Inspired by a neural network’s effort to name rpg spells, I present:
Song of Doom Goom
School conjuration, enchantment* (compulsion) [fear, mind-affecting, sonic]; Level bard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets 1 creature/level (no two of which may be more than 30 feet apart)
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
This spell causes foes to form sticky, disgusting “goom” over their ears. All sounds the creature then hears for the duration of the spell are altered to sounds like signs the creature is doomed. Affected creatures are shaken, cannot benefit from competency, insight, or morale bonuses, cannot aid another or benefit from aid another, cannot flank or benefit from another creature’s flanking, and cannot use teamwork feats, or help other creatures benefit from teamwork feats (even if those creatures can benefit when using teamwork feats with a creature that lacks the feat).
If an affected creatures is adjacent to an affected foe of the caster, the adjacent creature must make a will save (at the same DC), or the goom leaps over to affect the new foe as well (for the rest of the spell’s duration).
*This spell counts as a conjuration spell or enchantment spell, whichever is more advantageous to the caster, or less advantageous to the target. In either case, it counts as a (compulsion) [fear, mind-affecting, sonic] spell.
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An (unofficial, third-party) Starfinder-compatible option for mechanics, which is taken in place of artificial intelligence (thus selected in place of the drone or exocortex).
Tech of the magi represents technological study into the use and manipulation of magic. While other mechanics were focusing on creating a unique technology to calculate and analyze and have conversations as if it was sentient and sapient, you turned to technomancy, integrating the understanding of magic into your understanding of technology.
Your mechanic level adds to your caster level. You can cast a limited number of spells drawn from the technomancer spell list. Your spells known and spells per day are determined by the tables below, and you also gain bonus spells for a high Intelligence score as determined by the Technomancer Bonus Spells table. You can cast your 0-level spells an unlimited number of times per day.
Tech of the Magi Spells Known
Class Spells per Day
Level (by Spell Level)
1 2 3
6 2 1
7 3 1
8 3 2
9 3 2 1
10 3 3 1
11 3 3 2
12 3 3 2
13 3 3 3
14 3 3 3
15 3 3 3
16 3 3 3
17 3 3 3
18 3 3 3
19 3 3 3
20 3 3 3
Class Spells Known
Level (by Spell Level)
O 1 2 3
3 3 2
4 3 2
5 3 3
6 3 3 2
7 3 3 2
8 3 3 3
9 3 3 3 2
10 3 3 3 2
11 3 3 3 3
12 4 3 3 3
13 4 3 3 3
14 4 3 3 3
15 4 4 3 3
16 4 4 3 3
17 4 4 3 3
18 4 4 4 3
19 4 4 4 3
20 4 4 4 4
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Welcome to more things inspired by Forged in Fire, where I do fantasy Pathfinder version of weapons I was introduced to by the television show Forged in Fire. Given how cool many of the weapons they feature on that show are, I decided to do another one. And while doing so, I thought I would continue to explore the design space created by using odd-sided dice (d5s, d7s, and so on) such as those available from Impact Miniatures.
This is an effort at a fantasy pathfinder version of the Yatagan, a weapon from the Ottoman Empire often used by janissaries. This is a game option inspired by the real-world history of the weapon, and is designed to be no more accurate than the Pathfinder versions of the longsword or falchion.
A Yatagan is a single-edged, light long knife or short saber, with a pronounced forward curve and a handle with a two-lobed pommel of “ears” that make the grip easy to hold on to. Despite being a one-handed (rather than light) melee weapon, you can use a Yatagan with Weapon Finesse, and any feat or ability that allows you to use your Dexterity modifier, rather than Strength modifier, with melee weapons.
Cost 20 gp Weight 1.5 lbs.
Light: Dmg (S) 1d3 DMG (M) 1d5 Crit 18-20, x2, gripping
Gripping: Gripping weapons give you a +2 bonus to your CMD against disarm, steal, and sunder maneuvers directed at that weapon.
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(Spelltweets originally got posted only to Twtitter, and the whole point is that they defined a spell in 140 characters or less, generally by modifying an existing spell. Now they’re more likely to appear here and be linked to Twitter, but sometimes I prefer to keep the character limit as a design challenge.)
Entropic Block (cl/inq 1) As entropic shield, but the miss chance is 15% and it only applies to melee attacks.
Continuing the idea of (totally unofficial, third-party) Starfinder-compatible crossbreed races, we present the vorruk. You can go back and find our first twos crossbreed, the aeshun (here) and the lashirren (here).
Vorruk are a genetically engineered blend of the genes of orcs (specifically those than combine naturally with human genes in half-orcs), and vesk blended together and placed in in birthing matrixes. While it might theoretically be possible for a vorruk zygote or embryo to be transferred to a mother for gestation and live birth, normally vorruk are engineered, machine-nourished, and watched over in large numbers in artificial wombs. Vorruk were originally bred by drow mercenary specifically to create hearty, quick-maturing, capable warriors during a long war that threatened the drow base planet. Those first few generations were the largest vorruk population, though many died during the fighting. When the war suddenly ended, those vorruk already implanted in birthing machines were brought to maturity, but since that time the creation of vorruk has largely been performed in small batches, as labs and weapon dealers seek to improve on the genetype and maturation and training process.
Because most vorruk are raised from birth being told they are living weapons (and nothing more), and the majority of other species only encounters vorruk in battlefield conditions, they have a reputation as simple-minded, amoral, brutal killers. It is certainly true than many vorruk who have known only a life as indentured soldiers often focus on their fighting skills and find anything not related to warfare to be a luxury they cannot afford. Vorruk raised in more nurturing environments are no more brutal or bloodthirsty than any other race, however, and even among those who have lived lives of endless conflict many develop more nuanced ethical and aesthetic perspectives.
Appearance: Vorruk have a basic appearance very similar to half-orcs, but with more pronounced brow ridges, and fine scales (visible only at fairly close range) over their whole bodies. Their coloration focused heavily and reds and greens or more rarely purple, generally in dark shades, and some show striping or spots of darker and lighter colors. They have strong, sharp canines and retractable claws.
Ability Adjustments: Vorruk are strong and swift, faster than either genetic donor, but can have difficulty grasping deep theoretical concepts. A vorruk gains +2 Str, +2 Dex, and -2 Int.
Size and Type: Vorruk are medium humanoids with the orc and vesk subtypes, and a 40 foot speed.
Darkvision and low-light vision
Resilient: Once per day, a vorruk that is unconscious but stable can stay in the fight without spending Resolve to do so. (See the rules for death and dying.)
Natural Weapons: Vorruk are always considered armed. They can deal 1d3 lethal slashing or piercing damage with unarmed strikes and the attack doesn’t count as archaic. Vorruk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).
Vorruk stand between six and seven-and-a-half feet tall and weight between 200 and 325 pounds, with no distinction in height or weight between male and female vorruk. They reach maturity at five years of age, with a maximum age of 40 + 2d10 years.
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Speaking of my patreon, it has some (currently) patron-exclusive content vaguely linked to the vorruk, the war rig character theme!
A Pathfinder-compatible multiclass character concept. Definitely NOT a “classic” multiclass combo, but if the number of people I see playing monks with wands is any indication (and yes, I know it isn’t), this is a popular concept. Maybe you are from a post-apocalyptic future and have a martial art style named after a constellation. Maybe a monkey taught you to fight and do magic tricks. Maybe you punched a dragon in the heart while training. Who knows? You’re a spell-fist now.
Begin with Unchained Monk.
Your monk level counts as your sorcerer level for any prerequisites. Any monk class feature (or feat with special rules for monks) that makes calculations using Wisdom, instead use Charisma. Your base attack bonus uses the normal monk chart, rather than the unchained monk chart.
Force of Ki: When unarmed and unencumbered, you may use your Charisma modifier in place of your Dexterity modifier for any calculation that normally uses Dexterity, including your AC, Initiative Bonus, and ranged attack rolls. Additionally, when unarmored and unencumbered, you gain a +1 bonus to your AC, Initiative, and CMB and CMD at 4th level, and every 4 levels thereafter.
This replaces the normal monk AC bonus.
Spells: You have spells known and spells per day as a bard of the same level, but you draw these spells from the sorcerer spell list. This replaces the bonus feat gained at 1st level, 2nd level, and every 4 levels thereafter and flurry of blows.
Spell-Fist: At 2nd level when you use Stunning Blow, you may replace the stunning effect with a spell with a casting time of 1 standard action or less. This spell must affect an area or one of more targets, and deal damage, require an attack roll, or force targets to make a saving throw. This spell affects only the target of your stunning first. Casting this spell does not provoke an attack of opportunity. If it is a melee touch spell, if your attack misses you retain the charge and may add it to the next unarmed strike your hit with, as long as you take no action beforehand that would cause you to lose the charge.
You do not gain the ability to add other effects to your stunning fist beginning at 4th level.
This ability modifies Stunning Fist.
Ki Pool: At 3rd level you can spend 1 ki to gain one additional attack when you take a full attack action, even if you are not using flurry of blows. This ability modified ki pool.
Flurry of Blows: At 10th level you gain flurry of blows, but treat your monk level as your spell-fist level -9.
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Continuing the idea of Starfinder-compatible crossbreed races, we present the lashirren. You can go back and find our first crossbreed, the aeshun, here.
Lashirren are the product of two shirren parents, and one lashunta parent, and only exist as a result of powerful magic. In general the two species are not in any way genetically compatible, but with delicate application of transmutation and conjuration magic, it is possible for one shirren and one lashunta parent to combine their genetic material into an embryo that then gestates in a shirren host. This step is rarely taken but the shirren drive for individuality, even from the shackles of species, sometimes leads to situations where it is seen as desirable.
Lashirren view the world differently than any of their parents, and indeed each lashirren appears to form a worldview unique to them, and often incomprehensible to others. This often leads to valuable insights missed by those who accept common theories as to how and why things work, but it also sets lashirren apart, and sometimes sets them down long rabbit-holes of false equivalence or misunderstood phenomena. While shirren delight in the individualist approach of lashirren, other races often find them obtuse and frustrating.
Appearance: Lashirren look much like lashunta, but have ridges of chitin across their brow and protecting most joints, knuckles, and the soles of their feet. Their coloration generally matches one of their shirren parents, with their hair generally green, black, or deep brown.
Dimorphic: All lashirren have a deep understanding of how differences drive the universe, but can become so emgoressed in contemplating such differences they overlook practical matters. Lashirren all have +2 Wisdom, and -2 Intelligence. Like their lashunta parents, lashirren are dimorphic and at puberty can choose to become muscular korasha (+2 Strength), or nimble damaya (+2 Dexterity).
Size and Type: Lashirren are medium humanoids with the lashunta and shirren subtypes, and a 30 foot speed.
Blindsense: As the shirren racial ability.
Focus: Lashirren often become strongly focused on one idea or skill early in their lives. Select one skill. If it not a class skill for your theme or first class level, gain it as a class skill. If it is a class skill from some source other than your race, you gain a +1 bonus to all skill checks.
Individualism: A lashirren knows that ultimately it is alone in the universe, and must depend on itself above all others. Once per day, as long as no ally is within 10 feet, a lashirren can roll a single attack roll or skill check twice and take the higher result.
Limited telepathy: As the lashunta racial trait.
Lashirren stand between 5’ and 7’ tall, weigh between 120 lbs. and 180 lbs., with korasha skewing on the shorter but heavier side of those numbers. They reach maturity at 10,
aging similarly (though not as quickly) as their shirren parents, and have a maximum age of 60 +3d10 years.
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Yep, it’s time for more out-their ideas for the Starfinder Roleplaying Game! (And remember folks, this is unofficial, third-party, Rogue Genius Games content!)
The core rulebook presents two crossbreed races—the half-elf and half-orc. It also presents a universe with multiple species sharing the same homeworlds (elves and lashunta, for example), biotech grafts, powerful magic, and machine gods. It seems unlikely that with all those environment-changing, reality-warping options, no new crossbreed races would emerge.
So over the next week or so I’ll be presenting three crossbreeds – the aeshun (elf/lashunta), lashirren (lashunta/shirren), and vorruk (orc/vesk) – each with a different circumstance leading to their creation.
Aeshun are the crossbreed children of elven and lashunta parents. While mating between elves and lashunta is not uncommon, the production of aeshun is. Fewer than 1 in 100 elf/lashuna couples produce children, and even among those that do roughly half are indistinguishable from damaya lashunta (though they are born with that state already in place, rather than selecting it at puberty). Aeshun are often seen as miracles by parents that build lasting, living relationships—but can also be viewed as burdens by couples that are already unstable in their relationship, or not ready for the additional stress a child brings.
Aeshun are gifted with natural curiosity and unusual ways of looking at the world, but their heritage causes each aeshun to have their own innate strengths and weaknesses. Generally considered curiosities by lashunta (who often wish to study them), and dangerous wild cards by elves (who generally don’t trust aeshun they don’t personally know well), aeshun often have trouble fitting in on their hoemworld. However once they leave their native lands and travel into the larger galaxy, they often find truly alien races have no preconceived notions of what aeshun should be like, and do not care about their unusual lineage.
Appearance: Aeshun appear to be tall, lithe elves with lashunta-like antennae (though roughly one in 16 aeshun lacks the antennae). Their skin is even and smooth, though coloration can range from creamy to dark. Many have natural patterns of darker skin in small spots or lines along their temples, spines, and lower back. They have pupils, unlike their elven parents, and their hair and eye color generally match, but can be of nearly any hue.
Ability Adjustments: Though aeshun are all generally tall and lean, their actual natural talents range from being strong and wise, to weak but tough and nimble, to likeable and bright but klutzy. It’s not quite true that no two aeshun are alike, but they do have a broad range of inherent advantages and drawbacks. An aeshun gains +2 to any 2 ability scores, and -2 to any 1 ability score. These modifier must be applied to three different ability scores.
Size and Type: Aeshun are medium humanoids with the elf and lashunta subtypes, and a 30 foot speed.
Aeshun Magic: At character creation select either the elven magic racial trait, or the lashunta magic racial trait.
Limited telepathy: As the lashunta racial trait.
Low-Light Vision: As the elven racial trait.
Aeshun stand between 5’10” and 6’6” tall, weigh between 150 lbs. and 200 lbs. They reach maturity at 17, much faster than either parent race, but rarely know when their natural time is up due to a tendency to die suddenly with little sign of aging, with a maximum age of 300 + 3d100 years.
I also posted the similar-but-not-the-same-idea of android ratfolk, the e-soki, over at my patreon as (for the moment) patron-exclusive content. Check it out!
This post is brought to you by the backers of my patreon, and in this case is specifically sponsored by supports of Glenbuckle Publishing, who wanted to draw attention to the Gardener base class! Here’s the description, from DriveTrhuRPG!
“Life is always Greener with a Gardener around!
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Yep, we’re back to doing old-school multiclass concepts for Pathfinder. There aren’t a lot of classic “old school” multiclass combinations left I haven’t addressed, having done the anruth (an old school druidic bard), cavalier-paladin, cleric/assassin, cleric/fighter/thief, cleric/ranger, fighter/magic-user/thief, illusionist/thief, thief-acrobat, as well as randomly acquired psionics, and even the fighter/illusionist at my patreon.
But we haven’t done a druid/fighter.
You could emulate a lot of druid/fighter builds with the hunter, but that saddles you with an animal companion, and doesn’t give you any wildshape. Plus, we already have a magus, so a true hybrid 9-level caster/fighter seems in reach.
The Druid/Fighter (Strider)
A strider is a magus archetype that also counts as a hybrid druid/fighter class. The stride has the following changes.
Armor Proficiency: The strider cannot wear metal armor or use a metal shield. A strider who wears prohibited armor or uses a prohibited shield is unable to cast strider spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A strider knows all spells of the spell levels he can cast from the druid and ranger spell lists, rather than the magus spell list. She treats this as the magus class list for purposes of what class features and magus arcana work with her spells.
Unarmed Arcana (Su): At 3rd level a strider can apply any magus class feature that she could apply to a held melee weapon to her unarmed and natural attacks. (Once she can shapeshift this includes using spellstrike with natural attacks, though she would need Natural Spell to complete the verbal and somatic components of spells while using wild shape.)
This ability replaces the magus arcana gained at 3rd level.
Wild Shape (Su): At 4th level, a strider can wild shape as a druid of the same level.
This ability replaces spell recall, knowledge pool, improved spell combat, improved spell recall, heavy armor, greater spell combat, counterstrike, greater spell access, and true magus.
Natural Weapon Master (Ex): A strider can apply any feat she has taken that normally applies to only one weapon or one set of weapons to any natural attacks she has that would have been legal selections for the feat.
This replaces the bonus feat gained at 5th level.
Woodland Ways: Beginning at 6th level, a strider can select the following druid class features as magus arcana: wild empathy, woodland stride, trackless step, venom immunity, a thousand faces, timeless body. The strider must have a class level at least equal to the level that a druid gains the selected ability, and treats her class level as her druid level for such abilities.
A strider cannot select any magus arcana that duplicates a spell from the magus or wizard spell list (unless it is also on the druid or ranger spell list), or that involves gaining additional spells known, regaining spells, or using spells from other class lists with magus class features.
This ability modifies magus arcana.
We continue our look at some of the weirder classic magic items, and how they can be updated to the Starfinder Roleplaying Game.
But first, an aside.
All Starfinder content offered here is third-party material provided under the Open Gaming License and the Starfinder Compatability License. It is not official. It is not available for use in Starfinder Society organized play. It’s not even in its final form. It’s just fun thought experiments that may, or may not, ever show up in a rogue Genius Games product someday.
Air-Horn of Interruption
Level: Varies (see text) Cost: Varies (see text)
Air-horns of interruption can be found at various item levels, from level 7 and up. They have the same price as the cheapest armor upgrade of the same level from the Starfinder Core Rulebook. When the air-horn is held, you can ready a standard action to use an air-horn of interruption to use against a creature when it next casts a spell. This is a purely defensive action, and the readied action preempts the target’s action if it attempts to cast a spell or use a spell-like ability. When the readied action goes off, you make a ranged attack against the target’s EAC. If your attack hits you do 1 point of damage, and the target loses the spell (and its spell slot). Once you have successfully caused a target to lose a spell with this device, it is immune to the air-horn of interruption for 24 hours.
More Star Magic
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Even More Star Options
There are tons of new PC options for the Starfinder Roleplaying Game in the Starfarer’s Companion, available at DriveThruRPG, Paizo, and the Open Gaming Store!