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Awesome 80s: MechaServe Pilot ThemeType (Transforming Robot/Vehicle/ Armor Augmentation for Starfinder)
Posted by Owen K.C. Stephens
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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Posted in Game Design, Starfinder Development
Tags: Awesome 80s, Class Options, Game Design, gaming, Geekery, PC Options, Starfinder, ThemeTypes, Transformers
Nanocyte ThemeType For Starfinder
Posted by Owen K.C. Stephens
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.

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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Tags: gaming, Geekery, Nanocyte, PC Options, ThemeTypes
Precog Multiclass ThemeType (for Starfinder)
Posted by Owen K.C. Stephens
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.

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.
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Posted in Starfinder Development
Tags: gaming, Geekery, PC Options, Precog, Starfinder, ThemeTypes
Psionic ThemeType for Starfinder
Posted by Owen K.C. Stephens
I originally created the ThemeType rules as an alternate form of multiclassing, allowing a character to trade in their theme and swap out abilities using the archetype rules to gain some abilities from a second character class without interrupting their normal character class progression. However, you can also use ThemeTypes to represent a major additional source of power or training that doesn’t qualify to be its own class, but it more than a mere archetype.
For example, here is the psionic ThemeType, to allow a character of any class to gain significant mental powers.
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).
Psionic ThemeType
You have significant, and growing, mental powers. These might be an expansion of natural mental abilities, the result of some x-factor within your DNA (or equivalent core make-up), the result of mystic or super-science augmentation, or a side effect of being exposed to strange energies even you do not understand. Your psionic powers begin as little more than hunches and slightly improved ability to interact with others, and turns into the power to direct blasts of pure psionic power and move objects with your mind.
Theme Knowledge (Ex, Theme, 1st Level): At first level, you select two of the following skills of your choice: Bluff, Diplomacy, Mysticism, or Sense Motive. For each selected skill, if it is not already a class skill, it becomes a class skill. It you do have the skill as a class skill from other source, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.
Telepathy (Su, Archetype, 2nd Level): You gain limited telepathy with a range of 30 feet. If you already have limited telepathy, its range increases to 120 feet, and whenever you encounter a creature that has a language but does not have a common language with you, you may make a Will save as a reaction (DC 15 + 1.5x creature’s level or CR), and on a successful save for 24 hours you may communicate with the creature with telepathy as if you had a common language. You may only make one such save for a specific creature each 24 hours.
Psionic Bolt (Sp, Archetype, 4th Level): You can cast mind thrust at will. This functions as the 1st level version of the spell, but deals only 1d10 damage on a failed save. Your caster level is equal to your character level, and the spell’s save DC is equal to 11 + your key ability modifier. This increases to 2d10 and a save DC of 12 + your key ability modifier at level 7, 3d10 and a save DC of 13 + your key ability modifier at level 10, 5d10 and a save DC of 14 + your key ability modifier at level 13, and 7d10 and a save DC of 15 + your key ability modifier at level 16.
Minor Telekinesis (Theme, 6th Level): You can cast psychokinetic hand and telekinetic projectile at will. If you can already cast psychokinetic hand at will from another source, instead the range of the spell increases to 60 feet, the max weight increases to 20 lbs or 2 bulk, and the speed you can move an object increases to 30 feet per round. If you can already cast telekinetic projectile at will from another source, instead you add x1.5 your character level to damage done with the spell.
Detect Thoughts (Sp, Archetype, 6th Level): You can cast detect thoughts. Once you have used this ability, you cannot use it again until after you recuperate*.
Calm Mind (Sp, Archetype, 9th Level): You can cast lesser remove condition, but only to remove the shaken condition. Once you have used this ability, you cannot use it again until after you recuperate*. At 12th level, you can instead use this ability to cast remove condition, but only to remove the frightened condition. At 15th level, you can instead use this ability to cast greater remove condition, but only to remove the cowering or dazed condition.
Precognition (Sp, Theme, 12th Level): As a move action, you can cast augury. Once you have used this ability, you cannot use it again until after you recuperate*.
Mental Defense (Su, Archetype, 12th Level): If you succeed at a Will save against an effect that normally has a partial effect on a successful save, you instead take no effect. If you take damage from something that allows a Will save, you reduce the damage you take by 20.
Psionic Power (Theme, 18th Level): If you normally could not use an ability gained from this ThemeType until after you next recuperate*, you can instead expend a Resolve Point to use it immediately..
Greater Psionics (Sp, Archetype 18th): Once per day, you can cast telekinesis, telepathy, or teleportation.

*Recuperate is my proposed term for when a character takes a 10-minute rest and expends a Resolve point to regain Stamina points.
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Posted in Game Design, Starfinder Development
Tags: gaming, Geekery, PC Options, Starfinder, ThemeTypes
Ranger Multiclass ThemeType (For Starfinder)
Posted by Owen K.C. Stephens
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.
(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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Posted in Starfinder Development
Tags: Archetypes, Game Design, gaming, Geekery, PC Options, Starfinder, Themes, ThemeTypes
Witchwarper Multiclass ThemeType (For Starfinder)
Posted by Owen K.C. Stephens
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.
(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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Posted in Game Design, Starfinder Development
Tags: Archetypes, Game Design, gaming, Geekery, PC Options, Starfinder, Themes, ThemeTypes
Vanguard Multiclass ThemeType (For Starfinder)
Posted by Owen K.C. Stephens
We’re starting 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 yesterday, and you can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG.
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 sogsonyeka)
Vanguard ThemeType
While you lack the in-depth level of training and devotion of a full vanguard, you have studied the supernatural arts of manipulating entropy, and apply it to your pursuits. This does not give you the mighty entropic strike vanguards possess, or their extreme level of durability, but it can swing situations in your favor in ways your foes do not expect.
Key Ability Boost (Theme, 1st level): At 1st level you gain a +1 to your Constitution 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 either Acrobatics or Athletics as a class skill. If you have both of these as class skills from other sources at 1st level, you instead gain a +1 bonus to one of the two skills. Once these choices are made, they cannot be changed.
If you select Acrobatics, you may use your Acrobatics skill bonus as your Athletics skill bonus, and are considered trained in Athletics. If you select Athletics, you may use your Athletics skill bonus as your Acrobatics skill bonus, and are considered trained in Acrobatics.
Minor Entropic Pool (Su, Archetype, 2nd Level): You gain a limited form of the vangaurd’s Entropic Pool ability. This acts as the entropic pool, but with the following modifications.
*When combat begins, you do not gain an Entropy Point (EP)at the beg8nning of your first action. Your maximum entropy pool is 2 EP.
*You only gain entropy points by taking or receiving a critical hit in combat, or taking a full action to charge.
*You do not gain a bonus to AC for having an EP in your entropic pool.
*You can expend your EP to increase your speed, as outlined in the entropic pool class feature, or to add +1d4 damage to an unarmed attack.
Minor Mitigate (Ex, Archetype, 4th Level): You can now use EP for a weakened version of the vanguard mitigate ability. You only reduce damage by an amount equal to half your class level.
Basic Aspect (Ex, Archetype, 6th Level): Select one vanguard aspect. You gain the aspect insight of that aspect.
Basic Discipline (Ex, Theme, 6th Level): You gain one vanguard discipline, selected from the list of 2nd level vanguard disciplines. You treat your character level as your vanguard level for all vanguard disciplines gained from this themetype.
Improved Aspect (Ex, Archetype, 9th Level): You gain aspect embodiment of your aspect.
Improved Discipline (Ex, Theme, 12th Level): You gain one vanguard discipline, selected from the list of 2nd or 6th level vanguard disciplines.
Improved Entropic Pool (Ex, Archetype, 12th Level): Your entropic pool now gains EP in all the normal ways, and has a maxmum of 4 EP.
Greater Discipline (Ex, Theme, 18th Level): You gain one vanguard discipline, selected from the list of 2nd, 6th, or 10th level vanguard disciplines.
Greater Aspect (Ex, Archetype 18th): You now gain the aspect catalyst of your aspect, but not the improved aspect catalyst.
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Biohacker Multiclass ThemeType (for Starfinder)
Posted by Owen K.C. Stephens
Character concepts don’t always fit neatly into just one character class. Sometimes you want to play a a reality-warper who has also studied diplomacy, a spy who has studied just enough biological engineering to consider it one more tool in her toolbox, or a soldier with mystic martial powers. 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. But, the concept has not yet been used for the new classes from COM — biohacker, vanguard, and witchwarper. So, this week we’ll look at those.
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.
While ThemeTypes can be used in any Starfinder campaign, they are particularly appropriate for the mash-up world of the Really Wild West setting hack.
(art by David Edwards)
Biohacker ThemeType
You have studied the arts of biohacking enough to be able to apply some of their techniques and secrets in your day-to-day life. You’re not a master of biohacking, but you know enough to have a few surprises up your sleeve.
Key Ability Boost (Theme, 1st level): At 1st level you decide if your biohacking was more instinctive, or more studious. If instinctive, you gain a +1 to your Wisdom score. If studious, you gain a +1 to your Intelligence 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 either Medicine or Life Science as a class skill. If you have both of these as class skills from other sources at 1st level, you instead gain a +1 bonus to one of the two skills. Once these choices are made, they cannot be changed.
If you select Medicine, you may use your Medicine skill bonus as your Life Science skill bonus, and are considered trained in Life Science. If you select Life Science, you may use your Life Science skill bonus as your Medicine skill bonus, and are considered trained in Medicine.
Minor Biohacks (Ex, Archetype, 2nd Level): You gain a limited form of the biohacker’s minor biohack ability. You can use a minor booster or minor inhibitor a number of times per day equal to the modifier of the ability score your gained a bonus to with your key ability boost for this themetype (minimum 1/day). You do not have a full custom microlab but do have enough expertise to attune a number of creatures equal to 3 +your key ability score, to allow you to deliver biohacks to the attuned creatures using ranged injection weapons without making an attack roll under the same circumstances a biohacker can, using the same attunement rules as the customer microlab.
Basic Biohacks (Ex, Archetype, 4th Level): You can now use a basic booster or basic inhibitor. This counts against your total minor biohacks you can use per day. Once you use a basic booster or basic inhibitor, you cannot use that biohack again until you have expended a Resolve Point to regain Stamina Points following a 10-minute rest.
Basic Field of Study (Ex, Archetype, 6th Level): Select one biohacker field of expertise. You gain access to that field of study’s booster or inhibitor (your choice). Using this counts against your total uses/day of minor biohacks. Once you use a the field of study’s booster or inhibitor, you cannot use that biohack again until you have expended a Resolve Point to regain Stamina Points following a 10-minute rest.
Basic Theorem (Ex, Theme, 6th Level): You gain one biohacker theorem, selected from the list of 2nd level biohacker theorems. You treat your character level as your biohacker level for all biohacker theorems. gained from this themetype.
Improved Field of Study (Ex, Archetype, 9th Level): You gain your field of study’s booster or inhibitor (whichever you did not select for the basic field of study). Using this counts against your total uses/day of minor biohacks. Once you use a the field of study’s booster or inhibitor, you cannot use that biohack again until you have expended a Resolve Point to regain Stamina Points following a 10-minute rest.
Improved Theorem (Ex, Theme, 12th Level): You gain one biohacker theorem, selected from the list of 2nd level or 8th level biohacker theorems.
Greater Field of Study (Ex, Archetype, 12th Level): You gain the breakthrough of your field of study. If it is a biohack, it counts against your total uses/day of minor biohacks and once you have used it you cannot use that biohack again until you have expended a Resolve Point to regain Stamina Points following a 10-minute rest.
Greater Theroem (Ex, Theme, 18th Level): You gain one biohacker theorem, selected from the list of 2nd level, 8th, or 14th level biohacker theorems.
Unlimited Minor Biohacks (Ex, Archetype 18th): Your minor booster and inhibitors are no longer limited to a specific number per day. Your other biohacks remain limited to a daily number equal to the modifier of the ability score your gained a bonus to with your key ability boost for this themetype (minimum 1/day).
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Tags: Game Design, gaming, Geekery, PC Options, Really Wild West, Starfinder, ThemeTypes
LawStar Justicar (for Starfinder)
Posted by Owen K.C. Stephens
We’ve explained ThemeTypes—a kind of character option that uses both your theme and an archetype to make a bigger change to your character that either could by itself—and presented a number of specific ThemeTypes designed to be alternate multiclass rules for adding some envoy, mechanic (drone), mechanic (exocortex), mystic, operative, and technomancer class abilities to a character.
But ThemeTypes can do much more than replace multiclass rules. That can open up whole new realms of character concepts, allowing for roles and ideas that are more than just a background or a subset of any one character class, but don’t rise to the level of needing their own character class. These are things like champions of interstellar police forces, space-faring knights-errant, and entities who have had their whole bodies replaced with transforming cyborg frames. Within each of these concepts, a character could still be an envoy, soldier, mystic, and so on. Indeed, entire campaigns can be built around such role-based ThemeTypes, emulating popular comics and cartoon series that focus on one specific group of starfaring heroes, while still exploring the individuality of each character.
As an example of this kind of sweeping, character-defining ThemeType, we present the LawStar Justicar.
LawStar
The LawStar is an organization that promotes order, justice, and safety throughout the known galaxy. A central LawStar Executive exists that works to build systems and train agents to end war and crime, support peace and prosperity, and oppose evil and suffering in all forms. Seven LawWorlds form the core of this organization, each ruled by a branch of the Executive and operating under the LawStar Code, which promotes fairness, freedom, and equal treatment. It is believed that the LawStar Executives themselves answer to a High Executive, a being of pure beneficent order, which may be an angel, demigod, or ancient alien species that have long since become creatures of pure energy.
Typical LawStar agents and even LawStar fleets and ground forces operate mostly in lawless zones, applying the most widely-recognized, democratically selected laws against slavery, piracy, tyranny, and oppression. Any world can request LawStar enforce such laws on that world with a general referendum of the population, with a 2/3 majority being seen as the will of the people, regardless of the will of the government.
But even beyond the agents, judges, and executives, the most elite members of the LawStars are the Justicars.
The Code of the LawStar
It is the right of all Sapients,
To Live free of slavery, tyranny, torture, or oppression.
To Choose their own life path, to Gather and to Freely Express Themselves,
To be treated with Dignity, Fairness, and Compassion,
And to be able to seek Redress for wrongs against them.
This is the Code of the LawStar.
We Live by the Code, We Die by the Code.
LawStar Justicars
Those individuals who show an extraordinary aptitude for investigation, law enforcement, compassion, and drive, are sometimes selected to become LawStar Justicars. While such candidates are often taken from the ranks of LawStar agents and officers, it is not unknown for a Justicar position to be offered to a sapient creature with no connection to, or even knowledge of, the LawStars.
Justicars are considered the LawStar elite, but they are also outside of the lawStar’s normal chain of command. Each LawStar Justicar is an authority onto itself, and neither takes orders from, nor has any power to give orders to, any other LawStar. If a LawStar Justicar turns from the Code of the LawStar, it is the duty of any Justicar who learns of this breach to make amends for their kin’s wrongdoing, and to insure that such wrongdoing stops. Of course the fact that the LawStar sigil cannot be made to function for those with evil intent generally makes this easier, but there are cases of LawStars who truly wish to do good to be so damaged or mistaken in their beleifs that they must be stopped by other Justicars.
The sign, and power source, of the Justicars are their LawStar Sigils, powerful hybrid items that defy all efforts to determine their origin, function, or power source. Each Justicar is offered a sigil when offered the role of starfarer agents of justice, and once accepted it becomes part of their spiritual essence. It appears as a ring, broach, piercing, or similar item appropriate for the Justicar’s species, but is in fact inherent to each Justicar—it cannot be removed, damaged, or destroyed, it fades when a Justicar dies, and it returns if they are raised from the dead.
Justicars often work with similarly gifted individuals who are outside the LawStar organization to seek out injustice and tyranny and oppose it, though small bands of Justicars also sometimes form to tackle more significant issues.
LawStar Justicar ThemeType
LawStar Knowledge (Ex, Theme, 1st Level): At first level, you gain Culture as a class skills. If you already have Culture as a class skill, you instead gain a +1 bonus to all Culture checks. Additionally, you gain limited telepathy. If you already have (or later gain) limited telepathy, you instead gain a number of bonus languages equal to your character level, which only count as languages for purposes of determining what creatures you can use your limited telepathy with.
LawStar Sigil (Su, Archetype, 2nd Level): You can absorb nonliving equipment into your LawStar Sigil. This takes ten minutes per item, and requires the equipment be unattended. If the equipment has proficiency requirements, passwords, activation phrases, security measures, or prerequisites for use, you must have full access to all of the item’s abilities before it can be absorbed. You can absorb items with an item level no greater than your character level +2, and can have a maximum number of items absorbed equal to your maximum number of Resolve Points. While absorbed in your ring the equipment is nonfunctional and safe form outside influences, though time passes for it normally. Items in your LawStar Sigil do not count towards your maximum bulk. You can have no more bulk worth of items absorbed into your LawStar Sigil that your two highest ability scores.
Your LawStar Sigil gives you the benefit of any one suit of armor (and its upgrades, as well as its drawbacks such as slower speed or Max Dex Bonus to AC) absorbed into it at a time, and you can swap what suit of armor that is as swift or move action. If you have a suit of powered armor in your LawStar Sigil, you can manifest it using the rules below separately from gaining the benefits of a suit of absorbed light armor. You can change what upgrades are in what absorbed armors during a ten-minute rest without a check of any kind, though upgrades must be placed in armors able to accommodate them.
You can manifest any other items absorbed into your LawStar Sigil as hardlight constructs from your sigil, and use them normally. If you use a consumable item, it is no longer absorbed into your LawStar Sigil, and equipment needs batteries, ammunition, fuel, and similar charges normally, and can be reloaded normally. Any item destroyed or disarmed or stolen from you is removed from the items absorbed in your LawStar Sigil.
You can’t use the appendage your LawStar Sigil is on for any other function while you have equipment manifested. However, your LawStar Sigil can support two hands/limbs worth of items without using any other hands from you. If you need to use more equipment than that, you can handle your manifested equipment normally. You cannot manifest more items than you can wield at once.
You can drop a manifested item, causing it to fully form (no longer as a hardlight construct) an no longer count towards items absorbed in your LawStar Sigil.
LawStar Sigil Flight (Su, Archetype, 4th Level): Your LawStar Sigil grants you 30 feet of flight when in a vacuum or zero-G environment.
Improved LawStar Sigil Absorption (Theme, 6th Level): Your LawStar Sigil causes all absorbed items to count as having an item level at least equal to your character level for purposes of determining hardness, Hit Points, and save DCs. This is true even while such items are manifested, but not if they are dropped. Additionally, all damaged equipment absorbed in your LawStar Sigil regains a number of Hit Points equal to your character level whenever you take an 8-hour rest and regain your daily abilities.
Greater LawStar Sigil Flight (Su, Archetype, 4th Level): Your LawStar Sigil grants you 30 feet of flight.
Improved LawStar Sigil Absorption (Su, Archetype, 9th Level): Your LawStar Sigil can now manifest (a LawStar Sigil nd allow you to wield) two additional arms worth of hardlight equipment.
Improved LawStar Sigil Environmental Protection (Su, Theme, 12th Level): Your LawStar Sigil can now grant you environmental protection for a number of weeks equal to your character level. You must forgo any environmental protection from your LawStar Sigil (including from any armor absorbed into it) for 24 hours to recharge this ability.
LawStar Sigil Space Travel (Su, Archetype, 12th Level): Your LawStar Sigil flight speed increases to 60 feet. Additionally, you can fly through space to travel from point-to-point on a planet, go into orbit or land, reach satellite, or travel in-system using the starship Standard Navigation and Astrogation rules. You cannot enter hyperspace using your LawStar Sigil, nor leave hyperspace if already there, though you can fly around within hyperspace normally.
LawStar Telekinesis (Sp, Theme, 18th Level): You can use the sustained force function of the telekinesis spell at will, and use the combat maneuver function 5 times per day. Additionally, you can carry willing, unconscious, or helpless creatures weighing no more than 2,000 lbs and extend your LawStar Sigil’s environmental protections to them, though each creature you carry reduces the number of limbs worth of equipment you can manifest as hardlight by one.
LawStar Starship Construct (Su, Archetype 18th): Your LawStar Sigil can now absorb one starship, with the same restrictions on access and passwords as absorbing equipment. You can access this starship as a hardlight construct, as long as you are in the same system, or gain its abilities when engaging in starship combat. The LawStar Sigil will fill any role you do not, and has a flat bonus equal to your character level for any checks in makes.
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Posted in Game Design, Microsetting, Starfinder Development
Tags: Game Design, gaming, Geekery, PC Options, Starfinder, ThemeTypes