Spring Rage (US), Sprint (UC), Staggering Drunk (APG), Strength Surge, Summer Rage (UW), Sunder Enchantment (UC), Superstition, Surprise Accuracy, Swift foot, Terrifying Howl, Unexpected Strike, Winter Rage (UW), Witch Hunter (APG)

Rogue Talent: The wolfshead gains a rogue talent, using her wolfshead level as her rogue level for all talent-related purposes. She must meet the power’s prerequisites. Rogue talents that add effects to a rogue’s sneak attack apply to the wolfshead’s sneak attacks, and count as wolfshead sneak attck talents. The wolfshead can select from the rogue talents listed below. A wolfshead can take the rogue talent option more than once, but cannot select the same rogue talent more than once unless the talent specifically allows it.

Assault Leader (APG), Befuddling Strike (APG), Bleeding Attack, Camouflage (APG), Canny Observer (APG), Careful Stab (AG), Charmer (APG), Combat Trick, Deft Palm (UC), Distracting Attack (APG), Expert Leaper (APG), Fast Fingers (APG), Fast Getaway (APG), Fast Picks (APG), Fast Stealth (APG), Finesse Rogue, Follow Along (UI), Follow Clues (APG), Guileful Polyglot (APG), Hard to Fool (APG), Honeyed Words (APG), Iron Guts (UC), Ledge Walker, Ninja Trick (UC), Offensive Defense (APG), Peerless Maneuver (APG), Positioning Attack (APG), Quick Disable, Quick Disguise (APG), Quick Trapsmith (APG), Rogue Crawl, Rope Master (UC), Shades of Gray (UI), Slow Reaction, Snap Shot (APG), Sniper’s Eye (APG), Stand Up, Strong Impression (APG), Strong Stroke (UC), Terrain Mastery (UC), Trap Spotter, Underhanded (UC) , Wall Scramble (UC), Weapon Training.

Trapfinding (Ex): As the rogue class feature.

Uncanny Dodge (Ex)

Starting at 5th level, a wolfshead can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A wolfshead with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a wolfshead already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Armored Speed (Ex)

At 6th level, a wolfshead takes no armor check penalty from light armor or shields (expect tower shields). Additionally, if wearing medium armor with which she is proficient, the wolfshead does not reduce her speed as a result of the armor’s speed penalty.

Swift Bedlam (Ex)

At 8th level, a wolfshead can choose to enter bedlam as part of rolling for initiative. If the wolfshead chooses to do this, she may add the bedlam’s morale bonus to Dexterity ability checks and skills to her initiative check.

Additionally, if the wolfshead has a rogue talent that can be used once per day (taken as a wolfshead talent), while in bedlam she can use the power by expending 5 rounds of bedlam without it counting against her total uses per day.

Advanced Wolfshead Talents

Beginning at 11th level, when a wolfshead gains a wolfshead talent, she may instead choose one of the following advanced wolfshead talents.

Advanced Rogue Talents: The wolfshead can select one of the advanced rogue talents listed below, using all the same rules as the rogue talent option for wolfshead talents.

Another Day (APG), Confounding Blades* (UC), Crippling Strike*, Deadly Sneak* (APG), Defensive Roll, Fast Tumble (APG), Feat, Frugal Trapsmith (APG), Hard Minded (UC), Hidden Mind (UI), Improved Evasion, Master of Diguise (APG), Master Tricks (UC), Opportunist, Redirect Attack (APG), Skill Mastery, Slippery Mind, Stalker Talent (UI), Stealthy Sniper (APG), Weapon Snatcher (UC).

Animal Focus (Su): Each time the wolfshead enters bedlam, she may also select an animal focus, from the hunter class feature. While in bedlam, the wolfshead gains the benefit of that animal focus, using half her wolfshead level as her hunter level.

Rage Powers: The following rage powers are added to the list that may be selected with the rage power wolfshead talent.

Eater of Magic (UC), Element Rage, Greater (APG), Energy Absorption (APG), Energy Eruption (APG), Fearless Rage, Flesh Wound (APG), Lethal Accuracy (UC), Mighty Swing, Raging Whirlwind (UW), Spellbreaker (APG)

Greater Bedlam (Ex)

At 11th level when the wolfshead enters bedlam the morale bonus to her Will saves, AC, and Strength and Dexterity ability and skill checks increases to +3.

Hide in Plain Sight (Su)

At 14th level, a wolfshead can use the Stealth skill even while being observed.

Avoidance (Ex)

At 19th level the wolfshead is able to duck or roll from nearly any source of damage, reducing all hit point damage taken from any source by 5 points. The wolfshead cannot use avoidance any time she loses her Dexterity bonus to AC.

Dire (Ex)

At 20th level, the wolfshead is a dire threat, able to perform at a level well above typical mortals. At the beginning of each round the wolfshead can select one of the following benefits, which lasts until the beginning of the wolfshead’s next round.

*All of the wolfshead’s critical threats automatically confirm.
*Whenever the wolfshead makes a Dexterity- or Charisma-based ability check or skill check, she rolls 2d20 and takes the best result.
*None of the wolfshead’s movement provokes attacks of opportunity.
*None of the wolfshead’s ranged attack provoke attack of opportunity.

New Feat

Extra Wolfshead Talent
You have unlocked a new wolfshead ability.
Prerequisite: Wolfshead talent class feature.
Benefit: You gain one additional wolfshead talent. You must meet all of the prerequisites for this talent.
Special: You can gain this feat multiple times.

Patreon
I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

Sword Saint in Really Wild West (Solarian Alternate Class for Starfinder)

While the Really Wild West is specifically designed to be 100% compatible with the Starfinder RPG rules, that doesn’t mean every concept in Starfinder is a good fit for the reallY Wild West’s setting. Most classes in the core rulebook work fine (soldiers and envoys and operatives, in particular, but as long as they take a wild west/steampunk turn, mechanics, mystics, and technomancers are also good fits). the one really odd-idea-out is the solarian.

Certainly you CAN play a solarian in a RWW game, but the idea is so anchored in modern sci-fi concepts it feels a bit out of place. However, the basic framework of the solarian can be used to build a more in-genre class, such as the sword saint presented below.

SWORD SAINT
The sword saint is a supernaturally-fueled weapon expert alternate class for the solarian, designed specifically for the Really Wild West, but functional in any Starfinder-compatible campaign. Despite the name the sword saint can focus on any weapon, ranged or melee, and may view their supernatural abilities as arcane magic, theosophic metaphysics, or (especially in a GammaFinder campaign) mutant power or psionic ability.

RWW Sword Saint

(art by 9’63 Creation)

Key Ability Score
Str, Dex, Wis, or Cha (select one)

Proficiency
You are proficient with longarms.

Bonded Weapon
Select a basic or advanced melee weapon, small arm, or longarm with which you are proficient to be your bonded weapon. You can change your bonded weapon with 30 days of meditation, or whenever you gain a new sword saint level.

You add your key ability score to your AC against disarm and sunder combat maneuvers directed at your bonded weapon.

You can always spend credits to upgrade your bonded weapon. Pay the difference between your current bonded weapon and a higher-level weapon that becomes your bonded weapon. The new bonded weapon has a maximum item level of your class level +2 or your total character level whichever is higher). (If using this in a Really Wild West campaign, any cost for a 4th level or higher bonded weapon must be paid with renown.)

This replaces solar manifestation.

Battle Stance
At the beginning of each round, weather in or out of combat, you can select a stance – mobile stance or attack stance.

Mobile Stance When you enter a mobile stance, you are considered to be attuned for purposes of mobile stance revelations. While in a mobile stance, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 sword saint levels you have.

Attack Stance When you enter an attack stance, you are considered to be attuned for purposes of attack stance revelations. While in a mobile stance, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

This replaces stellar mode.

SWORD SAINT REVELATIONS
You learn your first sword saint revelations (crashing wave strike and death blossom) at 1st level, and learn an additional Revelation at 2nd level and every 2 levels thereafter. Sword saint revelations require you to have a minimum level, and are organized accordingly. Additionally, each is marked as either a mobile stance or an attack stance.

1ST LEVEL
Every sword saint gains the following stellar revelations at 1st level.

CRASHING WAVE STRIKE (SU) [MOBILE STANCE]
When you are in mobile stance, you can expend 1 Resolve Point as a standard action to move up to three times your land speed, and attack any 1 creature with your bonded weapon at any point along that movement. You ignore difficult terrain, and can fly and swim for any part of this movement, though if you are not standing in a space that can support you at the end of the movement, you fall or sink normally. At 9th level you can make two attacks at any two points along this path (though you must select different targets), and at 17th level this becomes three attacks. After you use this Revelation, you cannot expend Resolve Points to fuel revelations until after you expend a Resolve Point to regain Stamina Points following a 10-minute rest.

DEATH BLOSSOM (SU) [ATTACK STANCE]
When you are in attack stance, you can expend 1 Resolve Point as a standard action to deal 1d6 damage plus 1d6 additional damage per solarian level, to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. This damage is of the same type as your bonded weapon. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this Revelation, you cannot expend Resolve Points to fuel revelations until after you expend a Resolve Point to regain Stamina Points following a 10-minute rest.

You have access to the following revelations as sword saint mobile stance revelations, with the same requirements (including level requirements) as a solarian: [2nd Level] blade in the night, dark matter, gravitic reinforcement, gravity anchor, gravity boost; [6th Level] blazing orbit*, defy gravity, reflection, roiling cloud****,  serpent’s coil, water flowing step****; [10th Level] soul furnace*, stealth warp; [14th Level] gravity shield; [16th Level] superlative nebula.

You have access to the following revelations as sword saint attack stance revelations, with the same requirements (including level requirements) as a solarian: [2nd Level] distracting glare, flare, plasma sheath, stellar rush, ultraviolet pulse’ [6th level] astrologic sense, corona, crush**, crushing force***, draining agony***, glow of life*, luminescent inquisition; [10th Level] gravity well***, solar inferno; [14th Level] sunbolt; [16th Level] superlative constellation.

*This is a mobile stance revelation, despite normally being a photon revelation.

** This is an attack stance revelation, despite normally being a graviton revelation. If your bonded weapon is a melee weapon, you can only use this on targets within reach.

*** This is an attack stance revelation, despite normally being a graviton revelation.

****New revelation, presented below.

Roiling Cloud [6th] You gain a +1 bonus to Reflex saves against area attacks. If you are in mobile stance, and you can get out of an area by moving no farther than your land speed, as a reaction if you succeed at a Reflex save against an area effect you can move to the nearest space that would place you outside the area.

Serpent’s Coil [6th] You gain a +1 bonus to your AC against grapples and attacks with the attach, grab, or swallow whole universal creature rule. If you are in mobile stance, this increases to +1 per 3 sword saint levels.

Water Flowing Step [6th] You do not provoke attacks of opportunity by leaving the first space you move from each round. If you are in mobile stance, none of your movement provokes attacks of opportunity.

Zenith Revelation
Rather than using zenith revelations when fully attuned, you can use a zenith revelation as long as you are in the correct stance. However, this requires the expenditure of a Resolve Point, and once you do so you cannot use another Zenith Revelation until after you have expended a Resolve Point to regain Stamina Points following a 10-minute rest. Crashing Wave Strike and Death Blossom are Zenith Revelations for this purpose.

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

Alternate Multiclass Rules for Starfinder (drone 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 one example for the Envoy. That, of course, leaves six more classes to cover just to expand the concept to the classes in the core rulebook. Alphabetically, after envoy, that would bring us to the mechanic.

And we immediately run into a problem.

One of the core things someone wishing just a little of the utility of the mechanic might want is a drone. It IS possible to build a ThemeType that gives you access to a drone… but unless that drone very quickly becomes useless, it can’t do much of anything else. So if we build a mechanic ThemeType that handles drones well, it’s not likely to handle exocortexes or generic mechanic hacks well. It could be done by having every choice at every level being one of three options, but then either what you do at 1st level locks you in to just one of those choices at every level, or you’d have the choice of only occasionally selecting a drone upgrade, which very quickly makes the drone too weak to be of any use for the character.

Ultimately, it seems best to just accept that if you want a drone, that’s pretty much all you are getting from that ThemeType, and break the mechanic into multiple ThemeTypes. This also promotes more spotlight protection for a core mechanic. If a group has a mechanic with an exocortex, a player taking the Mechanic (drone) ThemeType doesn’t overlap at all with the true mechanic. Similarly, if a full mechanic does take a drone, it’ll be obvious among all the players that selecting this ThemeType may step on the mechanic’s toes, hopefully leading to an adult and rational conversation where GM and other players all work out how to proceed to everyone has fun.

A group COULD decide everyone is going to have a drone, for example, and make that a unifying theme of their adventuring party. As long as the mechanic player liked that idea, and everyone else was fine with the fact that the mechanic’s drone is always going to be noteworthily better than theirs.

And now, without further ado, we present the Mechanic (drone) ThemeType.

Mechanic (drone) ThemeType

You may not be the universal miracle-worker or mechanics that some people manage, but you have built a unique drone AI ally that is way beyond what can be bought off the rack. It’s maybe never going to be quite as good as a full mechanic’s drone, but it’s better than what any other non-mechanic can manage.

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 Drone (Ex, Archetype, 2nd Level): You gain the drone version of the mechanic’s artificial intelligence class feature. Your effective mechanic level is equal to your class level –1, to a maximum mechanic level of 3rd. You do not gain any other mechanic class features, but your drone does gain drone special abilities, feat, and drone mods appropriate for your effective mechanic level.

Drone Improvement (Ex, Archetype, 4th Level): Though still calculated as your character level –1, your maximum effective mechanic level for your drone increases by +1.

Drone Improvement (Ex, Theme, 6th Level): You gain the repair drone mechanic trick, treating your mechanic level as your character level -1

Drone Improvement (Ex, Archetype, 6th Level): Though now calculated as your character level –2, your maximum effective mechanic level for your drone increases by +2.

Drone Improvement (Ex, Archetype, 9th Level): Though still calculated as your character level –2, your maximum effective mechanic level for your drone increases by +4.

Drone Improvement (Ex, Theme, 12th Level): Though still calculated as your character level –2, your maximum effective mechanic level for your drone increases by +3.

Drone Improvement (Ex, Archetype, 12th Level): Though still calculated as your character level –2, your maximum effective mechanic level for your drone increases by +3.

Drone Trick (Ex, Theme, 18th Level): You gain one mechanic trick, selected from the mechanic tricks of 8th level or less that grant an ability to your drone (such as drone meld or overclocking).

Drone Improvement (Ex, Archetype 18th): Though still calculated as your character level –2, your maximum effective mechanic level for your drone increases by +2.

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