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Converting PF1 spells to Starfinder: Sleep Emoji and Stunning Emoji

Continuing the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. We’re still working on doing all the glyphs, runes, and symbols.

You can find an index of the spells that have already been converted on this blog to-date here.

(Art by film.design.)

Sleep Emoji
Class
 technomancer 5
School enchantment [compulsion, mind-affecting]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as death emoji, except as noted above and as follows. The symbol created is one that represents sleep of unconsciousness, it can only deal a total of 120 points of damage, and the damage is nonlethal. Wherever death emoji refers to a Fortitude save, sleep emoji instead uses a Will save.

Detect magic allows you to identify a sleep emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as sleep emoji are hard to detect and disable. While any character can use Perception to find a sleep emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even if they are normally immune to nonlethal damage. If such a construct is knocked unconscious by the nonlethal damage, it shuts down and functions as if asleep until conditions occur that would wake a biological creature, it receives any healing, or 1d4 hours pass.

Stunning Emoji
Class
 technomancer 6
School enchantment [compulsion, mind-affecting]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with boggled, confused, or dazed. When triggered, affected creatures in the area are staggered or stunned (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are staggered for 1 round. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are staggered for 1d4 rounds. Creatures that fail a saving throw and do not have both SP and HP left are stunned for 1d4 rounds.

Detect magic allows you to identify a stunning emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as stunning emoji are hard to detect and disable. While any character can use Perception to find a stunning emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even they are normally immune to the staggered or stunned condition.

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Converting PF1 spells to Starfinder: Barrier Emoji

Okay, this week I’m back to doing glyphs, runes, and symbols for the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. You can find an index of the spells that have been converted to-date here.

Today I’m converting symbol of sealing, which mostly works like my mirror emoji spell, but is just different enough that I decided I needed to write out the spell’s details out, rather than saying “as mirror emoji, but…” .

(Art by Franck Thomasse)

Barrier Emoji
Class
 technomancer 6
School illusion [figment]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw None (harmless); Spell Resistance yes

This spell allows you to scribe a potent rune of power upon a surface adjacent to a door, doorway, portal, corridor, junction, or similar area creatures can more through, which must be no larger than 25 square feet (one side of a 5-foot x5-foot square) per caster level. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates a barrier or wall to the viewer. When triggered, a barrier emoji covers the selected doorway or portal with a wall of force. Once triggered the wall of force lasts 10 minutes, though it can be re-triggered during that time to reset the duration. Each time you cast a barrier emoji, you must expend one Resolve Point. You cannot regain that RP until the mirror emoji is discharged, dismissed, or dispelled. Additionally, when you cast this spell you can choose to instead expend 4 RP to cause the barrier emoji to reset after each use, as long as you neve choose to recover those RP.

Until it is triggered, the barrier emoji is inactive (though visible and legible at a distance of 60 feet). To be effective, a barrier emoji must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the mirror emoji ineffective, unless a creature removes the covering, in which case the mirror emoji works normally.

As a default, a mirror emoji is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or attempts to pass through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a barrier emoji can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). When you cast the spell, you can also specify a password or phrase that allows a creature speaking it to bypass the rune and pass through the opening. You can also attune any number of creatures to the barrier emoji so they do not trigger it, but doing this extends the casting time by 10 minutes per creature you attune it to. However, the force wall created by the rune blocks attacks and line of effect even for creatures that know the password or are attuned—the password only prevents them from triggering the symbol, not from ignoring its effects if triggered. Once the spell is cast, a barrier emoji‘s triggering conditions, passwords, and attuned creatures cannot be changed.

In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a barrier emoji to render it inoperative triggers it if the spell is set to reacts to touch. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a barrier emoji can be based on a creature’s name, identity, or official group affiliation, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, alignment, Resolve Points, Stamina Points, or Hit Points don’t qualify.

Detect magic allows you to identify a barrier emoji with a DC 34 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol. A barrier emoji can be removed by a successful dispel magic targeted solely on the rune. Other spells that affect text or computer programs do not affect a barrier emoji unless they specify they function against magic glyphs, runes, and symbols. Destruction of the surface where a barrier emoji is inscribed in destroys the symbol, but such attacks also trigger it causing it to be protected by its own wall of force before an attack can hit it.

Magic traps such as barrier emoji are hard to detect and disable. While any character can use Perception to find a barrier emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 39.

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Awesome 80s: MechaServe Pilot ThemeType (Transforming Robot/Vehicle/ Armor Augmentation for Starfinder)

Today we’re continuing the Awesome 80s line of blog posts, which are about sharing some of the things I created partially due to the inspirations I got from movies, shows, games, and literature of that decade. In this case, it’s robots that act like drones but can also be vehicles but can also become augmentations for your armor.

Yep, it’s a pretty specific example. I’m going with the name “MechaServe Robot Pilot.”

To create this as a PC option, we’re using a ThemeType, a PC option that combines a character’s Theme with an Archetype to allow them to be significantly more varied than a typical character. I first introduced and explained ThemeTypes in a 2018 article, and they remain a useful tool for some kinds of character concepts. I’ve done several ThemeTypes already, including multiclass options for nearly all the official Starfinder classes (the new Evolutionist class has yet to get one, but it’s coming), and some special kinds of characters that might have been presented as prestige classes in other d20 games (such as the Psionic and Lawstar Justicar ThemeTypes). Since the MechaServe Robot Pilot has to integrate a robotic drone, transforming vehicle, and armor augmentation, a ThemeType is definitely the way to go with it.

An Aside: One of the things that some people criticize about ThemeTypes is that they prevents you from getting the +1 to 1 ability score that a typical theme grants. While that’s true, it’s also a minor issue. Losing that +1 never needs to result in having a lower ability bonus — all it does is make a single score that would have been odd instead be even, and thus potentially not qualify for feats with ability score minimums. That’s not nothing, but it’s also not a major character balance issue. Essentially you give up a slight edge in a narrow range of feat prerequisites in favor of the greater flexibility of accessing abilities n scale with accessing the features of another character class.

(Art by Jacob Blackmon)

MechaServe Robot Pilot ThemeType

You have access to a MechaServe – a robot that can also be a vehicle that can also become part of (and thus augment) your armor. Maybe you built it. Maybe you found it in a cache of lost technology. Maybe you’re from a world where MechaServes are common. Maybe it came with your role in the cyberband. Whatever its origin, it’s your now, and that gives you a lot of flexibility.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain Piloting as a class skill. You may use your Intelligence bonus, rather than your Dexterity bonus, to determine your Piloting skill bonus total, if you wish. You also gain a free dragoon armor upgrade with an item level equal to your character level (minimum item level 2), that only you may use. It can be installed in your armor without using an upgrade slot, and the vehicle it can become can have a level no greater than your character level. You can change what vehicle this is each time you gain a level. This is your basic MechaServe, which starts with two modes (reinforced plates and vehicle, as outlined in the dragoon armor upgrade).

Basic MechaServe (Ex, Archetype, 2nd Level): Your dragoon armor upgrade vehicle also acts as a mechanic’s drone, as if you had 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. Select a chassis for your drone and build it normally. Your drone can switch between this drone form and the vehicle form for your dragoon armor upgrade. This functions as the vehicle form ability from the deceptive transforming robot graft.

Your MechaServe now has three modes: Reinforced plates, drone, or vehicle. It can change directly from vehicle to reinforced plates, but must be adjacent to you to do so.

You do not gain any other mechanic class features, but your MechaServe does gain drone special abilities, feats, and drone mods appropriate for your effective mechanic level. When it vehicle form it only has access to abilities from that vehicle, and it can still only take actions as allowed by your drone version of the mechanic’s artificial intelligence class feature.

MechaServe Improvement (Ex, Archetype, 4th Level): Though still calculated as your character level –1, your maximum effective mechanic level for your MechaServe’s drone mode increases by +1. You can use one MechaServe Upgrade Swap (see below).

MechaServe Repair (Ex, Theme, 6th Level): You gain the repair drone mechanic trick, treating your mechanic level as your character level -1. You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Improvement (Ex, Archetype, 6th Level): Though now calculated as your character level –2, your maximum effective mechanic level for your MechaServe’s drone mode increases by +2. You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Improvement (Ex, Archetype, 12th Level): Though still calculated as your character level –2, your maximum effective mechanic level for your MechaServe’s drone mode increases by +3. You can use one additional MechaServe Upgrade Swap (see below).

MechaServe 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 MechaServe’s drone mode (such as drone meld or overclocking). You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Improvement (Ex, Archetype 18th): Though still calculated as your character level –2, your maximum effective mechanic level for your MechaServe’s drone mode increases by +2. You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Upgrade Swaps

Your MechaServe can gain the following abilities in place of drone feats or mods. Essentially, your MechaServe has one less feat or mod in drone mode, but gains the upgrade swap of your choice from the list below. You can’t have more upgrade swaps than have been granted to your by the MechaServe Pilot ThemeType, and you can change what swaps you have at each character level.

MechaServe Enlargement: When your MechaServe is in reinforced plates mode, you can choose to be one size category larger. This increases your reach by 5 feet, and the amount of bulk you can carry without becoming encumbered or overburdened by +10.

MechaServe Reinforcement: When your MechaServe is in reinforced plates mode, you gain a +1 shield bonus to AC. This increases to +2 if your character level is 14th level or higher.

Robotic Flexibility: Your MechaServe retains all its vehicle movement types and equipment when it is in drone mode. If you select this a second time, your MechaServe can carry as many passengers in drone mode as it can in vehicle mode, without becoming encumbered or overburdened. If you select this a third time, when your MechaServe is in reinforced plates mode, you can use any movement form your MechaServe has in drone or vehicle mode.

Swift Switch: Once per round, your MechaServe can change mode as a free action.

Upgrade Flexibility: When your MechaServe is in reinforced plates mode, it can grant your armor any one armor upgrade with an item level no greater than your character level -2. This does not require an upgrade slot, has no cost, and can be an upgrade for any type of armor (light, heavy, or powered), regardless of your actual armor. You may change what this upgrade is each time you gain a new level. If you select this a second time, your MechaServe also has this upgrade when in drone mode. If you select it a third time, your MechaServe also has this upgrade in vehicle mode.

Vehicular Flexability: Your MechaServe retains use of its drone weapons and equipment while in vehicle mode. If you select this a second time, you also have access to its weapons when it is in reinforced plates mode. If you select this a third time, your MechaServe has access to all its drone feats and upgrades while in vehicle mode.

(Jacob carefully made sure a humanoid fit in his MechaServe in reinforced plates mode. And, he had his own thoughts about what it should be called. 🙂 )

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Awesome 80s: Transforming Cycle Armor (for Starfinder)

Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s armor that can transform to have a motorcycle or additional protective plates (depending on the need of the wearer).

(Art by Raven)

Dragoon Frame [Armor Upgrade]

Model Level Cost Crit Effect Negation Cycle Speed
Brass ___ 2 _____ 450 _ 10% ________________ 30 ft.
Bronze _ 4 ____ 2,850 _ 20% ________________ 40 ft.
Copper _ 9 ___ _7,000 _ 30% ________________ 50 ft.
Silver __14 ___ 30,000 _ 40% ________________ 60 ft.
Gold ___ 19 _ 200,000 _ 50% ________________ 70 ft.

A dragoon frame is designed to enhance the mobility of armored infantry units, allowing them to choose between greater mobility or greater resilience. When installed, a dragoon frame appears to be a series of angular armored plates and curved matte black highlights that fit around the armor. While in this reinforcing plates mode, the dragoon frame grants the armor’s wearer the listed percent chance to negate the critical hit effect of a critical hit (though it does not negate the double damage of the critical or any ability triggered by a critical hit). This chance is rolled separately from any chance to completely negate a critical hit (such as might be gained from high-level force fields).

As part of any action that allows the armor’s wearer to move (including guarded steps and the movement element of a trick attack), a dragoon frame can unfold from the armor it is in, and reassemble as a motorcycle ridden by that armored character. In this mode it does not offer any protection against critical hit effects, but does give the rider the listed land speed, and the ability to carry one additional creature of the same size as the armor wearer or smaller without worrying about bulk or using any arms to do so. As long as the armored character is not overburdened, the cycle’s speed is not reduced by armor modifiers or encumbrance. If the armored character is overburdened, the cycle’s movement is reduced to 0.

However, a dragoon frame in cycle mode isn’t as maneuverable as being on foot. When moving in cycle mode, the armored character’s land movement acts a great deal as if they were flying (though limited to movement on the ground) and had average maneuverability (see Chapter 8 of the Core Rulebook). This includes it costing you an additional 5 feet of movement to turn 45 degrees, needing to make Acrobatics checks (see the skill description) when driving in high winds (though you gain a +8 bonus to such checks and may choose to use Piloting rather than Acrobatics). When moving in motorcycle mode, the armor wearer can also use Piloting in place of Acrobatics for the balance and tumble tasks.

It does not take any hands to pilot the cycle – everything is managed by the onboard system of the linked armor. No one but the wearer of the armor with the dragoon frame upgrade can normally pilot the frame in motorcycle mode. The armor wearer can leave the cycle, but it cannot be piloted (or change from cycle mode to reinforcing plates mode) when not ridden by someone wearing the armor is an upgrade for.

When in cycle mode, the dragoon frame can fold back onto its armor as part of any move or full action taken by its pilot, setting any passenger that was riding it on the passenger’s feet in an adjacent square of the armor wearer’s choice when it does so.

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The Motiff Feat, for Starfinder

Starfinder themes aren’t quite backgrounds, and they aren’t quite professions, and I know why that is but this isn’t the place for that discussion.

Instead, this is the place where I discuss the fact that themes are, by core rules, locked in forever. Your ace pilot swear off starships forever and turn to sun prophets? Too bad, you’ll never change your theme benefits, or gain ones that might be more appropriate.

But, you know, we could make a rule that let you do so.

Motiff
The theme of your life has evolved since you started adventuring.
Prerequisites: 7 ranks in the skill that is made a class skill by the theme you select with this feat.
Benefit: You gain the 6th-level benefit of a specific theme you do not already have the 6th-level ability for. Once selected, what theme benefit you gain from this feat cannot be changed.
Special: You can select this feat mote than once. Each time, it must grand you a different theme benefit.

Greater Motiff
The theme of your life has developed
Prerequisites: Motiff, 13 ranks in the skill that is made a class skill by the theme you select with this feat.
Benefit: You gain the 12th-level benefit of a specific theme you selected with the Motiff feat, and that you do not already have the 12th-level ability for. Once selected, what theme benefit you gain from this feat cannot be changed.
Special: You can select this feat mote than once. Each time, it must grand you a different theme benefit.

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Nanocyte ThemeType For Starfinder

I mentioned in the article on the precog, I wanted to make sure I have Multiclass Themetypes for all of the official classes for Starfinder (and likely some other classes too!), so here’s the article on the last missing offficial class the nanocyte (from Starfinder Tech Revolution). You can check out the precog Multiclass ThemeType article for the rules and design logic behind Multiclass ThemeTypes.

(Art by warmtail)

Nanocyte ThemeType

You have been infused with morphic nanites that obey your subconscious commands. These are neither as strong nor as flexible as the nanites of a true nanocyte, but they are still far more advanced than anything available for commercial purchase.

Theme Knowledge (Ex, Theme, 1st Level): You gain a nanite surge, as the nanocyte class feature. You gain a total number of nanosurges per day equal to 1/3 your character level (minimum 1). Select one skill. You can expend a nanosurge as part of making a skill check with that skill. This grants you an insight bonus to the skill check equal to 1/4 your character level (minimum +1). Each time you gain a new character level, you can change what skill your nanosurge can apply to.

Minor Faculity (Ex, Archetype, 2nd Level): You gain the 1st level ability of one nanocyte faculty. If this faculty grants a nanocyte a class feature early, you gain the class feature. You cannot select a faculty that modifies or requires an array you do not have.

Knack (Ex, Archetype, 4th Level): You gain one nanocyte knack, selected from the list of 2nd level nanocyte knacks. You treat your level in the class this archetype is attached to as your nanocyte level for all nanocyte knacks gained from this Multiclass ThemeType.

Minor Array (Ex, Theme, 6th Level): You gain a single form of nanite array (sheath, cloud, or gear). You calculate this array’s effect’s using your character level -4. Additionally, you can expend a Resolve Point to immediately gain and use a nanite surge.

Knack (Ex, Archetype, 6th Level): You gain a second knack, following all the rules of the knack granted by this ThemeType at 4th level.

Lesser Faculty (Ex, Archetype, 9th Level): You gain the 4th level ability of the faculty you selected at 2nd level.

Improved Array. (Ex, Theme, 12th Level): You now calculate the effects of the nanite array you selected at 6th level using your character level -2. You gain a second array option, which you calculate the effects of using your character level -4. You can still only have one array active at a time.

Knack (Ex, Archetype, 12th Level): You gain a third knack, following all the rules of the knack granted by this ThemeType at 4th level except it may be a 2nd- or 6th-level knack.

Greater Array (Ex, Theme, 18th Level): You now calculate the effects of the nanite array you selected at 6th level using your full character level, and the effects of the array you gained at 12th level using your level -2. You gain a third array option, which you calculate the effects of using your character level -4. You can still only have one array active at a time.

Knack (Ex, Archetype, 18th Level): You gain a fourth knack, following all the rules of the knack granted by this ThemeType at 12th level.

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Starfarer’s Codex: More PF1 Metamagic Feats for Starfinder

While I have already converted all the metamagic feats in the PF1 Core Rulebook to Starfinder, there are tons more official PF1 metamagic feats out there we can use to create interesting magic options for spellcasters in Starfinder.

Here are a few converted from the APG.

(Art by Travel Dawn)

Focused Spell
When you cast a spell that normally affects more than one creature, you can focus it on one opponent that finds it more difficult to resist.
Prerequisites: Ability to cast spells.
Benefit: When casting a spell that an area with a 5-foot-radius or larger, or targets more than one creature, you can choose to cast it with a casting time of 1 full action. This focuses the spell on only a single target within the spell effect. The saving throw DC to resist the spell is increased by +2 for that creature. You must choose which target to focus the spell on before casting the spell. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.

Once you have used this ability, you cannot do so again until after you next recuperate*. If your caster level is 5th or higher, you can instead expend 2 Resolve Points to use this ability again without recuperating.

Intensified Spell
You can cast damaging spells at higher spell level, to increase their damage.
Prerequisites: Ability to cast 2nd level or higher spells.
Benefit: When you cast a damaging spell with a casting time of 1 standard action, that is at least 1 spell level lower than the highest-level spell you can cast, you may cast it with a casting time of 1 full action using a higher-level spell slot than it normally takes. Such spells do 2 additional dice of damage for every level the spell slot you expend is than the spell’s normal level. The extra dice deal the same type of damage and follow all the rules of the original spell. You also calculate the spell’s save DC using the level of spell slot expended, rather than its normal spell slot. If you have other feats or abilities that depend on the spell level of the spell you cast, you treat its spell level as being equal to the level of spell slot you use to cast it.

Lingering Spell
Your spell clings to existence, slowly fading from the world.
Prerequisites: Ability to cast one or more instantaneous spells that affect an area.
Benefit: When you cast an instantaneous spell that affects an area and that is at least 1 level lower than the highest-level spell you can cast, you may cause it to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment beyond 5 feet and total concealment beyond 20 feet.

Once you have used this ability, you cannot do so again until after you next recuperate*. If your caster level is 5th or higher, you can instead expend 2 Resolve Points to use this ability again without recuperating.

Merciful Spell
You can make your damaging spells less-than-lethal.
Prerequisites: Ability to cast spells that deal damage.
Benefit: When you cast a spell, you can choose for the damage it does to be nonlethal.

*Recuperate is my proposed term for when a character expends a Resolve Point and rests for 10 minutes, allowing them to regain all their Stamina Points.

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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 adventure sketches, or Pathfinder 1st or 2nd edition, 5e, or Starfinder content (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!

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Precog Multiclass ThemeType (for Starfinder)

Character concepts don’t always fit neatly into just one character class. Sometimes you want to play a precognitive who has also studied diplomacy, a spy who has studied just enough entropy manipulation to consider it one more tool in her toolbox, or a soldier with nanites flooding through their system. Starfinder offers three broad tools for adjusting a character to fit such concepts—themes (to represent background training), archetypes (to represent a different path than a typical member of a class), and multiclassing (to represent training in more than one role). Generally exactly the right balance of those options can make nearly any character concept work.

But it can take a lot of effort.

Maybe, if they were all blended into one definitive all-encompassing option, a broad range of new character concepts could be made easier and faster to write up. A way to indicate that a character has been working to add a second career to their primary training for most of their life, and plans to continue to blend the things represented by multiclassing, theme, and archetype. Something that takes some of the advantages of multiclassing, and places them in the slots of additional abilities normally granted by themes and archetypes. In short, a Multiclass ThemeType.

MultiClass ThemeTypes

A Multiclass ThemeType gives you some abilities of a second character class, but counts as both your theme (preventing you from gaining any other theme, and requiring you to select the ThemeType at 1st level) and as an archetype for the first class you take levels in (requiring you to give up some abilities of your primary class, as normal for an archetype). You can pick up the pdf of multiclass ThemeTypes for all the classes from the Core Rulebook at DriveThruRPG, and there are articles on this blog giving ThemeTypes for all the new classes from COM. So, this week, we’ll look at the precog class from Starfinder Galactic Magic.

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

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

(Art by rolffimages)

Precog ThemeType

Whether from careful study of esoteric arts, exposure to strange 5th-dimensional crystals, being the only survivor of an alternate reality that was culled, or through some other means, you gain glimpses of the future itself and have access to eldritch chronal energies.

Theme Knowledge (Ex, Theme, 1st Level): At first level, select one anchor from the precog class feature of the same name. You gain its focal paradox. You have a single precog paradox per day, which you can use for any of the options available to a 1st level precog.

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

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

Chromatic Defense (Theme, 6th Level): You gain the chromatic defense class feature of a precog, but can only use it on yourself.

Intermediate Precognition (Sp, Archetype, 6th Level): Select one 2nd level precog spell. You can cast this spell once per day.

Advanced Precognition (Sp, Archetype, 9th Level): Select two 2nd level precog spells. You have two 2nd-level precog spell slots per day you can use for any combination of the 2nd-level precog spells gained from this Multiclass ThemeType. This replaces the 2nd level spell you gained from intermediate precognition.

Minor Temporal Anomaly (Theme, 12th Level): You gain a second paradox each day. Select one temporal anomaly from the list available to 2n- level precogs. You gain this temporal anomaly, using your character level as your precog level, and using your key ability score or key ability score modifier in place of any the ability score or ability score modifier listed for any calculations.

Greater Precognition (Sp, Archetype, 12th Level): Select one 3rd level precog spell. You can cast this spell once per day.

Major Temporal Anomaly (Theme, 18th Level): You gain a third paradox each day, and the paradoxical acceleration precog class feature. Select one temporal anomaly from the lists available to 8th-level precogs. You gain this temporal anomaly, using your character level as your precog level, and using your key ability score or key ability score modifier in place of any the ability score or ability score modifier listed for any calculations.

Full Precognition (Sp, Archetype 18th): You replace all your precog spells gained from archetype powers of 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.

PATREON!
If you enjoy any of my various thoughts, ideas, and posts, please consider adding a drop of support through my Patreon campaign!, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).


Converting PF1 spells to Starfinder: Revealing Emoji and Scrying Emoji

Yep, another emoji spell as part of the run to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. Currently I’m working on doing all the glyphs, runes, and symbols.

You can find an index of the spells that have already been converted on this blog to-date here.

(Art by tigatelu)

Revealing Emoji
Class
 technomancer 5
School divination
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows. This rune can only be triggered by creatures that have an altered appearance, including those that are polymorphed, shapeshifted, disguised, or have their appearance concealed or changed by magic or technological means. Creatures that are invisible do not trigger it, but if a creature that triggers it becomes invisible, the effect does reveal their location. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with shock, surprise, or understanding. When triggered, affected creatures in the area have a visual and audio illusion of the emoji rune appear above them, gasping in surprise and moving with them wherever they go. If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are marked by the emoji rune for a single round.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are affected in the same way while in the rune’s area.

Creatures that fail a saving throw and do not have both SP and HP left are marked as long as they are in the area, and for 10 minutes after they leave it.

Detect magic allows you to identify a revealing emoji with a DC 20 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as revealing emoji are hard to detect and disable. While any character can use Perception to find a revealing emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 31.

Scrying Emoji
Class
 technomancer 5
School divination (scrying)
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance no

This functions as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with eyes, seeing, spying, or visual events. When triggered, it creates a scrying sensor that acts as an arcane eye., but forms at the location of the rune (regardless of how far from you that is, even if it is on another plane or in a different star system), cannot move, and lasts 10 minutes.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are difficult to see through the scrying sensor, and you can only determine their position, size, and creature type (but not subtype), and they gain a +10 bonus to Disguise checks to conceal any of those details if they are attempting to do so.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, have the same details revealed, but do not gain a bonus to Disguise checks. You can make a Perception check opposed by their Stealth checks (even if they are not attempting Stealth and lack cover or concealment) to gain full visual information about them.

Creatures that fail a saving throw and do not have both SP and HP left are as easy to spot as if you were present, and you gain a +10 bonus on any Perception or Sense Motive checks you make against them through the sensor.

Detect magic allows you to identify a scrying emoji with a DC 20 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as scrying emoji are hard to detect and disable. While any character can use Perception to find a scrying emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 31.

PATREON!
If you enjoy any of my various thoughts, ideas, and posts, please consider adding a drop of support through my Patreon campaign!, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).

Converting PF1 spells to Starfinder: Beguiling Emoji and Pain Emoji

Okay, I’m hopping back to the project to convert to Starfinder all the Pathfinder 1st edition spells that don’t already exist (or have a clear replacement) in that game. We’re still working on doing all the glyphs, runes, and symbols.

You can find an index of the spells that have already been converted on this blog to-date here.

(Art by film.design)

Beguiling Emoji
Class
 technomancer 6
School enchantment [charm, compulsion, mind-affecting]
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with charm, enchantment, or being starry-eyed. When triggered, affected creatures in the area gain a charm effect toward the caster. The effect lasts as long as they remain within the area, and a limited duration after they leave (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining take a -2 penalty to any attack against the caster and skill checks opposed by the caster, and the caster gains a +2 bonus to all saving throws against their effects. This effect lasts for 1 round after an affected creature leaves the rune’s area.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are affected in the same way, but the effect lasts for 10 minutes after they leave the area.

Creatures that fail a saving throw and do not have both SP and HP left are charmed by the caster, as if they had been affected by a charm monster spell. This lasts for 1 hour per caster level.

Detect magic allows you to identify a beguiling emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as beguiling emoji are hard to detect and disable. While any character can use Perception to find a beguiling emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

(Art by voinsveta)

Painful Emoji
Class
 technomancer 5
School necromancy (pain)
Casting Time 10 minutes
Range 0 ft.; see text
Effect one rune
Duration see text
Saving Throw Fortitude partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with agony, suffering, or trauma. When triggered, affected creatures feel pain for as long as they are in the area, and a limited amount of time after they leave (see below).

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining take a -1 penalty to all attack rolls, ability checks, skill checks, and saving throws. If they expend a Resolve Point at the beginning of their turn, they can ignore this penalty for 1d4 rounds. The penalty ends when affected creatures leave the rune’s area, but returns if they re-enter.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, take a -2 penalty to all attack rolls, ability checks, skill checks, and saving throws. If they expend a Resolve Point at the beginning of their turn, they can ignore this penalty for 1d4 rounds. The penalty ends 1d4 rounds after an affected creature leaves the rune’s area, but returns if they re-enter.

Creatures that fail a saving throw and do not have both SP and HP take a -4 penalty to to all attack rolls, ability checks, skill checks, and saving throws. Each round such creatures may expend a Resolve Point to reduce this penalty to -2. This penalty is active anytime the affected creature is in the rune’s area, and for 10 minutes after they leave it.

Detect magic allows you to identify a painful emoji with a DC 20 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as painful emoji are hard to detect and disable. While any character can use Perception to find a painful emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 32.

PATREON!
If you enjoy any of my various thoughts, ideas, and posts, please consider adding a drop of support through my Patreon campaign!, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).