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Archetypical Theme for Starfinder

So far this week, we’ve looked at using archetypes to access theme abilities and playing living fabric as player characters, both for Starfinder.

No shock, we’re sticking with that game system today, as we offer a way to access archetype abilities using a theme. For the reasons why you might want to “cross the memes” this way, check out the justification in Monday’s “InterThemed” article. I’ll also add that this can be a way to pick up some of two archetypes in one class, which otherwise can extremely difficult, despite how obviously things like a vaster priest or cyberborn law officer could easily exist within the game setting. While a theme can’t hand out a LOT of archetype abilities (and remain balanced, and not allow a theme to be better at being the archetype than the actual archetype), it can give enough to make a difference, and possibly act as a more customized variant of the “themeless” theme.

(Art by getmilitary photos)

Archetypical Theme

You have a connection to one archetype so strong it defines you as much as your class or background, and you gain a few of its key features without giving up any class abilities of your own.

Archetypical Knowledge: You gain a class skill of your choice when you create an archetypical character. Also, you gain an ability adjustment of +1 to any ability score you choose. Based on the archetype you wish to access, you may want to pick a related skill and/or ability score to benefit from this ability.

Archetypical Dedication: At 6th level, you select one archetype that you have not taken and which you meet all the prerequisites for, that has an archetype ability at 2nd, 4th, or 6th level. You gain it’s lowest-level ability you do not already have that is granted by the archetype by 6th level or earlier. Once you have selected an archetype with this theme, you cannot change it, and you cannot use the normal rules to take that archetype’s abilities in place of class abilities.

Archetypical Mastery: At 12th level, you gain the lowest-level ability of the archetype you selected at 6th level you do not already have, that is granted by the archetype by 12th level or earlier.

Archetypical Resolve: At 18th level, twice per day you can rest and focus yourself for 10 minutes to regain 1 Resolve Point.

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InterThemed Archetype for Starfinder

One of the customization options available to a Starfinder character is a theme. This can range from being an ace pilot to an athlete, cultist, icon, priest, street rat, and more. While theme benefits are generally modest, and are only granted four times over the course of a character’s career, they can be an important part of what defines a character’s background, goals, and methodology. Even when most other large-scale choices between two characters are the same, themes can help set them apart. There is a big difference between a human soldier priest, and a human soldier bounty hunter.

Sometimes, even though you you have a theme that’s perfect for your character, it turns out there are some abilities from other themes that are also great matches for your character. There’s no way in the core Starfinder rules to pick up abilities from multiple themes. That’s a weird limitation, actually, given that there’s nothing to stop a character from taking multiple character classes, and in some cases it’s easy to take two or even three different archetypes.

But, at the same time, you’d never want to have someone dipping a tow in a second theme to be better at it, at any level, than a character who selects it as a primary theme. Luckily, with the archetype rules available as a way to add new abilities to a character (at the cost of giving up some normal class features, to keep things balanced), and the highly-regimented nature of themes, it’s easy enough to create a balanced option for characters who really want to access some of the things locked behind a second, or perhaps even a third, theme. Unlike ThemeTypes, a set of options I created that combine theme and archetype into a single additional powerful concept you can add to a character, the InterThemed archetype is a way to use the archetype rules to access parts of multiple themes.

(This of course leads to the question: “Could you use themes to access some archetype abilities?” Come back Wednesday to see the answer!)

InterThemed Archetype

The narrative of your life is too complex (or, some might claim, muddled)

Dual Theme: At 2nd level, you select a theme other than your own. You gain the benefits granted by that theme at 1st level, except you do not gain any ability score increase, and if the theme grants you an untyped bonus to a skill you have already received an untyped bonus to, you do not gain the additional bonus from the selected theme. You are considered to have the selected theme for purposes of prerequisites.

Complex Theme: At 4th level, you may select an additional theme and receive benefits from it’s 1st level, as with the dual theme archetype ability. This is an optional ability, and you can choose to receive the normal class feature your class gains at this level, rather than take this archetype benefit.

Deep Theme: At 9th level, you gain the benefit granted at 6th level by the theme you selected with this archetype at 2nd level.

Emergent Theme: At 12th level, if you selected a second theme at 4th level, you can receive the ability granted at 6th level by that theme. If you did not select a second theme at 4th level, you may do so now, as outlined in the complex theme ability. This is an optional ability, and you can choose to receive the normal class feature your class gains at this level, rather than take this archetype benefit.

Developed Theme: At 18th level, you gain the benefit granted at 12th level by the theme you selected with this archetype at 2nd level.

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Revised Icon Theme, for Battles of the Bands in Starfinder

So, yesterday I presented a reskinned version of the starship vehicle chase rules in Starfinder for use in Battle of the Bands contests. It works great. There’s just one issue.

Icons don’t have any real edge winning Battles of the bands with these rules.

Now, sure, the Icon theme might not be for musical/stage performers specifically, And they DO get a +1 bonus to their selected Profession skill, so that’s a small edge.

But if a campaign is REALLY going to use Battles of the Bands as often as, say, starship combat, there really ought to be a theme that makes you better at it.

So, here’s a revised Icon, tied into yesterday’s rules. Or, if you prefer, you can use this as a Jukebox Hero, Rock God, Pop Star, or Stage Diva theme, and leave Icon alone.

(Insert your character here)

Revised Icon

You’re going to be a Superstar, if you aren’t one already.

Theme Knowledge

Choose one of the following Profession skills – dancer, musician, orator, poet, video personality, electrician, vidgamer, or manager. You are hooked deeply into the culture of your iconic profession. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks.

When you are in a Battle of the Bands contest, your band’s Musical Armor Class increases by +1, and you and all other members of the band receive a +2 enhancement bonus to all Perform Phase skill checks.

In addition, you gain an ability adjustment of +1 to Intelligence, Wisdom, or Charisma at character creation (whichever is tied to the Profession skill you selected).

Under Pressure (6th)

Performing is in your blood, and the harder things get, the better you perform. When you are not at full Stamina Points, or are down to 3 or fewer Resolve points, you gain a +2 circumstance bonus to skill checks with skill checks for your Profession associated with this theme. When performing (taking at least a standard action each round to make an appropriate Profession check, or participating in a Battle of the Bands), you gain a +2 circumstance bonus to saving throws against any effect that would prevent you from continuing your performance.

The Show Must Go On (12th)

You can keep on performing even while aiding you allies, keeping the equipment working, or even shooting at music-killing raith phantoms. During a Battle of the Bands, you can take a single action in the Perform Phase or Combat phase as a swift action (as long as it is normally a standard action or less), as long as you take no other action during that phase.

Holding Out for a Hero (18th)

The thrill of a great performance energizes you, whether it’s yours or someone else’s. The first two times each day you are present when someone rolls a natural 20 on a Profession check for some kind of performance check (for a Battle of the bands, or anything else), you recover 1 Resolve Point. If you take 20 on an appropriate Profession check, this counts as a natural 20 that day for purposes of this theme ability.

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This writing is work, and it takes time from my other paying projects. If you got any use out of this article, or have enjoyed any of my content, please consider supporting my Patreon to cover the cost of my doing it. You can join for the cost of a cup of coffee a month.

Starfinder Theme: Heretic

While I don’t think in terms of themes “matching” classes in Starfinder (one of my great joys in the system is that the priest theme makes just as much sense for a soldier who is a military chaplain or who espouses a god of war as it does any mystic), I do confess that sometimes a series of concepts may be linked between the two.

So I’m not saying characters taking the new SF Inquisitor class are likely to want to take the Heretic theme, but I DID think of this as a theme niche while working on the inquisitor. (And, as a reminder, folks who are members of my Patreon for the span over Aug 31st to Spt 1st will receive a slightly revised and expanded Starfinder Inquisitor class pdf!).

Heretic (+1 Cha)

You are prepared to believe something wildly different from the accepted version of reality. You may have a radical opinion about the right way to worship a deity, or espouse largely-debunked fringe science, or have a wild theory about what happened during missing portions of history that no one else accepts. Alternatively, you may just be a skeptic of orthodoxy, not someone who holds any specific heretical belief, but who does not accept anything as a given just because the establishment presents it as so.

Theme Knowledge (1st Level)

You have had to spend extensive time studying not just what conventional wisdom is, but who decided it as conventional. You look behind groups that make statements to see their track record of unbiased opinion, and while you don’t dismiss expertise of others, you do look to see where claims of expertise come from. At the same time, you often have to keep your true opinions to yourself, and have worked on being inscrutable to others The DC of other’s Sense Motive checks directed at you are 5 higher than usual. Sense Motive is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

Seeing How It Is (6th Level)

Though you may be too quick to question things that are true, your inherent suspicion actually helps you when faced with a facade. Whenever you are in the same space as an illusion, or attack an illusion, or are the target of an illusions attacks, you are automatically considered to have interacted with it for purposes of determining if you receive saving throw. Normally, you must focus on an illusion for at least a move actin to gain a save.

To Mock the Gods (12th Level)

Your willingness to oppose orthodoxy doesn’t always sit well with mystic and divine agents and forces, but you are growing used to bearing up under their wrath. Once per day, you can reroll a saving throw to resist the effects of a curse. You must decide to use this ability after rolling but before learning the outcome of your first roll.

Considered Opinion (18th Level)

You realize that denying reality because you don’t like it is just as dangerous and wrongheaded as accepting a comforting lie. You constantly turn your skeptical nature inward, and challenge your own assumptions, and become stronger for it. Up to twice per day, you can spend 10 minutes in deep contemplation of your own core assumptions and recover 1 Resolve Point.

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Magus Multiclass ThemeType (For Starfinder)

We’re wrapping up this week of Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We were focusing on the classes from the COM — we did the biohacker Monday, the vanguard on Tuesday, and the witchwarper on Wednesday. You can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG.

That covers all the official Starfinder classes for now… but goodness knows there are some great Starfinder-compatible classes products by other companies, including my own Rogue Genius Games. We got a request to do the magus legacy class found in the Starfarer’s Companion. So, let’s apply the themetype treatment to that, shall we?

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.

SF Magus
(art by Sonsogyeka)

Magus ThemeType
The idea of blending magic and combat has always appealed to you, and while you ultimately followed a different path, you learned enough of the arts of the magi to impact your tactics and options

Key Ability Boost (Theme, 1st level): At 1st level you gain a +1 to Intelligence. This acts as the normal +1 to ability score gained from a theme.

Theme Knowledge (Ex, Theme, 1st Level) You gain Mysticism as a class skill. If it is already a class skill, you instead gain a +1 bonus to all Mysgicism checks. You reduce the DC of Mysticism checks to identify magic weapons, fusions, and fusion seals by 5.

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

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

Basic Spell Combat (Theme, 6th Level) You gain the spell combat class ability for spells from any class, but once you use it you cannot use it again until you expend a Resolve Point to regain Stamina Points following a 10-minute rest.

Minor Magus Arcana (Ex, Archetype, 6th Level) You gain one magus arcana. You treat your magus level as being 2/3 your character level for all arcana gained from this Multiclass ThemeType.

Improved Basic Spell Combat (Theme, 9th Level) When you use spell combat, your spell now does not provoke an attack of opportunity if it’s spell level is no greater than (1/3 your character level) -2.

Basic Arcane Weapon (Theme, 12th Level) You gain the arcane weapons class feature of the magus. You treat your magus level as half your character level.

Advanced Magus Magic (Sp, Archetype, 12th Level): Select one 2nd level magus spells. You can cast this spell once per day.

Full Spell Combat (Theme, 18th Level) There is no no limit to how often you can use spell combat.

Greater Magus Magic (Ex, Archetype, 18th Level) Select one 3rd level magus spell. You may cast this spell once per day.

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Ranger Multiclass ThemeType (For Starfinder)

We’re continuing this week with Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We’re focusing on the classes from the COM. We did the biohacker Monday, the vanguard on Tuesday, and the witchwarper on Wednesday. You can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG.

That covers all the official Starfinder classes for now… but goodness knows there are some great Starfinder-compatible classes products by other companies, including my own Rogue Genius Games. Among the most popular of these is the legacy ranger class, which can be found in the Starfarer’s Companion. So, let’s apply the themetype treatment to that, shall we?

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.

Ranger ThemeType
You have always been at home in the wilderness. Your work or calling may have prevented you from focusing on your love of nature, but you remain comfortable and competent when you find yourself in the wild.

SF Ranger
(Art by Digital Storm)

Key Ability Boost (Theme, 1st level): Pick a ranger style. At 1st level you gain a +1 to the ability score linked to that style. This acts as the normal +1 to ability score gained from a theme.

Theme Knowledge (Ex, Theme, 1st Level) You gain Survival as a class skill. If it is already a class skill, you instead gain a +1 bonus to all Survival checks. You reduce the DC of Survival checks to endure severe weather and orienteering by 5.

Minor Ranger Ways (Ex, Archetype, 2nd Level) Select one ranger class skill. You gain 1 bonus rank in this skill, which cannot exceed your normal maximum skill ranks. You gain an additional bonus skill rank at 4th level, and ever even class level thereafter.

Minor Ranger Ways (Ex, Archetype, 4th Level) Select one ranger class skill you did not select with ranger ways. You gain 1 bonus rank in this skill, which cannot exceed your normal maximum skill ranks. You gain an additional bonus skill rank at 6th level, and ever even class level thereafter.

Basic Study Target (Theme, 6th Level) You gain the ranger study target class ability. Your bonus never increases beyond the base +1.

Minor Ranger Methodology (Ex, Archetype, 6th Level) You gain one ranger methodology, selected from the 2nd level ranger methodologies.

Minor Ranger Style (Theme, 9th Level) You gain the first ability of your ranger theme, treating your ranger level as half your character level.

Improved Ranger Style (Theme, 12th Level) You gain the second ability of your ranger theme.

Improved Ranger Methodology (Ex, Archetype, 12th Level) You gain one ranger methodology, selected from the 2nd or 8th level ranger methodologies.

Greater Ranger Style (Theme, 18th Level) You gain the third ability of your ranger theme, and now treat your ranger level as 2/3 your character level.

Greater Ranger Methodology (Ex, Archetype, 18th Level) You gain one ranger methodology, selected from the 2nd, 8th, or 14th  level ranger methodologies.

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Witchwarper Multiclass ThemeType (For Starfinder)

We’re continuing this week with Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We’re focusing on the classes from the COM. We did the biohacker Monday, the vanguard on Tuesday, and you can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG. So today, we continue the trend and cover the witchwarper.

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.

SF Witchwarper
(art by sogsonyeka)

Witchwarper ThemeType
You have always seen flickers of other realities out of the corner of your eye, felt the breeze from parallel worlds, found yourself thinking about pasts that never happened. Unlike a true witchwarper you have never been able to devout yourself to the study and expansion of these powers, but they grow in small ways within you regardless.

Key Ability Boost (Theme, 1st level): At 1st level you gain a +1 to your Charisma score. This acts as the normal +1 to ability score gained from a theme.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Bluff, Diplomacy, 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 Witchwarping (Sp, Archetype, 2nd Level): Select one 1st level witchwarper spell. You can cast this spell once per day. Select two 0-level witchwarper spells. You can cast these spells at will. Your caster level for all witchwarper 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 witchwarper’s key ability score.

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

Minor Infinite Worlds (Theme, 6th Level): You gain access to the 1st-level infinite worlds power. If you attach this themetype to a spellcasting class, you can create those effects with your own spells. If you attack this is a themetype without spells, you can create the infinite worlds once per day as if using a spell with a spell level equal to 1/3 your class level.

Minor Paradigm Shift (Sp, Archetype, 6th Level): Select one paradigm shift from the list of 2nd level paradigm shifts.

Intermediate Witchwarping (Sp, Archetype, 9th Level): Select one 2nd level witchwarper spell. You may cast this spell once per day.

Improved Infinite Worlds (Theme, 12th Level): If you have attached this themetype to a spellcasting class, you gain access to the 2nd and 3rd level infinite worlds effects. If you have attached this to a nonspellcasting class, you gain access to 2nd level infinite worlds effect, and can now use the ability twice per day.

Advanced Witchwarping (Sp, Archetype, 12th Level): Select two 2nd level witchwarper spells. You have two 2nd-level witchwarper spell slots per day you can use for any combination of the 2nd-level witchwarper spells gained from this Multiclass ThemeType. This replaces the 2nd level spell you gained from intermediate witchwarping.

Greater Infinite Worlds (Theme, 18th Level): If you have attached this themetype to a spellcasting class, you gain access to the 4th level infinite worlds effects. If you have attached this to a nonspellcasting class, you gain access to 3rd level infinite worlds effect.

Greater Witchwarping (Sp, Archetype 18th): Select one 3rd level witchwarper spell. You can cast this spell once per day.

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Mutations as Alternate Class Features (for Starfinder)

One of the interesting things about designing things in blog-sized pieces is seeing how gamers respond to various concepts as they are being developed. In the case of GammaFinder (and it’s conceptually but not-yet-existent cousin, FreedomFinder) there has been a huge surge of interest in mutant abilities and tiered mutations, and ways characters can get them.

PA Distant Ruins

(art by David Edwards)

I had developed options for gaining mutations with alternate racial traits, a theme, an archetype, a feat, and as alternate class features for a single class (soldier). Given how well all of that has been received, I’m adding rules for alternate class features to gain mutations for all the official Starfinder classes, and compiling all the other options to-date in one post (and adding one new archetype), to make it easy for folks to look at these rules all in one place.

(My Patreon backers also got a post today compiling all the mutant abilities and tiered mutations I have released to-date. There’s no new rules in that post, just all the info in one place, but it that appeals to you, go become a Patron!)

MUTIE THEME (+1 to any)
Yup, you’re a mutie.
Theme Knowledge (1st)
Your brain focuses on something a little differently than other people. Select one skill to gain as a class skill or (if you already have it as a class skill at 1st level) gain a +1 racial bonus to.
In addition, you gain an ability adjustment of +1 to one ability score of your choice at character creation.
Mutation (6th, 12th)
Your mutant abilities grow and evolve. Select a mutation from the Mutant Abilities list, below.
Mutant Heartiness (18th)
Your mutant physiology allows you to recover more easily than those with standard genomes. Twice per day you can recover Stamina Points after a 10-minute rest without expending a Resolve Point to do so. This does reset any abilities that normally reset after you expend a Resolve Point to recover Stamina Points after a rest.

PA Six Arms

(art by warmtail)

ALTERNATE RACIAL TRAITS: MUTANTS
You are a mutated version of your base species. You gain one 
Mutant Ability for which you meet the prerequisites. Your mutation replaces the following racial feature, based on your species, as noted below:
Core Species – Android (upgrade slot), Human (bonus feat), Kasatha (natural grace), Lashunta (lashunta magic), Shirren (communalism), Vesk (armor savant), Ysoki (moxie)
Legacy Species – Dwarf (traditional enemy), Elf (elven magic), Gnome (gnome magic), Half-Elf (adaptability), Half-Orc (orc ferocity), Halfling (sure-footed)
Other Species– Astrazoan (rapid revival), Bantrid (balanced), Borai (resist energy drain), Ghoran (past-life knowledge), Haan (slow fall), Hobgoblin (battle hardened), Kalo (cold resistance), Maraquoi (blindsense), Nuar (maze mind), Orc (fierce survivalist), Pahtra (wary), Skittermander (grappler), Strix (nightborn), Uplfted Bear (limited telepathy).

ALTERNATE CLASS FEATURES

BIOHACKER ALTERNATE CLASS FEATURE: Evolution
Evolution: Whether in an effort to evolve yourself intentionally, or in reaction to exposure to the materials you use to biohack, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your biohacker level.
You may select this alternate class feature in place of a theorem. You make this decisions each time you gain the theorem class feature.

ENVOY ALTERNATE CLASS FEATURE: Genetic Progress
Genetic Progress: You discover a latent tendency within yourself that can be brought to full expression, allowing you to gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your envoy level.
You may select this alternate class feature in place of an envoy improvisation or expertise talent. You make this decision each time you gain one of those class features.

MECHANIC ALTERNATE CLASS FEATURE: Genetic Engineering
Genetic Engineering: You engineer your own gene sequence, perhaps intentionally, perhaps in a bid to prevent some ailment from striking you down, and gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your mechanic level.
You may select this alternate class feature in place of a mechanic’s trick. You make this decisions each time you gain the mechanic’s trick class feature.

MYSTIC ALTERNATE CLASS FEATURE: Altered State
Altered State: Your connection to the universe allows you to become something more, and you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your mystic level.
You may select this alternate class feature in place of a connection power gained from your connection. You make this decisions each time you gain a new connection power.

OPERATIVE ALTERNATE CLASS FEATURE: Genetic Quirk
Genetic Quirk: You have always been a little different, so it is no shock to you when you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your operative level.
You may select this alternate class feature in place of an operative exploit. You make this decisions each time you gain the operative exploit class feature.

SOLARIAN ALTERNATE CLASS FEATURE: Cosmic Mutation
Cosmic Mutation: Channeling the power of cosmic radiation, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your solarian level.
You may select this alternate class feature in place of a theorem. You make this decision each time you gain the theorem class feature.

SOLDIER: Mutant Power, Combat Mutation

New Gear Boost
Mutant Power: You gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your soldier level. You cannot select this gear boost more than once.

Alternate Class Feature; Combat Mutation
Combat Mutation: Maybe you have been exposed to one to many leaky plasma cannons power cores, maybe you have spent too much time in radiation-blasted battlefields, but you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your soldier level.
You may select this alternate class feature in place of combat feat. You make this decision each time you gain the combat feat class feature.

PA Electroflies

(art by grandfailure)

TECHNOMANCER ALTERNATE CLASS FEATURE: Gene-Hack
Gene-Hack: Perhaps you meant to warp your genetic code by turning your eldritch powers inward, perhaps it was an accident, but you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your technomancer level.
You may select this alternate class feature in place of a magic hack. You make this decision each time you gain the magic hack class feature.

VANGUARD ALTERNATE CLASS FEATURE: Genetic Discipline
Genetic Discipline: Entropy controls all things, including the errors in DNA that lead to mutation. Using this knowledge, you gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your vanguard level.
You may select this alternate class feature in place of a vanguard discipline. You make this decision each time you gain the vanguard discipline class feature.

WITCHWARPER ALTERNATE CLASS FEATURE: Alternate DNA
Alternate DNA: IN the infinite number of alternate realities, there are infinite variations of you, each with different combinations of DNA. You duplicate one of the variations in an alternate version of yourself, and gain a mutant ability. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your witchwarper level.
You may select this alternate class feature in place of a paradigm shift. You make this decision each time you gain the paradigm shift class feature.

PA Powered Woman

(art by warmtail)

MUTAMORPH (Archetype)
Your body, exposed to the strange energies of the GammaFinder World, has morphed.
Mutation (2nd, 4th, 6th, 9th, 12)
At these levels you may choose a mutant ability (see below) as an archetype ability, or take your class’s normal class feature instead. Each time you take a mutant ability, you may also replace one mutant ability gained at an earlier level from the archetype or the mutie theme with a new mutation (losing the old mutant ability).

POWERED MUTATION (Archetype)
You have a single, growing, focused mutant power.
Mutation (2nd, 4th, 6th, 9th, 12th)
Select on tiered mutation. You gain one tier of this mutation at every even class level. This replaces your normal class features at the levels listed above. You cannot gain tiers in this tiered mutation from any other source.

NEW FEAT: MUTANT
MUTANT
You do not fall within the most common genetic baseline for your species.
Benefit: Select one Mutant Ability for which you meet the prerequisites. You gain this mutant ability.
Special: You can gain this feat multiple times, but not more than once per 3 levels. If you use this to increase a tiered mutant ability, it cannot grant a tier higher than half your character level.

GammaFinder Mutations (for Starfinder)

So there are quick and easy rules for mutations in the GammaFinder base rules (a campaign hack for Starfinder), but a weird post-apocalyptic game just isn’t the same if you can’t be even more mutated than that.

So, here are some more ways to gain even more mutations, and lots of mutations you can get.

PA Mutie

MUTIE THEME (+1 to any)
Yup, you’re a mutie.

Theme Knowledge (1st)
Your brain focuses on something a little differently than other people. Select one skill to gain as a class skill or (if you already have it as a class skill at 1st level) gain a +1 racial bonus to.
In addition, you gain an ability adjustment of +1 to one ability score of your choice at character creation.

Mutation (6th, 12th)
Your mutant abilities grow and evolve. Select a mutation from the Mutant Abilities list, below.

Mutant Heartiness (18th)
Your mutant physiology allows you to recover more easily than those with standard genomes. Twice per day you can recover Stamina Points after a 10-minute rest without expending a Resolve Point to do so. This does reset any abilities that normally reset after you expend a Resolve Point to recover Stamina Points after a rest.

PA Shive

MUTAMORPH (Archetype)
Your body, exposed tot the strange energies of the GammaFinder World, has morphed.

Mutation (2nd, 4th, 6th, 9th, 12)
At these levels you may choose a mutant ability (see below) as an archetype ability, or take your class’s normal class feature instead. Each time you take a mutant ability, you may also replace one mutant ability gained at an earlier level from the archetype or the mutie theme with a new mutation (losing the old mutant ability).

Mutant Abilities
The following mutant abilities can be gained from mutie theme or mutamorph archetype.
Additional Arms
Blindsense
Change Form
Climber
Compression
Creaturelike
Digger
Exceptional Vision
Expanded Lung Capacity
Fortified
Frenzy
Limited Telepathy
Mutable
Natural Weapons
Psionic, minor
Psionic, moderate
Psionic, major
Rapid Revival
Steady Stride
Swimmer
Telekinetic Flight
Toughened
Venomous
Wings

Additional Arms
You grow two additional arms (or a long prehensile tail, or other manipulative limb), which allows you to wield and hold up to two more hands’ worth of weapons and equipment. While your multiple arms increase the number of items you can have at the ready, it doesn’t increase the number of attacks you can make during combat.

PA Add Arms

Blindsense
You grow sensitive antennae that grants your blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. You ignore the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against you, and you still have the normal miss chance when attacking foes that have concealment. You are still flatfooted against attacks from creatures you can’t see.

Change Form
As a standard action, you can physically alter your form to look like any Medium creature, as long as you have seen a similar creature before. You can attempt to either mimic a specific creature or look like a general creature of the chosen type. You gain a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of your Disguise check is not modified as a result of altering major features. You can remain in an alternate form indefinitely.
If you take this mutation a second time, you do not take a penalty to Disguise when you mimic a creature of a different species or type.

Climber
You gain a climb speed of 40 feet.

Creaturelike
You have mutated to be very similar to another creature. You might look like an anthropomorphic animal, have the strange anatomy of an aberration, seem to be a plant, or have some other strange mix of features. Your features are a blend between your true type and substype, and another type (and possibly subtype).
You gain the creaturelike trait. Select one type and, if desired, an appropriate subtype. You gain these in addition to your normal type and potential subtype. You gain no special abilities of the type or subtype except as noted here. When you are targeted by an effect, if it effects just one of your types or subtypes, it affects you. If it affects your types or subtypes differently, you take the effect that is worse for you.
Skill checks to identify your type or subtype take a -5 penalty.
You gain a +2 racial bonus to one saving throw category of your choice, or +1 racial bonus to two saving throw categories.
You gain one of the following senses or movement types of your choice: blindsense (scent) 30 feet, climb 20 feet, darkvision 60 feet, fly 20 feet (poor)(ex), low-light vision, swim 20 feet.
You can change your unarmed attacks to do piercing or slashing damage, if you wish, or gain do +1 damage with unarmed attacks.

PA Hippolike

Compression
You can move through an area as small as one-quarter your space without squeezing or one-eighth their space when squeezing.

Digger
You gain a burrow speed of 30 feet.

Exceptional Vision
You gain low-light vision and darkvision. As a result, you can see in dim light as if it were normal light, and you can see with no light source at all to a range of 60 feet in black and white only. If you already had low-light, your darkvision now grants you color vision with no light. If you already had darkvision, its range increases by 60 feet.

Expanded Lung Capacity
You have extraordinary lung capacity. You can hold your breath for 10 times the normal duration, and you can begin to hold their breath as a purely defensive reaction whenever you are submerged underwater, enter a vacuum, enter a gas or smoke field, or would otherwise begin suffocating or inhaling a substance you suspect to be harmful.

Fortified
You gain a +2 racial bonus to Fortitude saves against environmental hazards and radiation effects. In addition, you reduce the duration of the sickened and nauseated conditions by 1 round.

Frenzy
When badly enough damaged, you enter a fighting frenzy. When you are at 0 Stamina Points, you gain a +1 bonus to melee attacks and AC.

Limited Telepathy
You can communicate telepathically with any creatures within 30 feet with whom you share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

PA Telepathy

Mutable
Your body is mutable and can adapt to many different situations. Once every 1d4 rounds as part of any other action, you can reshape your body and adjust your chemistry to gain one of the following qualities. The adaptation lasts until you dismiss it, use this ability again, fail a saving throw, or are dazed, confused, staggered, stunned, or unconscious.
*Upper limb refinements enable you to add an additional amount of damage to melee attacks equal to half your Strength modifier.
*A toughened dermal layer grants you a +1 racial bonus to KAC.
*Developed lower limbs grant you a +10 bonus to one speed you already possess.
*Molecular-level modifications grant you resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic).
*Elongated limbs extend your to 10 feet.

Natural Weapons
You are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. You choose if the attack does bludgening, piercing, or slashing damage when it is gained, and what kind of attack it is (bite, claws, tail slap, and so on). You gain a unique weapon specialization with your natural weapons at 3rd level, allowing you to add 1–1/2 × your character level to your damage rolls for your natural weapons (instead of just adding your character level, as usual).

Psionic, minor
You gain the following spell-like abilities: At will: (select any two of the following) daze, detect magic, fatigue, ghost sound, psychokinetic hand, telepathic projectile, telepathic message, token spell; 1/day (select one): akashic download, battlemind link (lesser), confusion (lesser), detect thoughts, mind link, share language, share memory.

Psionic, moderate
Select two more at-will spells and one more 1/day spell from the minor psionic list. You must already have two of the at-will spells and one of the 1/day spells as spell-like abilities to select moderate psionic.

PA Psionic Cyborg

Psionic, major
Select two more at-will spells and one more 1/day spell from the minor psionic list. Additiinally, select one of the following spells as a 1/day spell-like ability: augury, perfect recall, predict foe, status. You must already have four of the at-will spells and two of the 1/day spells as spell-like abilities to select moderate psionic.

Rapid Revival
Once per day, when you take a 10-minute rest to regain Stamina Points, you can additionally recover Hit Points as though you had taken a full night’s rest.

Steady Stride
You can move through nonmagical difficult terrain at your normal speed.

Swimmer
You gain a swim speed of 40 feet.

Telekinetic Flight
You gaining a supernatural fly speed of 10 with perfect maneuverability and the ability to hover without taking an action.

Toughened
Your sturdy physiology backs up armor’s defensive properties particularly well. When wearing armor, you gain a +1 racial bonus to AC. If you already have a +1 racial bonus to AC, you instead gain a +1 racial bonus to Fortitude and Reflex saves.

PA Turtle

Venomous
You can deal piercing or bludgeoning damage with your unarmed strikes. When you make a successful unarmed strike (or innate melee attack, such as might be gained from another mutation) that deals piercing damage, and the target takes damage from the attack, as a reaction you can expose the target to venom. Once you have used your venom, you can do so again only after taking a 10-minute rest to regain Stamina Points. You are immune to the effects of your own venom.
Mutant Venom
Type poison (injury); Save Fortitude (DC = 10 + half your level + your key ability modifier)
Track Dexterity (special); Onset 1 round; Frequency 1/round for 6 rounds
Effect Progression track is Healthy—Sluggish—Stiffened—Staggered; staggered is the end state.
Cure 1 save. All effects end 1 hour after cure.

Wings
You grow wings, gaining an extraordinary fly speed of 30 with average maneuverability.

WANT MORE GAMMAFINDER?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

 

Themes for GammaFinder, Part 2 (Brain in a Jar, Murderous Toy)

So we introduced some quick and easy rules for GammaFinder, a post-apocalypse campaign hack for Starfinder, introduced the concept of the Unburned World and its relics (Halidom), and then gave some Halidom game rules.

PA Mist Below

Since these have proven very popular so far, I thought I’d try some more GammaFinder stuff, and see how it goes over. Since my simple rules cover things like mutation, and ancient weird tech and magic is covered by Halidoms, it seemed to me the main thing we still needed were some GammaFinder-specific themes.

So I did the Alphite theme. I really like it. It’s a classic vault dweller/domed citizen/erudite lost-lore kind of theme. It’s important to have some useful, interesting options that are easy to pick and create typical characters. Lots of players want that.

But… it’s not weird. Some of the fun of GammaFinder-style settings is that it lets you play WEIRD characters and they don’t stick out like a sore thumb. If the world has cyberdinosaurs, cryptowizards, and psychic evil plants as part of the standard setting, you can do something a bit weirder than a human alphite and just be part of the quilt of crazy.

So, let’s do some crazy themes.

Brain in a Jar (+1 Wis)
You had one really, really bad day. You suffered a serious injury. Kind of the ultimate injury. You lost your body. Everything but your brain, which is now kept alive by a life support system using tech from the Unburned World, which no one really understands or can replicate. Maybe you remember that really bad day, and are driven to seek revenge on those who did this to you. Maybe your yearning to feel the wind on your face again defines your every choice. Or  maybe you just came to, a brain in a jar, and this seems entirely normal to you.
You are unlikely to appreciate “jarhead” jokes.
In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

PA Brain in a Jar

Theme Knowledge (1st)
Although you are a living thing, determining your species is tricky. Because you are just a brain in a jar. Recall knowledge checks to determine anything about your biology other than “you are a brain in a jar” take a -10 penalty.
Note that your jay has mechanical limbs, sensory inputs, mobilizers, speakers, and so on. With the exception of a sense of touch or the ability to determine the ambient temperature, you can do all the things a person with a body can do. Since these systems all interact with your brain and need the basic of biology to keep your brain alive, you are also still subject to things like starvation, suffocation, injected poisons and so on. These systems may extend out from your brain, or even form telescoping armor around you as you move, but when you are stationary or asleep, it all folds back to reveal your brain. In a jar.
Medicine checks made regarding you also take a -10 penalty. However, anything that can normally be done with Medicine can also be done for you using Engineering (at no penalty), and you can benefit from any spell or effect (including healing) that can benefit a construct.

Upgrade (6th, 12th)
Your jar develops an upgrade. You gain one of the following feats as a bonus feat: Accelerated Recovery, Ambush Awareness, Arm Extensions, Blind-Fight, Climbing Master, Diehard, Dire Straights, Disease Rejection, Echolocation Attack, Environmental Adaptation, Fleet, Ground Fighting, Hauler, Improved Initiative, Improved Unarmed Strike, Jet dash, Kip Up, Living Ladder, Lunge, Masked Visage, Memory Access, Nanite Integration, Poison Rejection, Positive Conduit, Protective Fur, Solid Stance, Startled Scream, an Swimming Master.
You do not need to meet this feat’s prerequisites. You gain an additional upgrade at 12th level.

PA Brain in a Can

System Check (18th)
You can run an internal diagnostic of your jar, and it’s various functions, to ready yourself for more problems. Up to twice a day you can take one minutes to have anyone (even yourself) make a DC 32 Engineering check to fine-tune your mechanical body extensions. On a successful check, you regain 1 Resolve Point.

Murderous Toy (+1 Dex)
You are a relic of the Unburned World, or at least of a process lost after the Charm of History, You are a heavily modified entity that was turned into a living toy, a literal plaything for the rich and immoral of the world that existed in ancient times. Your species is not changed–if human you are as human as anyone else–but every aspect of your body and appearance was modified, seamlessly, to make you appear to be something fun and innocent. But your mind? Your mind is your own.
You might have been found in your original mint packaging, and only activated once the vault of collectibles you were in was raided. Or you might have had a normal life once, or as normal as life gets in the GammaFinder World, and been transformed by a mad cybersorcerer, DigiDaemons of the Omega Invasion, or a Living Factory-God.

PA Muder Bear

Theme Knowledge (1st)
You are a small, doll-like creature.
You may look like a brand-new Theddi Ruffspin babysit bear (TM), or a worn, barely-together Bharbe Dholl (c), but you are definitely a toy at first glance. Recall knowledge checks to identify anything about you are at a -10 penalty.
The DC of Culture checks regarding toys and toy brands from the Unburnd World are reduced by 5.
You are literally Small. Nothing else about your race changes. If you are a kasatha, you are still a kasatha… but maybe with big bear ears and fuzzy hide and a cute button nose. You also gain the constructed trait, as and android. If you already have it, you instead gain one of the following alternate android traits of your choice you do not already have (without losing a trait): easily augmented, infosphere integration, multilingual, or nanite upgrade.
In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

PA Creepy Doll

Accessories (6th, 12th)
You gain additional android traits you do not already have, without losing any you do. You can select from those listed with theme knowledge, or gain  exceptional vision, flat affect, or upgrade slot.

Playtime (18th)
You may not like children… but you get a great deal out of playing with them. Up to twice a day you can take 1 minute to play with (innocently and safely) a child, or 10 minutes to meditate on a time when you did so. This cannot overlap with time spent regaining Stamina Points. You regain 1 Resolve Point.

Want More GammaFinder?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.