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
Speaking of Options!
I have a Patreon. You have the option to support it!
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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I have a Patreon and one of the backers is also the owner of Starfidnersrd.com, and the sponsor of this post!
Speaking of my patreon, it has some (currently) patron-exclusive content vaguely linked to the vorruk, the war rig character theme!
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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Justin Andrew Mason! Justin backed MY Patreon at a level that calls for a monthly shout out to him as a supporter of this blog. You can go check out what Justin is up to at HIS Patreon, which produces dungeon maps for VTT and tabletop RPG play!
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!
Have your field and grow it too with the new gardener base class, the triumphant return of Glenbuckie Publishing! Enjoy a new base class with the potential to cultivate plants that interrupt your foes’ actions, find stability in slow-and-steady strikes, and become a soldier that bridges the path between civilization and nature!”
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
I have a Patreon, which supports this blog and is sometimes home of some exclusively-patron bonus content.
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!
A new Drone Mod for the engineer class for the Starfinder Roleplaying Game
Transform (2nd level)
Your drone can become a vehicle that is within one size of its own size with an item level equal to your mechanic level -2 or less, or a vehicle with a size within 2 categories of its own size with an item level equal to your mechanic level -4 or less. While in this form is does not have access to any other drone abilities except its ability scores, and it can still take its own actions. You can modify weapons added to your drone so they can be used while it is in its vehicle form by paying 50% extra for any such weapon. Your drone can be driven normally while in vehicle mode, or choice not to allow a creature to drive it.
When your drone is in vehicle mode, if it acts like a normal vehicle the DC for Perception checks to realize it is anything other than a standard vehicle is 20 + 1-1/2 your mechanic level.
Your drone can assume only a single set vehicle form, selected when you pick this mod. Each time you gain a level, you can change what vehicle it can become. You can take this mod more than once, selecting a new vehicle for your drone each time.
Special: A stealth drone can select this mod at 2nd level, but cannot take additional options(such as selecting it more than once or have weapons that function in vehicle mode until) 8th level.
Okay, while I am at Gen Con. let’s do one more quick, weird update of a classic magic item for Starfinder!
Flashlight of Truth
Level: Varies (see text) Cost: Varies (see text)
Flashlights of truth can be found at various item levels, from level 4 and up. They have the same price as the cheapest armor upgrade of the same level from the Starfinder Core Rulebook. A flashlight of truth can be shone directly into the face of a willing creature, or one that is bound, paralyzed, or helpless, as a full-round action. You gain a circumstance bonus equal to the flashlight’s level to all Sense Motive checks made against a creature you shine the light into in this way. Also, it functions as a flashlight that does not run out of charges.
Speaking of Quick:
I have a patreon. Check it out!
Rogue Genius Games 234-page “Starfarer’s Companion” is available now in pdf! Check it out!
So, obviously I’ve been thinking a lot about Starfinder-compatible material that could go up here. It has to be material I thought off on my own time (rather than while doing Paizo work), and that I honestly believe is not a good match for any Paizo product. Otherwise, I’d need to reserve it for Paizo. Also, it has to be based only on products already available to the general public or that a special accommodation was made for. (The existing RGG Starfinder-compatible products were written using advance materials Paizo made available to numerous third-party publishers—RGG included—otherwise RGG couldn’t have even begun work on Starfinder-compatible material until today).
That’s a fairly narrow path to walk, and I take the good-faith parts of it seriously. I’m pretty well the only person who knows what goes on in my head, but that just means I have to hold myself to the highest standard for this. My mental firewalls must err on the side of saving the best ideas for the company paying me specifically to guide rules design for the game, so anything that shows up here is going to be something built off a third-party-publisher’s rules, or too weird to wrongly themed for the official campaign setting, or entirely experimental.
Once place I think there’s some interesting design space is updating magic items and options from the Pathfinder Roleplaying Game to the Starfinder Roleplaying game. There are lots of ways to do that, and some of them aren’t the right tone for what the official campaign setting is shooting for. As an example of something I’m comfortable publishing myself, let’s look at the thing I call the “Weasel Gun.”
Pistol of Tricks
Name Level Price Range Capacity Usage Bulk Special
Minor Gray 1 300 credits 20 1 L (tiny weasel)
Standard Gray 3 1.5k credits 20 1 L (tiny bat, rat, or weasel)
Major Gray 5 3k credits 20 1 L (tiny bat, rat, squid, or weasel)
Minor Rust 7 7k credits 40 2 L (small wolverine)
Standard Rust 9 14k credits 40 2 L (medium boar, small eagle or wolverine)
Major Rust 11 25k credits 40 2 L (medium boar, small eagle, octopus, or wolverine)
Minor Tan 13 45k credits 100 10 L (medium bear or large rhino)
Standard Tan 15 90k credits 100 10 L (medium bear or vulture, or large rhino)
Major Tan 17 180k credits 100 10 L (medium bear, shark, or vulture, or large orca, rhino, or roc)
Pistol of Tricks Description
Pistols of tricks are magic uncategorized small arms that summon “trick monsters,” magic constructs that are designed to emulate the appearance and actions of animals. When fired, the magic device converts the energy of its battery into a temporary kinetic manifestation. These “trick monsters” attack whatever they are closest to when summoned. If you successfully hit a creature’s EAC when you fire, that creature is the exclusive target of the trick monster (even once the creature is dead or dying), and the trick monster seeks that creature out if it moves or hides. On a miss the trick monster scatters as a thrown weapon, and attacks the creature nearest to it when it arrives (determine randomly if it is equally close to multiple creatures).
Trick monsters remain for 1 round, plus 1 round per 2 levels of the pistol of tricks that summoned them. It attacks at the end of your turn each round, and can flank or move but doesn’t make combat maneuvers or tack actions other than melee attacks and movement. A pistol of tricks can normally only maintain a single trick monster at a time, so firing a second time ends any previously summoned trick monsters. On a critical hit, the pistol of tricks actually summons two trick monsters of the same type, that attack the same target.
Each pistol of tricks lists which trick monsters it can summon and the size of each. Trick monsters can be targeted by anything that can target an animal or magical construct. You select from the available trick monsters with each attack. The trick monster summoned by a pistol of tricks has game stats based on the level of the weapon used to summon it, as follows:
BAB: Level Melee damage: 1d6/2 levels (minimum 1d3)
EAC: 9 + level KAC: 11+ level Saving Throws: ½ Level
Move: 30 feet + level* HP: 5 x level Perception: Level
*Additional movement only counts in +5 ft. increments. So a trick monster goes from 30 to a 35 ft. move when fired from a 5th level weapon, to 40 ft. when fired from a 10th level pistol, and so on. Terrestrial creature have a land speed, flying creatures a fly speed with average movement, and aquatic creatures a swim speed.
Thus the trick weasel of the 1st level Least Gray Pistol of tricks (the iconic “Weasel Gun”) is:
BAB: +1 Melee Damage: 1d3
EAC: 10 KAC: 11 Saving Throws: +0
Move: 30 Feet HP: 5 Perception: +1
There are lots of other magic items that get weird and interesting if you consider updating them to a high-tech science-fantasy campaign world. Is a belt of dwarvenkind now an ancient relic, and is there a belt of veskkind to go with it? Should there be a spacesuit of useful items? Eyes of the star eagle?
I have a patreon, and it supports these posts. And I thought a belt of vesk-kind sounds cool, so i wrote one up and posted it there for my patrons.
Next month, Rogue Genius Games is going to be leaping into the Starfinder-compatible market, with what we hope are the first of a long line of exciting quality products. More details will be available as we get closer to release, but I did want to show off what we are planning, and how they are looking.
The Starfarer’s Companion has tons of material for players and GMs, including computers, starships, feats, races (Aasimar, Catfolk, Deoxyians, Dhampirs, Grippli, Ifrit, Kitsune, Kobolds, Mechanoi, Nagaji, Oreads, Samsarans, Suli, Sylphs, Tengu, Tieflings, Undine, Vanaras, Vishkanya, and Wayangs) and classes (Bard, Cleric, Magus, Paladin, Ranger, and Wizard).
We’re also releasing a 1st-level introductory adventure for 4-6 players, Blood Space & Moon Dust!
And of course it seems likely that once the game is out, some Starfinder material will find it’s way onto this blog, and into my Patreon. 😀
It’s exciting times!