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Published by Dragoonmk3, 2023-05-19 23:43:11

Starfinder Galactic Magic

Starfinder Galactic Magic

paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733771 20733771 20733771 4431500 4431500 4431500 paizo.com/starfinder Printed in China. PZO7118 GALACTIC MAGIC UNLEASH COSMIC POWER! Unravel the eldritch mysteries of the galaxy with Starfinder Galactic Magic! This book demystifies Starfinder’s magical possibilities, providing your characters fantastic abilities to overcome any challenge. Whether you master the secrets of arcane academies, steal spells with supernatural finesse, or draw power from the gods themselves, Galactic Magic redefines what you thought possible with: D The new precog character class, who can bend time to her will and outwit foes with combat predictions! D Exciting ways to channel magical might, with reality-warping rituals and over 100 new spells! D New player options, from magical variants for every character class to legendary artifacts and magic items. D Discoveries about the galaxy’s most powerful mystical forces, from alignment singularities and metastars to deities and the boons they offer! D A study of eldritch secrets and everyday arcana alike, including how a magic user navigates society and the organizations that might support and oppose them. GALACTIC MAGIC paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733771 20733771 20733771 4431500 4431500 4431500


paizo.com #36691483, Luskey Dotson <texas_ paizo.com #36691483, Luskey Dotson <texas_ 20733772 20733772 4431501 paizo.com #36691483, Luskey Dotson <texas_ paizo.com #36691483, Luskey Dotson <texas_ 20733772 20733772 4431501


[email protected]>, Feb 14, 2022 [email protected]>, Feb 14, 2022 20733772 4431501 4431501 [email protected]>, Feb 14, 2022 [email protected]>, Feb 14, 2022 20733772 4431501 4431501


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733773 20733773 20733773 4431502 4431502 4431502 GALACTIC MAGIC paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733773 20733773 20733773 4431502 4431502 4431502


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733774 20733774 20733774 4431503 4431503 4431503 Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com DEVELOPMENT LEAD John Compton AUTHORS Kate Baker, Rigby Bendele, Matthew Carruthers, Jessica Catalan, John Compton, John Godek III, Thurston Hillman, Joan Hong, James Jacobs, Jenny Jarzabski, Joshua Kim, Ron Lundeen, Dennis Muldoon, Ianara Natividad, Genevieve Rudat Olejnik, Emily Parks, Pam Punzalan, Jessica Redekop, Mikhail Rekun, Paul Scofield, Sen H.H.S., Shay Snow, Kendra Leigh Speedling, Calliope Lee Taylor, Jason Tondro, and Nate Wright DEVELOPMENT Jessica Catalan, John Compton, Robert G. McCreary, Joe Pasini, and Chris S. Sims EDITING LEAD Ianara Natividad EDITORS Janica Carter, Addley C. Fannin, Leo Glass, Patrick Hurley, Avi Kool, Ianara Natividad, K. Tessa Newton, Lu Pellazar, Simone D. Sallé, and Shay Snow COVER ARTIST Ignacio Bazán Lazcano INTERIOR ARTISTS Ridell Apellanes, Maksim Cerkasin, Rustan Curman, Sol Devia, Godfrey Escota, Michele Giorgi, Arturo Gutierrez, Miguel Regodón Harkness, Yun Huai Huang, Kyle Hunter, Victor Manuel Leza Moreno, Guilherme Olivieri, Mirco Paganessi, Sam Perin, Pixoloid Studios (Mark Molnar, Zsolt ‘Mike’ Szabados, Janos Gardos, Peter Lerner, Orsolya Villanyi), Aurele Pradal, Addison Rankin, Jino Rufino, Brooklyn Smith, Luca Sotgiu, Alex Stone, Remko Troost, and Peter Whitley ART DIRECTION AND GRAPHIC DESIGN Kyle Hunter and Sarah E. Robinson CREATIVE DIRECTOR Robert G. McCreary DIRECTOR OF GAME DEVELOPMENT Adam Daigle STARFINDER LEAD DESIGNER Joe Pasini PUBLISHER Erik Mona TABLE OF CONTENTS OVERVIEW 4 CHAPTER 1: CLASSES 6 Precog 8 Biohacker 18 Envoy 20 Mechanic 22 Mystic 24 Nanocyte 26 Operative 28 Solarian 30 Soldier 32 Technomancer 34 Vanguard 36 Witchwarper 38 Spell School Specialist 40 CHAPTER 2: GEAR 42 Hybrid Items 44 Magic Items 48 Weapon Fusions and Armor Upgrades 54 Artifacts 56 CHAPTER 3: SPELLS 58 Spell Lists 60 Spell Descriptions 67 CHAPTER 4: FAITHS 94 Faiths in the Universe 96 Divine Variants 99 Abadar 100 Besmara 101 Damoritosh 102 Desna 103 The Devourer 104 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733774 20733774 20733774 4431503 4431503 4431503


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733775 20733775 20733775 4431504 4431504 4431504 This book refers to several other Starfinder products, but these additional supplements are not required to make use of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available for free at paizo.com/sfrd. AA Alien Archive AA2 Alien Archive 2 AR Armory COM Character Operations Manual PW Pact Worlds Eloritu 105 Hylax 106 Ibra 107 Iomedae 108 Lao Shu Po 109 Nyarlathotep 110 Oras 111 Pharasma 112 Sarenrae 113 Talavet 114 Triune 115 Urgathoa 116 Weydan 117 Yaraesa 118 Zon-Kuthon 119 Accelsys 120 Asmodeus 120 Cavrabon 121 Cayden Cailean 121 Kadrical 122 Lamashtu 122 Lambatuin 123 Zyphus 123 Ancestral Deities 124 Elder Mythos 128 The Eldest 129 Outsider Deities 130 The Cycle 132 The Green Faith 133 The Gap Recollective 133 The Parallel Truths 134 Prophecies of Kalistrade 135 Sangpotshi 135 Singularitism 136 The Song of Silence 137 CHAPTER 5: THE MAGICAL GALAXY 138 Overview 140 Magic Institutions 144 Magical Factions 148 Magical Phenomena 152 INDEX 156 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733775 20733775 20733775 4431504 4431504 4431504


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733776 20733776 20733776 4431505 4431505 4431505 4 OVERVIEW Grav-trains zip at impossible speeds, starships connect a million worlds, biotech breakthroughs thwart a growing list of ailments, and virtually every explorer can afford a cryo rifle. You wouldn’t be the first to behold the Starfinder Roleplaying Game’s technological miracles and conclude that magic is obsolete. Yet, that grav-train’s circuitry forms a rune associated with anti-gravity spells, and transmutation magic perpetuates the starship power core’s reactions. The laboratory that created that unique medicine did so with blessings from Oras, and that cryo rifle couldn’t reach and project the necessary lethal temperatures without an arcane refrigerant. Technology didn’t replace magic; they evolved together. With a million worlds’ cultures meeting and exchanging ideas thanks to Drift travel, magical traditions have intersected and grown faster than ever before! As a result, spellcasting has flourished, not only remaining a problem-solving force on par with technology, but also developing in ways that has made spellcasting more accessible than ever to the would-be mage. So what does that look like? MYSTICAL HEROICS First off, it looks like character options—and lots of them. Naturally, Starfinder Galactic Magic expands on your favorite spellcasting classes like mystic, solarian, technomancer, and witchwarper by offering a host of new class abilities. Now, you can create a mystic who draws upon the multiverse’s magical background radiation to fuel their spells. Or a technomancer who perfects their arcane sciences on other planes. At the same time, this book explores more fantastical and eldritch variants of traditionally technological classes: artificer mechanics who invent wholly unique magic items, biohackers who can medicate a planet’s ley lines to create magical terrain, and soldiers who take on the dangers of the multiverse with nothing more than a bow! Or has your spellcaster always craved ways to exploit their spells’ schools in innovative ways? Now you can with the school specialist archetype, which lets you master a magical school to become a witchwarping necromancer, an evoking technomancer without equal, or anything in between. Whether you’re an operative itching to steal enemies’ spells or an envoy who has learned how to encourage magic rather than people, you’re sure to find wondrous new possibilities for time-honored character classes. Yet for Galactic Magic, new variations of magic aren’t enough—not when a whole new spellcasting tradition is possible. Chapter 1 introduces the precog, a spellcaster capable of manipulating time in order to accelerate her companions, freeze enemies, predict future threats, and manipulate reality through the paradoxes of chronomancy! No matter your character’s training, they’re going to need an arcane edge to survive the galaxy’s dangers. So gear up with a host of new items. New hybrid technologies like the null-space kennel provide your creature companion a luxurious-yet-compact home you can carry. Wetware bugs offer spies an opportunity to magically track a target’s thoughts. Explore new magic items, from fantasy favorites like new aeon stones and figurines of wondrous power to divinely-charged accessories and spell-absorbing gum. Most versatile of all, Galactic Magic introduces gimmicks, which are magical focuses spellcasters can use to alter or empower their spells, adding a variety of effects to better hone and personalize your magic! MAGIC AND MIRACLES But what is magic without spells? Chapter 3 introduces more than 100 different spells inspired and curated with several goals. First, a wealth of new divination and chronomancy spells not only provide the precog tons of thematic options, but many of these incantations appear on other spellcasting classes’ lists, too. Second, these spells help fill out some magical roles where Starfinder enjoyed relatively few options, including new barrier spells, extraplanar spells, antimagical spells, variablelevel spells, and touch-range combat spells that don’t provoke attacks of opportunity. Third, this book is called Galactic Magic after all, and many of these spells were first developed by or are most famously used by species and cultures from across the galaxy. So whichever incantations your characters master, they draw from across the breadth of the setting’s time and space to perform real miracles. What if mastering a few new spells isn’t enough? What if you want to change how you cast spells altogether? Starfinder now includes a spellcasting variant that allows your character to learn a vast array of spells and prepare specific spells they can cast each day, allowing for extraordinary flexibility from adventure to adventure. Also, with the scaling 0-level spells variant, your at-will spells can grow in power as you do, allowing your spellcaster to hurl incantations confidently when combat starts, rather than relying on conventional weaponry. And if you want incantations so momentous that they’re cast over the course of hours or even days, delve into the new ritual magic options, which allow a small group to enact truly extraordinary supernatural effects! DIVINE DISCIPLES The galaxy isn’t just replete with spellcasters; it’s also guided by powerful gods. Galactic Magic expands on the gods and philosophies on pages 482–493 of the Core Rulebook, providing crucial context for each of these divinities and their faiths. What are typical worshippers like? How are their followers organized, and where do they worship? What services and resources might a devout character receive from their colleagues? What does a deity expect of their followers, what actions are anathema, and how does the divinity reward the devout and punish the insolent? Each article inspires new character ideas, origins, and motivations, all while supplying a GM with sites, objectives, and miracles that make the setting’s faiths come alive. Yet, the 20 deities highlighted in the Core Rulebook don’t act alone. Starfinder has referenced myriad other gods across dozens of books, and Galactic Magic explores these beings, their origins, and their goals in depth. Some, like the “Accidental OVERVIEW paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733776 20733776 20733776 4431505 4431505 4431505


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733777 20733777 20733777 4431506 4431506 4431506 5 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW OVERVIEW God” Cayden Cailean, were famous in the pre-Gap era but have adapted to the needs of modern starfaring societies over the millennia. Others are wholly new to Starfinder, such as the ever-energetic Accelsys, the cunningly culinary Cavrabon, and the unpredictable infosphere muse Lambatuin. If that weren’t enough, this book also investigates a host of other pantheons, demigods, and philosophies that guide cultures across the galaxy—each as much an exploration of these faiths as the societies that have embraced them. Does your character revere the deity that created or champions their species? Have they embraced life’s inevitable evolution into machine beings by joining one of Singularitism’s competing factions? Or have they rejected the conventional narrative of this mundane reality through the Gap Recollective’s radical teachings or the esoteric dreams of the Parallel Truths? Whatever your path, this book’s eclectic faiths ensure you won’t walk it alone. ELDRITCH SETTINGS Class options, spells, deities… these all explore exciting powers for your character, but they address the “how” of magic when there are crucial questions of “what”: what is magic, anyway? Where does that spellcasting potential come from? What can magic do well, and what enduring challenges has it struggled to overcome? What are the differences between the spellcasting traditions of a mystic and a witchwarper, and what does this mean for how they fit into society? As readers in the real world, we might wave our hand dismissively with a remark of “Well, it’s magic,” yet to the characters in this setting, these details are key to understanding their origins, training, and motivations. Chapter 5 explores the nature and expression of magic in the setting, providing an overview of magic’s evolution and how people practice and perceive magic. Importantly, these are trends—magical traditions have evolved independently hundreds of times across the whole galaxy, yet common patterns recur across time and space. Of course, the more magic users experience those patterns, the more they find camaraderie and colleagues. Your spellcaster doesn’t exist in a narrative vacuum, and myriad groups offer training, counsel, magic items, and even hirelings to members and allies. Whether you compete in arcane sports hosted by the Eldritch Games League, rewrite reality into a utopia alongside the Integrated Future Front, or have signed on with the thrill-seeking Scrutineers, a wealth of organizations provide your character paths to prestige and power using their spellcasting prowess. Likewise, magical schools teach spellcasting and supernatural sciences to all comers, from the solarian specialists at the Corona Academy to the volcanic Hakko’sso slopes to the unscrupulous Palace Obscura’s cutthroat studies. Finally, Galactic Magic explores exactly that: magic on a galactic scale. Just as immense features like stars and nebulae strain our imaginations, magic on a cosmic scale achieves equally extreme phenomena, from alignment singularities that generate crushing levels of morality to metastars formed by the massive implosions of magical ejecta. Whether you’re just mastering the most basic cantrips or ready to rewrite reality, turn the page and learn what magical possibilities await. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733777 20733777 20733777 4431506 4431506 4431506


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733778 20733778 20733778 4431507 4431507 4431507 6 CLASSES paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733778 20733778 20733778 4431507 4431507 4431507


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733779 20733779 20733779 4431508 4431508 4431508 CLASSES 7 GALACTIC MAGIC O GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW CLASSES 1 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733779 20733779 20733779 4431508 4431508 4431508


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733780 20733780 20733780 4431509 4431509 4431509 8 CLASSES PRECOG Through some cosmic event, you have come to understand the ebb and flow of time to a degree that only a select few can. You manipulate time dexterously—accelerating, slowing, or even reshaping chronologies to suit your needs. The skeins of time are yours to see, and you know how to apply enough pressure to adjust their threads ever so subtly. Your ability to understand the infinite possibilities of time also shaped you into someone capable of altering the material universe through powerful spellcasting, and you can harness temporal paradoxes to foresee the future—and dictate the present—in powerful ways. STAMINA POINTS 5 + Constitution modifier KEY ABILITY SCORE CLASS SKILLS PROFICIENCIES SKILL RANKS PER LEVEL 6 + INTELLIGENCE MODIFIER Acrobatics (Dex) Bluff (Cha) Culture (Int) Diplomacy (Cha) Mysticism (Wis) Your Dexterity is your key ability score, and it determines the number of time-altering paradoxes you can use each day, as well as the saving throw DC of many precog abilities. Your Intelligence determines your spellcasting ability, the saving throw DC of your spells, and the number of bonus spells you can cast per day. ARMOR PROFICIENCY Light armor WEAPON PROFICIENCY Basic melee weapons, small arms, and one of the following: advanced melee weapons, longarms, or sniper rifles Perception (Wis) Piloting (Dex) Profession (Cha, Int, or Wis) Sense Motive (Wis) Stealth (Dex) 5 HP paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733780 20733780 20733780 4431509 4431509 4431509


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733781 20733781 20733781 4431510 4431510 4431510 9 GALACTIC MAGIC 1 GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW PRECOG TABLE 1–1: PRECOG CLASS LEVEL BASE ATTACK BONUS FORT SAVE BONUS REF SAVE BONUS WILL SAVE BONUS CLASS FEATURES 1ST 2ND 3RD 4TH 5TH 6TH 1 +0 +0 +2 +0 Anchor, focal paradox, paradox 2 — — — — — 2 +1 +0 +3 +0 Temporal anomaly 2 — — — — — 3 +2 +1 +3 +1 Chronomatic defense +2, weapon specialization 3 — — — — — 4 +3 +1 +4 +1 Temporal aggression 3 2 — — — — 5 +3 +1 +4 +1 Temporal anomaly 4 2 — — — — 6 +4 +2 +5 +2 Temporal aggression (allies) 4 3 — — — — 7 +5 +2 +5 +2 Chronomatic defense +3 4 3 2 — — — 8 +6 +2 +6 +2 Temporal anomaly 4 4 2 — — — 9 +6 +3 +6 +3 Improved anchor 5 4 3 — — — 10 +7 +3 +7 +3 Paradoxical acceleration 5 4 3 2 — — 11 +8 +3 +7 +3 Temporal anomaly 5 4 4 2 — — 12 +9 +4 +8 +4 Chronomatic flow +1 5 5 4 3 — — 13 +9 +4 +8 +4 Chronomatic defense +4 5 5 4 3 2 — 14 +10 +4 +9 +4 Temporal anomaly 5 5 4 4 2 — 15 +11 +5 +9 +5 Greater anchor 5 5 5 4 3 — 16 +12 +5 +10 +5 Chronomatic flow +2 5 5 5 4 3 2 17 +12 +5 +10 +5 Temporal anomaly 5 5 5 4 4 2 18 +13 +6 +11 +6 Chronomatic defense +5 5 5 5 5 4 3 19 +14 +6 +11 +6 Chronomatic flow +3 5 5 5 5 5 4 20 +15 +6 +12 +6 Temporal anomaly, timeless paragon 5 5 5 5 5 5 SPELLS You can cast spells drawn from the precog spell list (which is described in greater detail on pages 61–64). To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier. You can cast only a certain number of spells of each spell level per day. Your number of spells per day can be found in Table 1–1: Precog above. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown in Table 1–2: Precog Bonus Spells (page 10)—note that you receive these bonus spells only once you can cast spells of that level normally. You can also cast 0-level spells—these spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day. Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new precog level, you learn one or more new spells, as indicated on Table 1–3: Precog Spells Known. Unlike your spells per day, the numbers of spells you know isn’t affected by your Dexterity modifier. Every time you gain a new level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap a spell at the same time you gain new spells known for the level. You can cast any precog spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2nd-level spell slot instead, if you have one. You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem. ANCHOR 1st Level You have a preternatural affinity for an aspect of time itself that grants you power. Your anchor grounds your ability to interact with time and provides the foundation of all your powers. The exact nature of your specific anchor might be specific to you or be a broad element shared by other precogs. You must pick an anchor upon taking your first level of precog—once made, this choice can’t be changed. The anchors you can choose from begin on page 11. Focal Paradox 1st Level Your anchor provides you a particular aptitude when using your paradox ability (below). Improved Anchor 9th Level You gain increased competence channeling your anchor into a powerful effect. Greater Anchor 15th Level Your mastery of your anchor provides you an exceptional ability. PARADOX (SU) 1st Level Your unique relationship with time allows you to dexterously manipulate its flow at key moments, allowing you to know what’s going to happen before it transpires. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733781 20733781 20733781 4431510 4431510 4431510


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733782 20733782 20733782 4431511 4431511 4431511 10 CLASSES TABLE 1–3: PRECOG SPELLS KNOWN SPELLS KNOWN (BY SPELL LEVEL) CLASS LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 1st 4 2 — — — — — 2nd 5 3 — — — — — 3rd 6 4 — — — — — 4th 6 4 2 — — — — 5th 6 4 3 — — — — 6th 6 4 4 — — — — 7th 6 5 4 2 — — — 8th 6 5 4 3 — — — 9th 6 5 4 4 — — — 10th 6 5 5 4 2 — — 11th 6 6 5 4 3 — — 12th 6 6 5 4 4 — — 13th 6 6 5 5 4 2 — 14th 6 6 6 5 4 3 — 15th 6 6 6 5 4 4 — 16th 6 6 6 5 5 4 2 17th 6 6 6 6 5 4 3 18th 6 6 6 6 5 4 4 19th 6 6 6 6 5 5 4 20th 6 6 6 6 6 5 5 TABLE 1–2: PRECOG BONUS SPELLS BONUS SPELLS PER DAY (BY SPELL LEVEL) INT SCORE 0 1ST 2ND 3RD 4TH 5TH 6TH 1–11 — — — — — — — 12–13 — 1 — — — — — 14–15 — 1 1 — — — — 16–17 — 1 1 1 — — — 18–19 — 1 1 1 1 — — 20–21 — 2 1 1 1 1 — 22–23 — 2 2 1 1 1 1 24–25 — 2 2 2 1 1 1 26–27 — 2 2 2 2 1 1 28–29 — 3 2 2 2 2 1 Each day when you regain your spell slots, you also gain a number of paradoxes equal to 1 + half your Dexterity modifier (minimum 2) and lose any unused paradoxes from the previous day. Whenever you gain these or any other paradoxes, roll 1d20 for each and record the result associated with that paradox. You can never reroll paradoxes. Many precog abilities allow you to use a paradox in place of a specific d20 roll you would make, using the paradox’s associated result instead of rolling a random result. The paradox functions in every way like a normally rolled die; a paradox of 1 functions as a natural 1, and a paradox of 20 functions as a natural 20. You can’t use a paradox for a die that has already been rolled or rerolled, and you can’t reroll a paradox. Some precog abilities simply require you to use a paradox without using its associated result. Regardless of how you use a paradox, it is lost and can’t be used again. At 1st level, you can use a paradox in place of your d20 roll for an ability score check or caster level check. In addition, you can use a paradox on a d20 roll associated with your anchor’s focal paradox; once per day when you do, you immediately gain a new paradox. At 3rd level, you can also use paradoxes in place of your initiative checks, Reflex saving throws, and skill checks (for skills in which you are trained). At 5th level, you can also use paradoxes in place of your attack rolls, Fortitude and Will saving throws, and skill checks (for skills in which you are untrained). TEMPORAL ANOMALY (SU) 2nd Level Temporal anomalies represent your ability to channel your unique relationship with time into tangible actions. You learn your first temporal anomaly at 2nd level, and an additional temporal anomaly every 3 levels thereafter. Unless otherwise stated, the effects of a temporal anomaly last for a number of rounds equal to your precog level. If a temporal anomaly allows for a saving throw to resist its effects, the DC is equal to 10 + half your precog level + your Dexterity modifier. Unless otherwise specified, you can’t learn a given temporal anomaly more than once. The list of temporal anomalies begins on page 12. CHRONOMATIC DEFENSE (SU) 3rd Level You can execute precisely timed moves that help you and others dodge incoming attacks. As a reaction when an attack is declared but before the result is known, you can use a paradox to grant an ally an insight bonus to AC until the end of your next turn. This bonus is equal to the paradox result or a maximum bonus of +2, whichever is lower. The maximum bonus increases to +3 at 7th level, +4 at 13th level, and +5 at 18th level. WEAPON SPECIALIZATION (EX) 3rd Level You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. TEMPORAL AGGRESSION (SU) 4th Level You can view possible timelines and choose the precise moment that will inflict the most grievous injury upon your foes. When you roll damage dice, you can use a paradox in place of rolling any one damage die. If you do so, treat the result as either the value of the paradox or the maximum result of the damage die, whichever is lower. For example, you could use a paradox of 11 in place of a d10 damage die to get a value for 10 for that damage die. You can use this ability multiple times per damage roll, but only once per damage die. At 6th level, you can use this ability to replace an adjacent ally’s damage dice. PARADOXICAL ACCELERATION (SU) 10th Level You learn how to burn your personal reserves of energy to fuel a greater view of the timeline. As a standard action, you can spend 3 Resolve Points to gain 1 paradox. CHRONOMATIC FLOW (SU) 12th Level Through your knowledge of time’s flow, you can cast your spells with the exact timing necessary for maximum effect. As a swift action, you can use a paradox to increase the save DC on a spell you cast during your turn. This increase is equal to the paradox result or a maximum bonus of 1, whichever is paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733782 20733782 20733782 4431511 4431511 4431511


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733783 20733783 20733783 4431512 4431512 4431512 11 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 PRECOG lower. The maximum bonus increases to 2 at 16th level and 3 at 19th level. TIMELESS PARAGON (SU) 20th Level You exist in perfect synchrony with your timeline, gaining an impressive degree of control over your existence. You no longer age, nor do you die of old age. Once per week, you can act as though benefiting from a mnemonic editor, allowing you to change up to 2 character levels’ worth of decisions. Once per month, you can perform the same action, though you can change up to 10 character levels’ worth of decisions. Once per year, you can change up to 20 levels’ worth of your decisions. Through all of these changes, you can’t change your class levels in precog. Furthermore, once per week, you can cast rewrite time (page 81) as a spell-like ability. ANCHORS The following represent the most common precog anchors. See page 9 for more information on the anchor class feature. If an anchor ability allows for a saving throw to resist its effects, the DC is equal to 10 + half your precog level + your Dexterity modifier. Chronomancy Powers with a vested interest in the flow of time have given some of their influence to you. Perhaps the fey Eldest Shyka has empowered you to avert some unknowable future timeline. Maybe, sometime in the distant past, a servant of Pharasma seeded such potency in the bloodline of one of your ancestors. You might have discovered some ineffable insight into space-time that allows you to perform supernatural feats. Whatever your connection with time, it is something granted by another power, and that power fuels you with magical energy that grants you greater control over time. Focal Paradox: Caster level checks and one class skill (chosen at 1st level). Improved Anchor: Once per day as a swift action, you can slow time immediately around yourself until the end of your turn. For the duration, adjacent enemies that attempt reactions must succeed at a Reflex saving throw or lose the action. Greater Anchor: Once per day, you can cast any spell you know that has a casting time of a standard action or less as a full action instead. After you successfully cast this spell, you can cast a second spell without taking an action (though it still uses a spell slot). The second spell must have a casting time of a standard action or less and be of a level no greater than the level of the first spell you cast minus 2. If you cast the second spell, you lose your standard action on your next turn. Dimension of Time You have always known of and felt pulled toward the Dimension of Time. You might have encountered a hound of Tindalos or a time dimensional at some point in your life that created this unerring bond. You could explore the cosmos as an unwitting agent for the mysterious powers within the Dimension of Time, or you could simply use your powers for personal gain. Focal Paradox: Reflex saving throws. Improved Anchor: Once per day, you can touch an object in your possession of 1 bulk or less. The object is protected from mundane effects of the passage of time (for example, metal does not rust, and fruit does not ripen or spoil) as long as you maintain this effect on it. You can maintain this effect on a number of objects equal to your Dexterity modifier (minimum 1) at any one time. If you exceed this limit, the oldest existing effect immediately ends. This ability has no effect on the functionality of technological objects. Greater Anchor: You can unfetter your ability to travel as you traverse through perfect moments in time. Once per day as a swift action, you can move through difficult terrain without penalty, you increase all of your speeds by 20 feet, and you gain a +4 circumstance bonus to saving throws against any effects that would impart the entangled, exhausted, fatigued, flat-footed, grappled, paralyzed, pinned, staggered, or stunned conditions. These benefits last for a number of rounds equal to your precog level. Doomed Future You are cursed with visions of a terrible future. Whether it’s the distant awakening of a Great Old One, a post-apocalyptic realm where automatons have conquered the stars, a magical cataclysm triggered by well-intentioned experiments, or a future where the Swarm encompasses all known worlds, a seemingly inevitable future is inseparably linked with your consciousness. Though you can see only glimpses of this doomed future, you struggle to avoid it, hoping your actions will eventually change the terrifying visions you receive. Focal Paradox: Fortitude saving throws. Improved Anchor: Visions of your future haunt you, but also provide insight into what is to come. Once per day when you regain your spells, you gain a free paradox of 20 that you can use only on a skill check made to recall knowledge. Greater Anchor: When you succeed at a Fortitude save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. Fragmented Past There was a moment in your life that never should have happened. Though others may not believe you, you are certain in your very core that one critical moment altered whatever fate had in store for you. Since that divergence, you’ve gained a wider appreciation of time’s passage and a sense of what could have been, and you’re able to influence the timeline more than others could ever hope to. Still, you remain sure that your timeline is wrong, and it’s only a matter of time before someone or something comes to correct that error. Focal Paradox: Two trained skill checks (chosen at 1st level). Improved Anchor: Once per day, at the start of your turn when you are dying, you can use a paradox to immediately stabilize. When you do so, you regain 1 Hit Point as though you spent 1 RP to stay in the fight (Starfinder Core Rulebook 251). Greater Anchor: Once per day, when you take the full attack action and make both attacks against a single target, if one of your attacks is a hit and the other is a miss, you can instead paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733783 20733783 20733783 4431512 4431512 4431512


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733784 20733784 20733784 4431513 4431513 4431513 12 CLASSES hit (though not score a critical hit) with the attack that would have missed. Alternatively, if both attacks hit, you can make an additional attack with the same weapon against the same target at a –6 penalty. The Gap Through some event or mishap, your existence has become irrevocably linked to the indiscernible timeline of the Gap. You might be a long-lived species who thrived during that time or believe yourself to have come from the Gap when you woke with no memories in the present day. Whatever your connection, you can pull temporal power from the missing time of the Gap and use it to obfuscate elements of your own timeline. Focal Paradox: Will saving throws. Improved Anchor: Your actions become difficult to record or view remotely. The first time per day a given creature attempts to perceive you using any sort of supplementary means of detection, such as those granted by equipment (including remote cameras or specialty goggles) or spells with the scrying descriptor, they must succeed at a Will save to see you properly. If a creature fails its save, it perceives you as only an indistinct blur for 1 minute, though the creature is still aware of your location. Greater Anchor: You gain the ability to subtly smudge the timelines of others, removing yourself from their recent memory. Once per day as a move action, you can designate a creature within 60 feet to lose all memory of your prior actions and presence over the last hour. This otherwise works as the modify memory spell, except it adjusts all of the target’s memories that include you. In memories where you were present, the target can remember only an indistinct blur in your place. The target can attempt a Will save to negate this effect. A target can be affected by this ability only once per week. Timewarped Countless civilizations have experimented with technological means of achieving time travel. Though it appears no known civilization has yet mastered such technology, failed attempts can be found throughout the galaxy. Your bond with (or perhaps disconnect from) the flow of time stems from some technological origin. Perhaps you were the test subject of an experimental time travel device or you unexpectedly activated a malfunctioning chronal technology from a long-lost civilization. Focal Paradox: Initiative checks. Improved Anchor: You can reverse time’s flow for certain pieces of technology. Once per day as a full action, you can restore the charges on a single battery, technological item, or hybrid item. Greater Anchor: Once per day as a full action, you can access a custom temporal shelter. When you do so, you immediately disappear and emerge in your shelter. Your temporal shelter exists in a far-distant future in a space made up of a number of 10-foot cubes equal to your precog level and with an atmosphere tailored to your needs. It includes a servitor, freed from time’s trappings, that can construct a single item per visit with an item level equal to or less than your precog level; you must provide credits, UPBs, or both equal to the item’s price. Time passes normally both within and outside your temporal shelter. You can exit it at will, returning to the location that you left. TEMPORAL ANOMALIES You learn your first temporal anomaly (page 10) at 2nd level and an additional temporal anomaly every 3 levels thereafter. Temporal anomalies all require you meet a minimum precog level, and they are organized accordingly. Some temporal anomalies require you to satisfy other prerequisites, such as having other temporal anomalies. For effects that require a saving throw, the DC is 10 + half your precog level + your Dexterity modifier. 2nd Level You must be at least 2nd level to choose the following temporal anomalies. Advanced Preparation (Su) D Your knowledge of timelines lets you prepare for almost any situation, giving you exactly what you need precisely when you need it. Once per day as a standard action, you can use a paradox to produce one consumable item (such as a grenade, serum, or spell gem). The item must have a bulk of L or less, and an item level no greater than your level. You immediately lose a number of credits equal to the value of the item, as this ability assumes you prepurchased or traded for this item at the most recent opportunity after glimpsing your future need of it. You can’t use this ability if you don’t have sufficient credits to pay for the item, and you can’t convert other items, except for UPBs, to pay for this cost. Ephemeral Confidant (Su) D You have an ally who exists outside the normal flow of time, but you can only occasionally communicate with them. When you take this temporal anomaly, you can select the means in which you communicate with your confidant. They could appear to you as a holographic avatar only you can see and hear, or as visions that permeate your dreams. Regardless of what form your confidant takes, they can occasionally provide you with some insight that helps you navigate the present. As a full action, you can use a paradox to consult with your confidant; you count as trained with a skill for up to a number of rounds equal to the paradox. At 6th level, when you attempt a skill check for a skill in which you are normally untrained, you can substitute the paradox used for this ability in place of the d20 roll for that skill check. At 9th level, you gain a +4 insight bonus on the skill check, increasing to +8 at 12th level and +12 at 15th level. Future Training (Ex) D Whether your expertise results from knowledge imparted by a specific source or the cumulative effect of extensive training and preparation for some future event, you’ve come to master multiple means of defending yourself. You gain paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733784 20733784 20733784 4431513 4431513 4431513


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733785 20733785 20733785 4431514 4431514 4431514 13 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 PRECOG proficiency with two of the following with which you are not already proficient: heavy armor, advanced melee weapons, heavy weapons, longarms, or sniper weapons. You can select this temporal anomaly a second time; you must select different proficiencies. Prescient Casting (Su) D You glance into your immediate future to see how to precisely cast a spell while in danger. As part of casting a spell, you can use a paradox to not lose your spell if you take damage from a successful attack against you, including an attack of opportunity, or an effect against which you failed a saving throw. Safeguard (Su) D By carefully analyzing the battlefield and making minute, dexterous moves, you can protect yourself from harm. As a reaction when you take damage, you can use a paradox to reduce the amount of damage taken by an amount equal to the paradox, up to a maximum reduction of 5. The maximum increases to 10 at 6th level, 15 at 9th level, and 20 at 12th level. Shunt Condition (Su) D You can delay the onset of dangerous conditions. As a reaction when you or an ally would gain the shaken, sickened, or staggered condition, you can use a paradox to delay the onset of the condition for a number of rounds equal to half the paradox (minimum 1). Tactical Timing (Su) D You analyze the battlefield and pick out the precise moments your enemies will be least prepared to strike. As a move action, you can use a paradox to grant yourself and all allies within 30 feet a +2 insight bonus to AC against attacks of opportunity for 1d4 rounds. At 6th level, you can use this ability as a swift action. 5th Level You must be at least 5th level to choose the following temporal anomalies. I Knew You’d Say That (Su) D You’ve seen enough of the future to know exactly the right moment to intercede on behalf of your allies in social situations. When you successfully perform the aid another action to assist an ally with a Bluff, Diplomacy, or Intimidate check, you can use a paradox in place of the ally’s d20 roll for the skill check. Improved Shunt Condition (Su) D This functions as the shunt condition temporal anomaly, except you can also delay the following conditions: bleeding, burning, confused, frightened, and nauseated. You must know the shunt condition temporal anomaly to learn this temporal anomaly. Instance Analysis (Su) D By examining an ally and a threat, you can quickly discern the effectiveness of potential attacks by gazing momentarily into the future. As a move action, you can select an ally within 60 feet and a target within 60 feet. You can then choose one of your selected ally’s available abilities, spells, or weapons. You immediately know whether the target has immunity, damage reduction, energy resistance, or spell resistance that would apply to the selected ability, spell, or weapon. At 8th level, you can use this ability for 1d4 abilities, spells, or weapons from any number of allies within 60 feet of you. You can’t use this ability again until you take a 10-minute rest to regain Stamina Points. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733785 20733785 20733785 4431514 4431514 4431514


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733786 20733786 20733786 4431515 4431515 4431515 14 CLASSES Multifocal (Su) D More means of controlling the universe’s temporal paradoxes open themselves to you. When you select this temporal anomaly, you can select a second focal paradox from one of the following: ability score checks, caster level checks, Fortitude saves, initiative checks, Reflex saves, two specific trained skill checks, or Will saves. You can’t select the same focal paradox as provided by your anchor when making this choice, and this doesn’t increase the number of times per day that you can gain a paradox from your focal paradoxes. Spell Rewind (Su) D With a gesture, you can rewind a spell back into your mind rather than have it perform with lackluster effect. When you cast a spell that affects only one target, and that target successfully saves against that spell, you can use a paradox to regain the spell slot used to cast that spell. The paradox used must be at least double the spell’s level. If you use this ability with a spell that normally has effects on a failed save, the spell instead has no effect. Time-Hardened (Ex) D You’ve mastered the art of enduring everything the galaxy— and time itself—has to throw at you. When you take this temporal anomaly, you increase your maximum Hit Points and Stamina Points by an amount equal to your precog level. Each time you gain a new precog level, you increase your maximum Hit Points and Stamina Points by 1. 8th Level You must be at least 8th level to choose the following temporal anomalies. Forewarned (Su) D With your levels of foresight, nothing can surprise you. At the start of a surprise round, you can use a paradox to act in that surprise round, replacing your initiative roll result with that paradox. Looped Existence (Su) D You can trap others in endless cycles. As a standard action, you can use a paradox to focus on a creature within 60 feet, forcing it into a temporal loop. The creature must succeed at a Will saving throw or gain the fatigued condition for a number of rounds equal to half the paradox (minimum 1). At 11th level, you can instead cause the target to gain the confused condition for 1d4 rounds. At 14th level, you can instead cause the target to gain the exhausted condition for 1d4 rounds. Momentary Stutter (Su) D You can rewind just enough of time to reverse your position without affecting other outcomes. At the start of your turn, you can use a paradox to mark your current location and activate this ability. At the end of your turn, you can immediately teleport to your starting location. This movement does not provoke attacks of opportunity. Skillful Rewrite (Su) D When you tempt fate and fail, you can sometimes still recover through clever use of paradoxical power. As a reaction when you fail a skill check, you can use a paradox in place of the d20 rolled for the skill check. Tactical Oracle (Su) D You have achieved total battlefield control with your glimpses into the future. You can use a paradox as a swift action to not provoke attacks of opportunity from movement until the end of your next turn. When you use this ability, you can use an additional paradox to grant this benefit to an ally within 60 feet. You must know the tactical timing temporal anomaly to learn this temporal anomaly. Time Walk (Su) D You can step outside time to move to a new position and then quickly step back if it would be advantageous to do so. As a full action, you can mark your starting space and then move up to your speed. At the end of the movement, you can decide whether to remain where you are or teleport to your starting space. Neither the initial movement nor the teleportation provokes attacks of opportunity. You can’t use this ability again until you’ve taken a 10-minute rest to regain Stamina Points. 11th Level You must be at least 11th level to choose the following temporal anomalies. Butterfly Effect (Su) D You can cause even seemingly insignificant actions to ripple throughout a battlefield and cause outsized effects. As a reaction when you or an ally within 60 feet miss an attack that targets AC, you can use a paradox to grant an insight bonus to subsequent attacks against that target’s AC. The bonus starts at +1 and increases by one with each subsequent missed attack against the target’s AC, to a maximum of +5. The bonus ends when the target is hit by an attack that targets AC. A target can be affected by only one instance of this ability at a time. Desperate Rewrite (Su) D As a reaction when you fail a saving throw, you can use a paradox in place of the d20 rolled for the saving throw. Greater Shunt Condition (Su) D This functions as the shunt condition and improved shunt condition temporal anomalies, except you can add the following conditions to those you can delay: asleep, cowering, dazed, paralyzed, and stunned. You must know the shunt condition and improved shunt condition temporal anomalies to learn this temporal anomaly. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733786 20733786 20733786 4431515 4431515 4431515


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733787 20733787 20733787 4431516 4431516 4431516 15 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 PRECOG Masterful Preparation (Su) D When you use the advanced preparation temporal anomaly, you can instead produce a non-consumable item, with the same restrictions and requirements as advanced preparation. At 14th level, the item can have up to 2 bulk. You must know the advanced preparation temporal anomaly to learn this temporal anomaly. Paradoxical Genius (Su) D You have mastered temporal inconsistency to the point that each of your paradoxes are so artfully inconsistent that they spiral into a cascade of alternate possibilities and powers. When you would gain a new paradox for using your anchor’s focal paradox, you gain two new paradoxes instead. Preternatural Strikes (Su) D Through analyzing the flow of time, you have such perfect control of your body that you sometimes appear to move faster than the eye can see. As part of a full attack action, you can use a paradox to teleport up to 30 feet between your first and second attacks; this movement does not provoke attacks of opportunity. 14th Level You must be at least 14th level to choose the following temporal anomalies. Offensive Rewrite (Su) D As a reaction when you fail to hit with an attack roll, you can use a paradox in place of the d20 rolled for your attack roll. Outcome Adjustment (Su) D As a reaction, when a creature within 100 feet would attack you or an ally, or attempt a caster level check or skill check, you can use a paradox before the check is rolled. If the creature fails a Will save, you can replace the attack roll or check’s d20 roll with the paradox. Time’s Champion (Ex) D You treat your base attack bonus as equal to your precog level. You must know the future training or time-hardened temporal anomaly to learn this temporal anomaly. ADDITIONAL PRECOG INFORMATION The following sections detail the rules for precog archetypes (used when adding an archetype to your class) and precog class grafts (used when building precog NPCs). Precog Archetype An archetype grants alternate class features that replace features normally granted by a class at several levels; full rules for archetypes appear on page 126 of the Core Rulebook. D 2nd Level You don’t gain a temporal anomaly. D 4th Level You don’t gain a temporal anomaly at 5th level. D 6th Level You can’t use temporal aggression on allies’ die rolls. D 9th Level You don’t gain a temporal anomaly at 8th level. D 12nd Level You do not gain chronomatic flow until 16th level, after which point the maximum bonus is one fewer than usual. D 18th Level Your chronomatic defense’s maximum bonus does not increase. Precog Class Graft To add precog mechanics to an NPC, you can apply the precog class graft, following the rules for class grafts found on page 137 of the Alien Archive. Special Rules: Choose an anchor. Any abilities that aren’t relevant to the precog creature can be skipped (or can simply be incorporated into the creature’s statistics) and don’t need to appear in the creature’s stat block. A precog NPC gains an alternative to the paradox class feature, limited paradoxes (see below). Limited Paradoxes: Each day you gain three paradoxes: one with a value of 5, one with a value of 10, and one with a value of 15. You can’t gain paradoxes in any other way. This otherwise functions as the precog’s paradox class feature (with new uses for paradox rolls unlocking at CR 3 and CR 5). Required Array: Spellcaster. Adjustments: +2 to Reflex saving throws. Ability Score Modifiers: Dexterity, Intelligence, and Charisma Gear: Light armor (item level = CR), small arm (item level = CR), and either an advanced melee weapon, longarm, or sniper rifle (item level = CR – 1). Abilities by CR All CRs: Limited paradoxes. CR 1: Anchor and one special ability. CR 2: Anchor, one 2nd-level temporal anomaly, and one special ability. CR 3: Anchor, chronomatic defense, and one 2nd-level temporal anomaly. CR 4: Anchor, chronomatic defense, temporal aggression, and one 2nd-level temporal anomaly. CR 5: Anchor, chronomatic defense, temporal aggression, and two temporal anomalies (one 2nd-level and one 5th-level). CR 8: Anchor, chronomatic defense, temporal aggression, and two temporal anomalies (one 5th-level and one 8th-level). CR 9: Anchor, improved anchor, chronomatic defense, temporal aggression, and two temporal anomalies (one 5th-level and one 8th-level). CR 11: Anchor, improved anchor, chronomatic defense, temporal aggression, and two temporal anomalies (one 8th-level and one 11th-level). CR 14: Anchor, improved anchor, chronomatic defense, temporal aggression, and temporal anomalies (one 11th-level and one 14th-level). CR 15: Anchor, improved anchor, greater anchor, chronomatic defense, temporal aggression, and two temporal anomalies (one 11th-level and one 14th-level). CR 17: Anchor, improved anchor, chronomatic defense, temporal aggression, and two temporal anomalies (14th-level). paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733787 20733787 20733787 4431516 4431516 4431516


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733788 20733788 20733788 4431517 4431517 4431517 16 CLASSES APOCALYPSE SEER THEME: DREAM PROPHETPW TIME-WORN WARRIOR THEME: MERCENARY You are haunted by visions of impending disaster and are acutely aware of the cascading effects of even the most minor actions. ABILITY SCORES Dexterity and Intelligence are your most important ability scores, as they increase the effectiveness of your abilities and spells. Wisdom helps you with social skills. ANCHOR Doomed future TEMPORAL ANOMALIES Advanced preparation (2nd) Desperate rewrite (11th) I knew you’d say that (5th) Outcome adjustment (14th) Tactical oracle (8th) FEATS Constant AlertCOM Lightning Reflexes Extra Resolve Oracular GiftCOM Improved Initiative SKILLS Bluff Perception Culture Sense Motive Diplomacy You lived through something you shouldn’t have, dodging time’s inexorable flow and retaining the ability to manipulate timelines. ABILITY SCORES Dexterity and Intelligence are your most important ability scores, as they increase the effectiveness of your abilities and spells. Constitution makes you hardier. ANCHOR Fragmented past TEMPORAL ANOMALIES Future training (2nd) Preternatural Strikes (11th) Time-hardened (5th) Time’s Champion (14th) Forewarned (8th) FEATS Blind-Fight Great Fortitude Diehard Jet Dash Enhanced Resistance SKILLS Acrobatics Sense Motive Bluff Stealth Piloting paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733788 20733788 20733788 4431517 4431517 4431517


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733789 20733789 20733789 4431518 4431518 4431518 17 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 PRECOG PRECOG BUILDS TIME TRAVELER THEME: SCHOLAR CHRONOMANCER THEME: PRIEST You’re an expert combatant who carries little equipment, yet you’re never unarmed. ABILITY SCORES Dexterity and Intelligence are your most important ability scores, as they increase the effectiveness of your abilities and spells. Wisdom helps your understanding of magic. ANCHOR Timewarped TEMPORAL ANOMALIES Ephemeral confidant (2nd) Paradoxical genius (11th) Instance analysis (5th) Offensive rewrite (14th) Looped existence (8th) FEATS Dive for Cover Tactful AdvisorCOM Iron Will Technomantic Dabbler Quick Draw SKILLS Culture Perception Diplomacy Sense Motive Mysticism You draw your ability to manipulate timelines from a magical source. ABILITY SCORES Dexterity and Intelligence are your most important ability scores, as they increase the effectiveness of your abilities and spells. Wisdom helps your understanding of magic. ANCHOR Chronomancy TEMPORAL ANOMALIES Shunt condition (2nd) Greater shunt condition (11th) Improved shunt condition (5th) Outcome adjustment (14th) Time walk (8th) FEATS Agile Casting Spell Focus Mobility SpellguardCOM Skill Synergy SKILLS Culture Perception Diplomacy Sense Motive Mysticism paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733789 20733789 20733789 4431518 4431518 4431518


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733790 20733790 20733790 4431519 4431519 4431519 18 CLASSES ALTERNATE CLASS FEATURE Biohackers have access to the following alternate class feature. Ley Line Hacker (Su) Like an arcane phlebotomist, some biohackers track, empower, and dampen untapped veins of magical energy by using scientific and thaumaturgic catalysts. A ley line hacker does not have access to the basic boosters and basic inhibitors listed on page 42 of the Starfinder Character Operations Manual. Instead, they can use their biohacks to create ley line hacks, specialized grenades that create supernatural effects. These function as biohacks, except they cannot be injected into creatures; they are instead thrown weapons with the explode (5 feet) weapon property and a 20-foot range increment. You can draw, activate, and throw a ley line hack as a standard action. A ley line hack’s effects last for a number of rounds equal to your key ability score modifier. If a ley line hack requires a saving throw, the DC is equal to 10 + half your biohacker level + your key ability score. At 3rd level, you can increase the radius of a ley line hack to 10 feet (or to 15 feet at 15th level), after which you cannot increase the radius of additional ley line hacks until you have taken a 10-minute rest to recover Stamina Points. At 9th level, you can increase the radius twice in this way before resting to recover Stamina Points. You can create the following effects with a ley line hack: D Vines or other impediments cause creatures to take a –10-foot penalty to their speeds (minimum 5 feet) for 1 round when they enter or begin their turn in the area. D Choose either a protective or exposing effect when using this ley line hack. Obstacles in the area bend reflexively. If the ley line hack is protective, increase any bonuses to AC and Reflex saves granted by cover in the area by 1. If the hack is exposing, decrease any bonuses to AC and Reflex saves granted by cover in the area by 1 (minimum +0). D Magical static suffuses the area. Any creature that enters or begins their turn in the area becomes off-target for 1 round (Fortitude negates), or nauseated for 1 round if they roll a natural 1 on their saving throw. Choose one of the following energy types: acid, cold, electricity, fire, or sonic. When a creature in the area takes damage of the chosen type (maximum once per round per creature), that damage increases by an amount equal to your biohacker level or your key ability modifier, whichever is lower. Ley line hacker replaces spark of ingenuity and the biohacker class features basic booster and basic inhibitor. FIELDS OF STUDY A biohacker can select the following as their primary, secondary, or tertiary field of study. Thaumapathy Thaumapathy studies the inherent magic that suffuses living things, enhancing or dampening that power with the use of eldritch pharmaceuticals. Booster: You temporarily boost a creature’s intrinsic magical field, granting it spell resistance equal to 5 + your class level. If it already has spell resistance, increase the spell resistance by 1 (or by 2 if the original spell resistance is less than or equal to 10 + your biohacker level). Inhibitor: Your inhibitor restricts the magical pathways of the target’s body, making spellcasting more difficult. Reduce the caster level and saving throw DCs of spells and spell-like abilities the creature casts by 1. The creature takes a penalty equal to 1 per damage die when rolling damage dealt by its spells and spell-like abilities. For the duration of the inhibitor’s effect, spells and spell-like abilities that normally have a casting time of 1 standard action instead gain a casting time of 1 round, and spells and spell-like abilities that normally have a casting time of 1 round gain a casting time of 2 rounds. Breakthrough You can use the following ability when you achieve the breakthrough for this field of study. Magic Renewal (Su): As a standard action, you can create and deliver a medicinal formula to a living creature that restores one of that creature’s expended spell slots or expended spell-like abilities. The level of the spell slot or spell-like ability restored cannot exceed one-third your biohacker level (rounded up). A creature can benefit from your magic renewal breakthrough only once per day. THEOREMS These theorems follow the same rules as those presented on page 46 of the Character Operations Manual. Theorems marked with an asterisk (*) apply to your biohacks class feature and do not stack with one another. Only one such theorem can be applied to an individual biohack. 2nd Level You must be 2nd level to select these theorems. BIOHACKER Blending magic and biological science inspires new theorems and fields of study that incorporate—even rely on—the arcane to alter, improve, or harm living things. Magic accelerates biochemical reactions, while chemical concoctions anchor incantations. These and other extraordinary hybrid strategies allow one to push past the limits of a single discipline. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733790 20733790 20733790 4431519 4431519 4431519


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733791 20733791 20733791 4431520 4431520 4431520 19 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 BIOHACKER Ampoule Expertise (Su) D You’ve discovered how to create specialized spell ampoules using ingredients in your custom microlab. Your selection of spell amps is limited to a number of spells equal to 3 + half your biohacker level; these spells must fulfill all the requirements for a spell amp as detailed on page 224 of the Starfinder Core Rulebook. These spells comprise the list of spell amps you can create with this ability. Each time you gain a biohacker level, you can swap out one spell on this list for another spell that qualifies. Whenever you gain an even-numbered biohacker level, you also select one additional spell to add to your list of spell amps. The first time each day that you create your biohacks, you can create two 0-level spell amps and one 1st-level spell amp from your list. At 8th level, you also can prepare one 2nd-level spell amp from your list. Your spell amps are highly experimental and provide a benefit only when either consumed by you or when an imbiber also spends 1 Resolve Point as part of the action to consume the spell amp. You can inject these spell amps as though they were biohacks, though you must expend 1 Resolve Point and a biohack to do so. Morphing Hack (Su) D You have developed a special hybrid biohack that can physically transform a creature. Once per day as a standard action, you can target a living creature with a special biohack that counts against your total uses of biohacks and otherwise functions as a biohack. If you hit your target, they are affected by a 1st-level polymorph spell; an unwilling creature can negate the effect with a successful Fortitude save. Your caster level for this effect is equal to your biohacker level, and the effect lasts for a number of rounds equal to your key ability score. As you advance in biohacker levels, your morphing hack becomes more potent; increase the polymorph spell level to 2nd when you reach 5th level, and by one additional spell level for every 3 biohacker levels you have (maximum 6th level at 17th level). When you select this theorem, select a single polymorph form according to the guidelines for the spell on page 145 of Alien Archive 2. Every time you use this ability, the target turns into the polymorph form you have chosen. Each time you gain a biohacker level, you can select a new form for this theorem, replacing the old one. You can select this theorem multiple times, with each additional theorem giving you an additional daily use of this biohack and an additional polymorph form for the biohack. 8th Level You must be 8th level to select this theorem. Elongation Mutation* (Ex) D Any booster you successfully use on yourself or an ally causes the target’s limbs to become elastic and capable of stretching a great distance. The creature increases its reach by 5 feet. This effect lasts a number of rounds equal to your primary ability score modifier (minimum 1 round), in addition to the booster’s other effects. 14th Level You must be 14th level to select this theorem. Ampoule Mastery (Su) D You have surpassed conventional spell ampoule science, allowing you to prepare one 3rd-level spell amp each day from your list of known spell amps using the ampoule expertise theorem. When you gain this theorem, you also add one additional spell to your list of spell amps that you can prepare. At 18th level, you can prepare one 4th-level spell amp each day from your list of known spell amps; this exceeds the normal level limit for spell ampoules, though any 4th-level spells you add to your list of spell amps must still follow all other rules for creating spell amps. You must have Ampoule Expertise to select this theorem. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733791 20733791 20733791 4431520 4431520 4431520


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733792 20733792 20733792 4431521 4431521 4431521 ENVOY 20 CLASSES ALTERNATE CLASS FEATURES Envoys have access to these alternate class features. Psychic Expertise You have latent psychic powers you’ve honed through practice and willpower into impressive feats of supernatural ability. Psychic expertise alters expertise, and it replaces skill expertise and the expertise talent gained at 3rd level. Psychic Communicator (Su) 1st Level D You gain limited telepathy (Core Rulebook page 265). If you already have limited telepathy, you instead increase its range by 30 feet. At 9th level, you gain telepathy with a 30-foot range, allowing you to communicate mentally with any creature that has a language, even one you don’t share. Psychic Resilience (Su) 1st Level D You gain the envoy’s expertise ability, though you roll 1d4 for your expertise die. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d6 as your expertise die instead of 1d4. As a reaction before you attempt a Will save against a mind-affecting effect, you can roll your expertise die and add the result of the roll to your saving throw as an enhancement bonus. You must have at least 1 Resolve Point remaining to increase your saving throw in this way, and once you have done so, you cannot do so again until you have regained Stamina Points as part of a 10-minute rest. At 5th level and every 4 levels thereafter, choose one of the following skills: Bluff, Culture, Diplomacy, Disguise, Intimidate, or Medicine. You are treated as having expertise with that skill for the purposes of expertise talents and other prerequisites, though you do not actually add your expertise die to any skill checks except Sense Motive. Mental Awareness (Su) 3rd Level D At 3rd level, you gain blindsense (thought) with a range of 10 feet. This blindsense’s range increases to 20 feet at 9th level, 30 feet at 13th level, and 60 feet at 17th level. Psychic Exploits (Sp) 5th Level D You can focus your mental powers to directly monitor or modify the thoughts of those around you. You can use your psychic exploits twice per day, though you regain one daily use each time you regain Stamina Points as part of a 10-minute rest. Your psychic exploits can detect or affect only creatures you can sense with your mental awareness. Any spell-like abilities use your envoy level as their caster level and your Charisma score to calculate saving throw DCs. At 5th level, you can expend a psychic exploit to cast detect thoughts, mental silenceCOM, or mindlink as a spell-like ability. At 9th level, you can expend a psychic exploit when activating your psychic resilience ability to apply the latter’s bonus to a Will saving throw to a number of allies equal to half your Charisma modifier (minimum 1). At 13th level, you can expend a psychic exploit and 2 Resolve Points to cast discern lies, mind probe, or modify memory as a spell-like ability. At 17th level, you can expend a psychic exploit to gain blindsight (thought) with a range of 60 feet for 10 minutes. Spell Speaker (Su) You’ve learned to speak with, encourage, and reprimand magical forces as if they were living beings. And, to your credit, magic listens. Through a combination of encouragements, you can coax magic to follow your instructions and overcome even difficult obstacles, enhancing your companions’ spellcasting. At 1st level, you can encourage the magic of an ally within 30 feet as a standard action, empowering the next 0-level or 1st-level spell they cast before the end of your next turn. The maximum level of spell that you can encourage increases by 1 for every 6 envoy levels you have, and you can increase this maximum level by 50% (rounded down) if you also spend 1 Resolve Point when using this ability. Once an ally has benefited from this encouragement, that ally can’t gain the benefits of your spell speaker ability again until they take a 10-minute rest to recover Stamina Points. An empowered spell gains one of the following benefits. Amplified: The spell is especially potent. On the turn that they cast the spell, the spellcaster can reroll any of the dice rolled to determine the spell’s effect (such as damage dice) whose result is a 1 and take the second result. Any such die that rolls its maximum value (such as 4 on a d4) treats its result as though it were 1 higher. Extended: The spell’s duration is increased by 50%. Stretched: The spell’s range is increased by 50%. If the range is touch, the spellcaster treats their natural reach as 5 feet greater for the purpose of delivering the spell. Targeted: The spell eagerly seeks its target. On the turn that they cast the spell, the spellcaster can roll one attack roll (and any roll to resolve miss chance from concealment for that attack) twice and use the better result. Some envoys apply their persuasive arts to influence magic, as though spells were people, manipulating arcane forces through song, speech, and gesture. Others have developed so many empathic supernatural connections that they manifest psychic abilities, relying on mental magic to read and convince their neighbors. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733792 20733792 20733792 4431521 4431521 4431521


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733793 20733793 20733793 4431522 4431522 4431522 21 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 ENVOY Unstoppable: The spell overcomes all obstacles. The spell treats any targets’ resistances as though they were reduced by an amount equal to your Charisma modifier (minimum 0). The spellcaster treats their caster level as 2 higher for the purpose of overcoming spell resistance. Widened: You increase the length of any line effect created by the spell by 50%. You increase the length of any cone effect created by the spell by 25% (minimum 5 feet). You increase the radius of any cylinder or burst effect created by the spell by 25%; this has no effect on spells that create a burst whose radius is less than 20 feet. This replaces the envoy improvisation gained at 1st level. MAGICAL IMPROVISATIONS The following improvisations are available only to envoys with the spell speaker alternate class ability. Borrowed Arcana (Sp) D You can spend 1 Resolve Point to draw magic from a willing or unconscious ally within 30 feet of you, casting one of their spells as a spell-like ability. The spell’s level cannot exceed the maximum spell level you can empower with your spell speaker ability, and the ally must expend the appropriate available spell slot. You use your envoy level as the caster level, and you use your Charisma modifier to calculate the spell’s saving throw DCs. Activating this improvisation and casting the spell takes a standard action or an amount of time equal to the spell’s casting time, whichever is longer. Each time you use this improvisation per day, its Resolve Point cost increases by 1. You must be 4th level to choose this improvisation. Reprimand Spell (Su) SENSE-DEPENDENT D As a standard action, you spend 1 Resolve Point to scold a spell out of existence. This functions as dispel magic with a range of 30 feet, using your envoy level as your caster level. At 12th level, you can instead spend 2 Resolve Points to cast dispel magic as a reaction, using its counter function against a spell that affects any target or creature within 30 feet of you. If your dispel check exceeds the DC by 10 or more, you convince the spell to follow your commands and can select a new target (or targets, as appropriate) for the spell within the spell’s original range. The spellcaster loses the ability to dismiss the spell, and you gain that ability. You must be 8th level to choose this improvisation. Spell Scoot (Su) SENSE-DEPENDENT D As a standard action, you can convince a spell effect to move. This functions as the targeted dispel function of dispel magic with a range of 60 feet, using your envoy level as your caster level. Rather than dispelling the effect, if you succeed, you move the spell’s area of effect a distance that cannot exceed 5 feet × your Charisma modifier. This adjustment cannot change the effect’s orientation, and the movement is instantaneous, causing no incidental damage or disruption as it moves to its new location. Alternatively, you can use this improvisation to clear the spell’s effect for 1 round from a number of 5-foot cubes that does not exceed your Charisma modifier, such as to clear a path through a wall of force. You must be 10th level to choose this improvisation. EXPERTISE TALENTS The following envoy expertise talent uses the standard rules for expertise talents (Core Rulebook page 64). Expert Artificer (Su) D You have a knack for using, repairing, and learning about enchanted gear, especially objects with which you become familiar. In a process that takes 1 minute, you can use Bluff, Diplomacy, or Intimidate in place of Mysticism to identify a magic item without simultaneously casting detect magic. When you regain your Resolve Points after resting, you can designate a number of magic items and/or hybrid items that you’ve had in your possession for at least 24 hours to be your attuned items. Once per day per item, you can repair one of your attuned items as a full action, for which you can use Engineering in place of Mysticism. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733793 20733793 20733793 4431522 4431522 4431522


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733794 20733794 20733794 4431523 4431523 4431523 MECHANIC 22 CLASSES Mechanics use their inventive genius to create devices and artificial intelligences that seem outright magical. Yet some mechanics focus even further on the intersection of science and spellcraft, creating powerful hybrid devices capable of myriad marvels. ALTERNATE CLASS FEATURE Mechanics have access to the following alternate class feature. Experimental Apparatus (Su) You have created an experimental apparatus, a unique item that blends technology and magic. Your experimental apparatus is a hybrid item that must be held in one hand to impart any benefit. Incorporated into the apparatus is one nonconsumable hybrid or magic item with an item level of 1 and no more than 1 bulk. The apparatus has light bulk, but it becomes 1 bulk if it has an incorporated item that has 1 bulk. While you wield the apparatus, you gain the benefits of the incorporated hybrid or magic item, even if you are already wearing your maximum number of hybrid or magic items. Due to its esoteric design and controls, you are the only one who can gain any benefit from the apparatus. You can incorporate additional items into the apparatus to expand its functions, including hybrid items, magic items, and magitech augmentations (for the arm, brain, endocrine, hand, or throat systems). An incorporated item’s item level cannot exceed your mechanic level, its bulk cannot be greater than 1, and the apparatus can accommodate a total of only two incorporated items (including the apparatus’s starting item). Incorporating an item into the apparatus takes 8 hours of work and functionally destroys that item in the process. Each item has its own set of charges, if any. You only gain the benefits of a single incorporated item at a time, though you can switch which item is active as a standard action, or as a move action if you spend 1 Resolve Point. If your apparatus is destroyed or lost, you retain its schematics in your custom rig and can rebuild a version of it for free after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your apparatus. In addition, every time you gain a mechanic level, you can rebuild your apparatus with the same amount of work, allowing you to replace one of the installed items at no cost, selecting an item with an item level no higher than the item level of the item being replaced. Experimental apparatus replaces the artificial intelligence (AI) class feature. Mystical Technician (Ex) 1st Level Add Mysticism to your list of class skills in place of Computers. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Mysticism checks. The insight bonus granted by your Bypass mechanic class feature applies to Engineering and Mysticism checks, not to Computers checks. Advanced Artifice (Ex) 5th Level Your experimental apparatus can now accommodate up to three incorporated items. Upon gaining this ability, you can incorporate the functions of one item whose item level is 3 or less into your experimental apparatus at no cost. Enhanced Interface (Ex) 7th Level You can change your experimental apparatus’s active devices as a move action, or as a swift action by spending 1 Resolve Point. Technological Arcana (Ex) 10th Level By drawing on your apparatus’s energy reserves through embedded spell gems, you can replicate a limited number of magical effects. Choose two 0-level technomancer spells, two 1st-level technomancer spells, and one 2nd-level technomancer spell. You incorporate spell gems for these spells into your apparatus at no cost. You gain a limited version of the technomancer’s spells class feature, though you can use these spells only while wielding the apparatus, and your selection of spells is limited to those spells embedded in the apparatus. You have one 1st-level spell slot and one 2nd-level spell slot, and you can cast the 0-level spells at will. You gain one 3rd-level spell slot at 13th level, and you gain one 4th-level spell slot at 16th level. Casting these spells does not expend the incorporated spell gems. Your experimental apparatus can store a maximum number of spell gems equal to half your mechanic level, and these spell gems can be of any level. You can incorporate and replace spell gems in the apparatus as you would new magic items, and incorporated spell gems are effectively destroyed once installed. In addition, whenever you would gain a new mechanic trick, you can instead increase the number of spell gems the apparatus can hold by one, as well as gain one additional spell slot of your maximum spellcasting level, to a maximum of four spells per level. Versatile Apparatus (Ex) 15th Level Your experimental apparatus can now accommodate up to four incorporated items. The apparatus grants the abilities of two incorporated items at a time. Unparalleled Apparatus (Ex) 20th Level Your apparatus is so technologically sophisticated that it is almost a magical artifact. Choose one of the following benefits. Enduring Legacy: You have perfected the apparatus’s function and durability, allowing others to use it for ages to come. The apparatus’s item level is treated as 30 for the purpose of its hardness, Hit Points, and saving throws. If a creature spends 1 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733794 20733794 20733794 4431523 4431523 4431523


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733795 20733795 20733795 4431524 4431524 4431524 23 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 MECHANIC Resolve Point, they can operate the apparatus as though they were you for 24 hours. Magitech Marvel: You gain one 5th-level spell slot that you can use with the technological arcana ability, and you increase your number of 3rd- and 4th-level spell slots for that ability by one each. You increase the number of spell gems the apparatus can store by 5. Multitasking Miracle: The apparatus can now grant the abilities of three incorporated items simultaneously. MECHANIC TRICKS These mechanic tricks present a variety of new options for magic-inclined mechanics to utilize their knowledge of the intersection of magic and technology. Many of these options allow mechanics to use their technological expertise to access and alter magical effects to give themselves an edge in combat. 2nd Level You must be 2nd level or higher to choose these mechanic tricks. Fusion Specialist (Ex) D When you apply a fusion seal to a weapon, it functions after 1 hour rather than the normal 24. Once per day, you can spend 1 Resolve Point while applying a fusion seal to instead have the seal function immediately after you transfer it. Magic Scanner (Ex) D As a standard action, you attune your custom rig to detect the presence and nature of magical effects in the area, gaining the effects of the detect magic spell. You can use this to identify the properties and command words of magic and hybrid items, using Computers to identify magic in place of Mysticism. Magitech Officer (Ex) D When acting as a magic officer (Starfinder Character Operations Manual 148) during starship combat, you can use Engineering in place of Mysticism to resolve crew actions. You can perform magic officer crew actions as though you had a number of ranks in Mysticism equal to the number of ranks you have in Engineering. Spell Chip Understanding (Su) D You can use spell chips (Core Rulebook 215) as if you were a spellcaster. For the purpose of using spell chips, you treat all spells as your class’s spell list, and you use Intelligence as your key ability score for your spellcasting. Your effective caster level for spell chips you use is your mechanic level. 8th Level You must be 8th level or higher to choose these mechanic tricks. Debug Curse (Su) D Your custom rig is able to analyze and disable curses’ underlying magic. While in possession of your custom rig, you gain a +3 resistance bonus to saving throws against curses. Once per day, you can use your custom rig to remove a curse from a creature or object, per the spell remove affliction, using your mechanic level as your caster level. Program Spell Chip (Ex) D Your programming skills can achieve near-magical results. Choose two 0-level spells, two 1st-level spells, two 2nd-level spells, and two 3rd-level spells from the technomancer spell list. You can craft spell chips of these spells, provided you have a number of ranks in Computers equal to the number of ranks in Mysticism that would normally be required. Rather than access to a workshop, you need access to a computer of a tier greater than or equal to the level of the spell you are programming into the spell chip. At 9th level and each subsequent mechanic level, you can choose one additional technomancer spell for which you can create spell chips. Beginning at 11th level, you can choose 4th-level technomancer spells. At 14th level, you can choose 5th-level technomancer spells, and at 17th level, you can choose 6th-level technomancer spells. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733795 20733795 20733795 4431524 4431524 4431524


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733796 20733796 20733796 4431525 4431525 4431525 MYSTIC 24 CLASSES Numerous mystical traditions have survived unchanged over millennia because they rely on relationships rather than technology. Through fey bargains or by channeling the multiverse’s arcane potential into useful forms, many mystics develop powerful eldritch connections to purely supernatural energies. CONNECTION The following connections are available to mystics. Arcane You tap into the universe’s raw magic, channeling this energy to empower your spellcasting, suppress others’ magic, and protect yourself from harm. You’re a magical innovator, capable of tweaking and manipulating magical energy to suit your needs. D Associated Deities: Eloritu, Lissala, Nyarlathotep, Pharasma D Associated Skills: Intimidate and Mysticism D Spells: 1st–identify, 2nd–dampen spell (page 72), 3rd–dispel magic, 4th–mystical aegis (page 78), 5th–greater dispel magic, 6th–greater magic seal (page 77) Scouring Aura (Su) 1st Level D Whenever you cast a spell, you emanate magical energy for a number of rounds equal to your Wisdom modifier (minimum 1). During this time, enemies that enter or begin their turn in a space adjacent to you take fire damage equal to the level of the spell you cast. When you would take damage from an attack or spell, you can end your scouring aura as a reaction to reduce the damage dealt by an amount equal to twice the level of the spell you cast (minimum 0 damage). Spell Echo (Su) 3rd Level D As a reaction whenever you cast a spell that has no effect (such as the affected creatures all succeeding at saving throws or being immune), you can spend a number of Resolve Points equal to half the spell’s level (rounded up) to capture the spell’s magical energy and retain it as a spell echo for a number of rounds equal to your Wisdom modifier (minimum 1). Once during this time, you can cast the captured spell a second time by expending the spell echo instead of expending a spell slot. You can have only one spell echo at a time. Arcane Manipulation (Su) 6th Level D You can spend 1 Resolve Point when casting a spell to augment it in one of the following ways: the spell’s duration increases by 50%, the spell’s range increases by 50%, or the spell’s damage increases by an amount equal to half your mystic level. Eldritch Sense (Su) 9th Level D Whenever your scouring aura is active, you can sense magical energy. This grants you blindsense (magic) for a range of 10 feet × the level of the spell that triggered scouring aura, which senses nearby magic in the area as detect magic. Spell Consumption (Su) 12th Level D You gain spell resistance equal to 6 + your mystic level. As a reaction when you would be the target of a spell, you can increase your spell resistance to 11 + your mystic level against that spell. Once you’ve used this reaction, you can’t use it again until you take a 10-minute rest to recover Stamina Points. Once per hour, when a spell fails to overcome your spell resistance, you absorb part of that spell’s energy and use it to fuel your spellcasting; you regain an expended 1st-level mystic spell slot. Unleash Magic (Sp) 15th Level D Once per day as a standard action, you unleash a burst of raw magic in a 30-foot radius around you, dealing 12d6 damage to every creature in the area (Reflex half). Each time you use unleash magic, you decide if it deals acid, cold, electricity, fire, or sonic damage. You can expend a mystic spell slot when using this ability to exclude a number of squares up to the level of the spell slot expended from the area of unleash magic. You can activate unleash magic additional times per day by expending 1 Resolve Point each time after the first. Suppressing Aura (Su) 18th Level D Once per day, you can end your scouring aura as a standard action to cast greater dispel magic. You can spend 2 Resolve Points to use this as a reaction instead. First World You draw your magic from the First World, the riotous, ever-shifting realm of the fey. Your powers manifest as illusory tricks, mind-clouding enchantments, and other deceptions. D Associated Deities: Apholine, the Lantern King, the Lost Prince, Ng, Ragadahn, Shyka—all detailed on page 128. D Associated Skills: Bluff and Disguise D Spells: 1st–6th–baleful polymorphAA2;replaced by 1st–disguise self, 2nd–song of the cosmosCOM, 3rd–charm monster, 4th-confusion, 5th–greater command Dazzling Dust (Sp) 1st Level D As a standard action, you can spend 1 Resolve Point to scatter glittering pixie dust in a 30-foot cone. Creatures in the area must succeed at a Fortitude save or become dazzled and take a –1 penalty to Will saving throws for a number of rounds equal to your Wisdom modifier (minimum 1). At 9th level, you can cause one creature dazzled by this ability to also be blinded for 1 round. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733796 20733796 20733796 4431525 4431525 4431525


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733797 20733797 20733797 4431526 4431526 4431526 25 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 MYSTIC Spell Transference (Sp) D As a standard action, you can spend 1 Resolve Point to transfer a condition or spell affecting one willing target to another willing target, both of whom you’re touching. At 12th level, you can transfer effects between creatures affected by your telepathic bond class feature without touching them. 9th Level You must be 9th level or higher to choose this epiphany. Mystic Step (Su) D You naturally hover 6 inches above liquid or solid surfaces unless you will it otherwise. You don’t leave tracks and are immune to the off-kilter condition. You fall at a rate of 60 feet per round and take no damage upon landing. Glamer Shroud (Sp) 3rd Level D As a standard action, you veil yourself in shifting illusions. This grants you a 20% miss chance as though you had concealment, though this effect does not help you to hide. You can maintain this effect for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. Vanishing Trick (Su) 6th Level D When you take damage from a melee attack, you can expend a mystic spell slot as a reaction to teleport away after resolving the attack’s effects. You teleport to an open space to which you have line of effect, the total distance not exceeding 5 feet × the level of the expended spell slot. Otherworldly Melody (Sp) 9th Level D Twice per day, you can sing a mystical tune that functions as either haste or slow. You gain one additional use per day at 13th level and again at 17th level. Collective Glamer (Su) 12th Level D When you activate glamer shroud, you can spend 1 Resolve Point to grant its benefits to allies linked by your telepathic bond class feature. Your allies gain these benefits for 1 minute. First World Pranksters (Sp) 15th Level D As a standard action, you can spend 1 Resolve Point to open a portal to the First World within 100 feet. Mischievous fey swarm through this portal, attacking all enemies in a 20-foot-radius spread. Each enemy in the area is the target of one of the following combat maneuvers: dirty trick, disarm, or trip. You select the action individually for each enemy targeted. The attack roll for these actions is equal to your caster level plus your Wisdom modifier. Their mischief concluded, the fey immediately return to the First World, and the portal closes. Nature’s Fury (Sp) 18th Level D Once per day as a standard action, you can infest any number of enemies within a 50-foot spread centered on you with fey flora. As the plants sprout all over their body, each affected creature takes 5d6 bludgeoning damage and becomes entangled (Fortitude negates) for 1 minute. At the end of each of its turns, an affected creature becomes increasingly overgrown and attempts another Fortitude save. If they fail the save, they take 3d6 additional bludgeoning damage, and an entangled creature also becomes grappled for 1 round. As a standard action, an affected creature can attempt an additional Fortitude save to end the effect, taking no additional damage or penalties if that save fails. EPIPHANIES The following epiphanies use the standard rules for epiphanies (Character Operations Manual 76). 3rd Level You must be 3rd level or higher to choose this epiphany. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733797 20733797 20733797 4431526 4431526 4431526


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733798 20733798 20733798 4431527 4431527 4431527 NANOCYTE 26 CLASSES Nearly invisible and able to perform minor miracles, nanites already seem magical. It should come as no surprise that some innovators have blended nanotechnology with enchantments to create hybrid wonders, such as microscopic robots programed to trace arcane sigils and blessed nanites that provide a direct conduit to higher powers. ALTERNATE CLASS FEATURE Nanocytes have access to the following alternate class feature. Eldritch Nanites (Su) Your nanites are heavily enchanted, limiting their ability to replicate technology but enabling them to weave magical effects at your direction. Your nanite array becomes a supernatural ability. You can’t learn or create major forms with your gear array, and the number of minor forms you know how to create is reduced by half (rounded down). You gain a special fourth nanite array called an eldritch array, which manifests as your nanites hovering close to your body, ready to produce magical effects. Your eldritch array grants you a +1 enhancement bonus to saving throws against spells and spell-like abilities. You gain a limited version of the technomancer’s spells class feature that you can use only while your eldritch array is active. Use your Constitution score in place of your Intelligence score when determining the effects of your spellcasting, including the highest level of spell you can cast and the DC for saving throws against your spells. Unlike a technomancer, your selection of spells is extremely limited. You begin play knowing two 0-level spells, and you can cast your 0-level spells a number of times per day equal to 3 + 1/2 your nanocyte level. At 5th level, you learn one 1st-level spell, and you learn a second 1st-level spell at 11th level. At 9th level, you learn one 2nd-level spell, and you learn a second 2nd-level spell at 15th level. At 13th level, you learn one 3rd-level spell, and you learn a second 3rd-level spell at 19th level. At 17th level, you learn one 4th-level spell. Every time you gain a nanocyte level, you can replace a spell with a different technomancer spell of the same level. At 5th level, you gain one 1st-level spell slot. At 9th, 13th, and 17th levels, this is replaced by a 2nd-, 3rd-, and 4th-level spell slot, respectively, allowing you to cast any one of your spells once per day. As a swift action, you can gain a 1st-level or higher spell slot that lasts until the end of your next turn if not expended beforehand. To do so, you must spend a number of nanite surges equal to the spell slot’s level. Once you spend nanite surges to gain a spell slot of a particular level in this way, you cannot gain another spell slot of that level until you have rested 10 minutes to regain Stamina Points. You can cast known variable-level spells using any level of spell slot you have available. If you manifest your eldritch array at a lower level, such as with your manifold array ability, the maximum level of spell you can cast is reduced by 1 for every 4 levels your array’s effective level is reduced. Eldritch nanites alters nanite array. FACULTY Nanocytes gain access to the following nanite faculty. Absorption Faculty Your body absorbs attacks, swallowing bullets, toxins, and even magic that your nanites convert into bursts of power. Vanish into the Depths (Ex) 1st Level You gain the defensive dispersal ability at 1st level instead of 2nd level. Add 1/2 your nanocyte level to the amount by which your defensive dispersal ability reduces the damage dealt by a triggering effect. Fuel for the Fires (Ex) 5th Level You repurpose incoming damage, using it to make your own attacks deadlier. When you use your defensive dispersal ability to reduce the damage you take from an effect, you enhance the next attack you make with a weapon created by your gear array made before the end of your next turn. If the attack hits, it deals 1d6 additional damage (or 1d4 additional damage if the weapon attacks all creatures in an area). This additional damage increases by 1d6 (or 1d4 for attacks against an area) at 9th level, 13th level, and 17th level. Alternatively, when a creature in your cloud array takes damage before the end of your next turn, you can expend your absorbed energy to increase the damage the creature takes by 1d6 (increased to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level). Either form of additional damage is of the same type as the attack’s normal damage. Kinetic Surge (Ex) 9th Level When you use your defensive dispersal ability to reduce the damage you take from an attack, you convert some of that energy into rapid movement, granting you a +10-foot enhancement bonus to each of your speeds until the end of your next turn. During this time, calculate your DC for Athletics checks to jump as though you had a 10-foot running start. If the triggering attack for defensive dispersal was a critical hit, increase the enhancement bonus to speed to 20 feet, and you also gain a +3 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square until the end of your next turn. Arcane Turnabout (Ex) 13th Level The circumstance bonus to saving throws provided by defensive dispersal increases to +2 against spells and spellpaizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733798 20733798 20733798 4431527 4431527 4431527


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733799 20733799 20733799 4431528 4431528 4431528 27 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 NANOCYTE like abilities. When you use your defensive dispersal ability against a spell or spell-like ability and succeed the effect’s initial saving throw (or if the spell fails to overcome your spell resistance, if any), you can deflect some of the magical energy to damage a creature within 30 feet. That creature takes 1d6 force damage per level of the spell (Fortitude half), and if you target the spell’s caster with this effect, they take a –2 penalty to the saving throw. Deflective Dome (Ex) 17th Level You gain the group dispersal knack (Starfinder Tech Revolution 15); if you already have the knack, you gain one other knack of your choice that’s available to a 10th-level nanocyte. Once per minute when you use your group dispersal knack, you can apply its benefits to all allies affected by the triggering effect who are adjacent to you or within your cloud array. KNACKS Nanocytes can take the following knacks. 2nd Level You must be at least 2nd level to choose this nanocyte knack. Instant Ward (Su) D Your nanites can inscribe magical sigils, creating temporary wards against supernatural beings. As a standard action while y o u r eldritch array or cloud array is active, you can direct your nanites to create a protective ward in a 5-foot square. This ward must be created on a stable surface, such as a wall or floor, and it is clearly visible. If your eldritch array is active, this ward appears in one square you occupy. If your cloud array is active, the ward appears in one square your cloud array occupies. When you or an ally stand in the warded square, that creature gains a +1 divine bonus to AC and saving throws against the attacks, spells, and abilities of fey, outsiders, and undead. If a fey, outsider, or undead who is not your ally enters or ends their turn in the warded square, they take a –1 penalty to AC and saving throws. Either effect lasts as long as the creature remains in the warded area and until the end of their next turn if they leave the warded area. A space remains warded for 1 minute, until it is no longer adjacent to (or within) your nanite array, or until you create a new ward. Otherworldly Nanites (Su) D Your nanites channel otherworldly powers. Choose a class that has the spells class feature. You gain a limited version of that class’s spells class feature rather than the technomancer’s spells class feature, replacing any technomancer spells you know from the eldritch nanites alternate class feature with spells from the chosen class’s spell list. In addition, you gain one additional 0-level spell known for your eldritch nanites. You must have the eldritch nanites alternate class feature to select this knack. 10th Level You must be at least 10th level to choose these nanocyte knacks. Nanomagical Font (Su) D You gain 2 additional nanite surges per day that can be used only to gain additional spell slots to cast your spells gained by the eldritch nanites ability. Whenever you spend nanite surges to gain a spell slot, you regain Stamina Points equal to twice the number of nanite surges you spent. Ninefold Ward (Su) D When you activate your instant ward knack with your eldritch array, the ward covers a 15-foot-by-15-foot square centered on your space. When you activate your instant ward knack with your cloud array, the ward affects each square affected by your cloud array. You must have the instant ward knack to select this knack. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733799 20733799 20733799 4431528 4431528 4431528


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733800 20733800 20733800 4431529 4431529 4431529 OPERATIVE 28 CLASSES The universe is full of magic, and even those who aren’t formal spellcasters can find ways to leverage its energies. Operatives have mastered myriad tricks for replicating, adapting, or outright stealing magic, augmenting their natural cunning and agility with eldritch exploits to execute more extraordinary heists. ALTERNATE CLASS FEATURES Operatives have access to the following alternate class features. Magical Assassin (Su) 1st Level You can awaken latent magic in your weaponry. Mysticism is a class skill for you. As a move action, you can magically imbue one small arms or basic melee weapon with the operative weapon special property you’re wielding, treating it as a magic weapon for the purposes of bypassing damage reduction. In addition, when you imbue your weapon, choose one of the following energy types: acid, cold, electricity, or fire. When you attack with your imbued weapon as a standard action, before making the attack, attempt a Mysticism check with a DC equal to 20 + your target’s CR. If you succeed, you deal an additional 1d4 damage of the chosen energy type. This increases to 1d6 at 3rd level, to 3d6 at 5th level, and by an additional 1d6 every 2 levels thereafter. Your weapon remains imbued for 1 minute, until you imbue another weapon, or until the end of your turn if you cease wielding the weapon, whichever comes first. At 4th level, when you imbue your weapon, you can also choose one of the following weapon fusions: anarchic, axiomatic, defiant, dispelling, disrupting, durable, holy, merciful, seeking, or unholy. While imbued, the weapon gains and automatically activates the chosen fusion, even if this fusion would exceed the number of fusions the weapon could normally accommodate, though the fusion must be one that could normally be applied to the weapon. At 10th level, you can also choose from the following fusions: corrosive, flaming, frost, ghost killer, shock, thundering, or wounding. At 17th level, you can apply two of these fusions to your imbued weapon at one time. This alternate class feature replaces trick attack, debilitating trick, and double debilitation. Spell Thief (Su) 1st Level You steal magic from your opponents to empower yourself. The maximum spell level of spells, spell-like abilities, and spell slots you can affect with this class feature equals 1 + one-third your operative level (to a maximum of 6th-level spells at 15th level). Your trick attack deals 1d3 additional damage at 1st level. This increases to 1d6 at 3rd level, 3d6 at 5th level, and by an additional 1d6 every 2 levels thereafter. Whenever you successfully use your trick attack to reduce a spell’s duration or to steal spell energy from a target, the stolen energy empowers your next successful trick attack made in the next minute, increasing the die size of the trick attack’s additional damage by two steps (to 1d6 at 1st level and to d10s at 3rd level and above). When you hit a target with your trick attack, you gain momentary awareness of whether the target is affected by at least one spell and whether they can cast spells (including spell-like abilities). When dealing your trick attack damage to a creature, you can drain some of the target’s magic, halving the duration of one spell currently affecting the target. You can choose a specific spell to affect; otherwise, the can determine it randomly from among the beneficial spells affecting the target. You can reduce a given spell’s duration only once, and the target can negate the reduction with a successful Will save. At 4th level, you can attempt to drain your target’s spellcasting potential when you hit a target with your trick attack instead of reducing the duration of one of the target’s spells. The target loses one spell slot of the highest spell level they can cast or a spell slot equal to one-third your operative level (whichever is lower), as if they had expended the slot. If the target has spell-like abilities, you can instead cause the creature to lose one daily use of their highest-level spell-like ability (maximum spell level equal to one-third your operative level). The target can negate this effect with a successful Will save. At 8th level, when you reduce a spell’s duration with your trick attack, you also can spend 1 Resolve Point as a reaction to apply that spell’s effect to yourself. This effect lasts for the spell’s remaining duration or for a number of rounds equal to your Dexterity modifier, whichever is shorter. If you steal a second spell in this way, the first stolen spell’s effects end immediately. At 17th level, when you apply a stolen spell’s effect to yourself, the effect lasts for a number of minutes equal to your Dexterity modifier or for the spell’s remaining duration, whichever is shorter. You can steal up to two spell effects at a time in this way; if you would steal a third effect, choose one of your current stolen spell effects to end immediately. This alters trick attack and triple attack. It replaces debilitating trick, quad attack, and double debilitation. OPERATIVE SPECIALIZATION The following operative specialization follows the rules for specializations found on page 93 of the Core Rulebook. Memory Weaver You supernaturally twist the memories of others, rewriting them with the finesse of a computer hacker. D Associated Skills: Bluff and Sense Motive. You can attempt a Bluff check with a +4 bonus to make a trick attack by muddling your target’s perceptions. D Specialization Exploit: False friend (page 29). paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733800 20733800 20733800 4431529 4431529 4431529


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733801 20733801 20733801 4431530 4431530 4431530 29 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 OPERATIVE D Rewrite Memory (Su): At 11th level, once per day as a standard action, you can modify a creature’s memories as modify memory (Will negates). This modifies up to 1 minute of memory about a specific person or event instantaneously, and for each additional round you concentrate while the target is in range, you can modify another minute of memories associated with that subject (maximum 10 minutes per operative level). The modifications are permanent, but whenever the target is presented with evidence contradicting the altered memories, they can attempt a new Will saving throw; if they succeed, they end the memory alteration effect, regain their prior memories, and gain the confused condition for 1 round. This ability is a mind-affecting effect. OPERATIVE EXPLOITS The following operative exploits use the standard rules for operative exploits (Core Rulebook 95). 2nd Level You must be at least 2nd level to choose these exploits. Expeditious Amp (Ex) D You are practiced at quickly utilizing spell ampoules in emergency situations. You can inject yourself or a willing creature with a spell ampoule as a move action and can inject an unconscious creature as a standard action. Sense Magic (Su) D You can use detect magic as a spell-like ability at will, treating your operative level as your caster level. This allows you to attempt Mysticism checks to identify magic items. 6th Level You must be at least 6th level to choose these exploits. Daring Leap (Ex) D When calculating the Athletics check DC to jump, treat the total distance you’re trying to jump as though it were reduced by an amount equal to half your land speed bonus granted by the quick movement operative ability. As long as your jump brings you in contact with a solid surface like a wall or large piece of debris, you can spend 1 Resolve Point to immediately jump again from that surface as part of the same move action as though you had a running start; only after resolving this second jump do you fall if not on a surface that can support you. Spell Sniper (Su) D You can magically imbue sniper weapons using your magical assassin feature (page 28). When you succeed at the associated Mysticism check to deal additional damage with an imbued sniper weapon, instead of rolling your additional damage dice, you deal 3 additional damage of the chosen type, plus 1 at 7th level and every 2 levels thereafter (maximum 10 additional damage at 19th level). 10th Level You must be at least 10th level to choose this exploit. False Friend (Su) D As a reaction, when a creature targets you with a hostile action, you can implant a brief psychic suggestion that you are a loved one, ally, or other creature they’d be unwilling to attack. The creature attempts a Will save against this mind-affecting compulsion effect. If they succeed, they are shaken for 1 round by the unsettling experience. If they fail, the creature flinches and misses with the triggering attack, and additional attacks they make against you until the beginning of their next turn take a –2 penalty. Once you’ve used this ability, you cannot do so again until you rest for 10 minutes to recover Stamina Points. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733801 20733801 20733801 4431530 4431530 4431530


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733802 20733802 20733802 4431531 4431531 4431531 SOLARIAN 30 CLASSES ALTERNATE CLASS FEATURES Solarians have access to the following alternate class features. Broken Cycle Choose either photon mode or graviton mode. When using stellar mode, you can either become unattuned or enter only the chosen mode. When learning stellar revelations, you can choose only revelations associated with your chosen mode, including learning only the initial zenith revelation: black hole or supernova. You ignore the effect of disproportionate revelations (Core Rulebook 104). Multiply your solarian level by 1-1/2 for the purpose of calculating your insight bonuses to Reflex saves and damage rolls granted by graviton mode and photon mode, respectively. At 3rd level, you must choose both of the skills for sidereal influence from the list for your chosen mode, and the ability’s effects apply to both skills while sidereal influence lasts. At 11th level, you choose one more skill from that list, and at 19th level, your sidereal influence applies to all five skills associated with your chosen mode. At 9th level, and again at 17th level, you learn two new revelations associated with your chosen mode, at least one of which must be a zenith revelation. This alters your stellar mode, stellar revelations, sidereal influence, and zenith revelations. Stellar Sage You develop unparalleled mastery of stellar revelations, though dong so comes at the cost of your martial training. You gain a number of skill ranks per level equal to 6 + your Intelligence modifier instead of the normal 4 + your Intelligence modifier. You gain 6 Hit Points and a number of Stamina Points equal to 6 + your Constitution modifier at each level instead of the normal 7 Hit Points and 7 + your Constitution modifier. Your base attack bonus from solarian levels is equal to three-quarters of your class level (equivalent to that of a mystic or technomancer). Besides learning additional stellar revelations at every even solarian level, you also learn a bonus stellar revelation at 5th level and every 4 levels thereafter. At 7th level, as a reaction, whenever you score a critical hit or are critically hit, you can immediately change your stellar mode to any other stellar mode with an equal or lower number of attunement points (such as from photon mode with 3 attunement points to graviton mode with 3 points) after resolving the triggering attack. If you’re unattuned when using this ability, you enter either photon mode or graviton mode with 1 attunement point. A solarian’s power stems from a careful balance of cosmic influences, yet some reap power from asymmetry in defiance of conventional study. These practitioners are increasingly common, and although few monasteries actively condemn these heterodoxies, most watch with eager curiosity to see what befalls these enlightened daredevils. At 13th level, you can use any two solarian revelations as a standard action, with one revelation taking effect immediately before the other. Both revelations must be ones you could normally activate with a standard action or move action, and neither can be a zenith revelation. To use this ability, you must spend a number of Resolve Points equal to 3 minus your current number of attunement points (minimum 1 RP). After activating the two revelations, you immediately become unattuned. This alters the solarian’s Hit Points, Stamina Points, skill points, base attack bonus, and stellar revelations class features. This replaces flashing strikes and solarian’s onslaught. STELLAR REVELATIONS 2nd Level You must be 2nd level or higher to choose these stellar revelations. Awakened Flames (Su) PHOTON REVELATION D As a standard action, you elevate the energy levels in the body of a target creature within 30 feet, causing it to combust if it moves. Until the end of your next turn, the first time the creature moves from its space, it gains the burning condition (Fortitude negates), dealing 1d6 fire damage per round. This damage increases by 1d6 at 6th level and every 4 levels thereafter. If you’re attuned or fully attuned when you score a critical hit against a creature, you can attempt to use this revelation as a swift action against the creature rather than as a standard action until the end of your next turn. Once you’ve targeted a creature with this revelation, you can’t target it again with awakened flames for 24 hours. Unpredictable Gravity (Su) GRAVITON REVELATION D As a standard action, you distort the kinesthesia of a target creature within 30 feet. Until the end of your next turn, the first time the creature moves from its space, it gains the flat-footed condition and treats the first square it enters as difficult terrain each time it uses a move action (Fortitude negates all of these effects). At the end of each of its turns, the target can attempt another Fortitude save, ending the revelation’s ongoing effects. If you’re attuned or fully attuned when you score a critical hit against a creature, you can attempt to use this revelation as a swift action against that creature rather than as a standard action until the end of your next turn. Once you’ve targeted a creature with this revelation, it becomes immune to your unpredictable gravity for 24 hours. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733802 20733802 20733802 4431531 4431531 4431531


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733803 20733803 20733803 4431532 4431532 4431532 31 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 SOLARIAN 6th Level You must be 6th level or higher to choose these stellar revelations. Back Blast (Su) PHOTON REVELATION D When you activate your supernova stellar revelation while in an area with an atmosphere, you can choose for the revelation to create intense turbulence in the affected area. Your supernova disperses fog, smoke, and similar effects as though it were strong wind. At the beginning of your next turn, the air implodes toward the area’s center, creating strong winds for 1 round and causing all creatures with the burning condition in the area to immediately take fire damage equal to the damage dealt by their burning condition (Reflex negates the additional damage). Implosion Shock (Su) GRAVITON REVELATION D At the beginning of your next turn after using black hole, as long as you’re in the revelation’s affected area, you can unleash a devastating shockwave that affects all creatures within 5 feet of you. Creatures in the shockwave take 1d8 force damage and are flat-footed until the beginning of your next turn (Fortitude negates). The damage increases by 1d8 at 8th level and every 2 levels thereafter. 16th Level The following aren’t new revelations. Rather, a solarian who learns the ultimate graviton or ultimate photon stellar revelations (Core Rulebook 106–107) expands the list of lesser stellar revelations those revelations augment to include the following. Ultimate Graviton GRAVITON REVELATION D Your graviton mastery extends to myriad techniques. Crushing ForceCOM: Sunder combat maneuvers you perform with the affected weapon gain a +2 bonus to their attack roll. Draining AgonyCOM: Until the end of your next turn, the creature damaged by this revelation takes additional damage from your attacks equal to your Charisma modifier. Gravity PulseCOM: Increase the distance this revelation’s gravitation effect can move a target by 5 feet. Gravity WellCOM: The area of difficult terrain created by this revelation increases to 15 feet for 1 round, after which it’s reduced to 10 feet for the remainder of the effect. Implosion Shock: You gain a +1 bonus to your AC until the beginning of your next turn. Stalwart ShieldCOM: Adjacent allies also gain the resistance to cold and fire provided by this revelation. Ultimate Photon PHOTON REVELATION D Your peerless photon mastery impacts countless revelations. Awakened Flames*: When rolling damage for this revelation’s burning condition, you treat any damage die with a result of 1 as though it were a 6. Back Blast: Creatures that fail their Reflex save against this revelation are also buffeted by the winds, becoming flatfooted until the end of your next turn. Curving FlareCOM: The second ranged attack made with this revelation is made at only a –6 penalty (or –4 if you’re attuned or fully attuned). Distant BurstCOM: The revelation’s range increases to 30 feet, or 60 feet when you’re attuned or fully attuned. Forceful ShieldCOM: Once per minute as part of this revelation’s full action, you can take a guarded step toward the target of your solar shield attack. Solar InfernoCOM: Increase the damage dealt by this revelation’s burning condition by an amount equal to your Charisma modifier. Vital ReinforcementCOM: The first time the affected ally regains Hit Points or Stamina Points before the end of your next turn after using this revelation, increase either the Hit Points or Stamina Points regained by half your solarian level. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733803 20733803 20733803 4431532 4431532 4431532


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733804 20733804 20733804 4431533 4431533 4431533 SOLDIER 32 CLASSES FIGHTING STYLES Soldiers have access to the following fighting styles. Spellbrawler This fighting style enables soldiers to harness arcane abilities that enhance their attacks and defenses. Arcane Arsenal (Su) 1st Level D You gain Mysticism as a class skill. As a standard action, you can conjure an analog weapon whose item level is no greater than your soldier level – 2 (minimum 1st level). This weapon appears in your hand(s) fully loaded with the appropriate type of basic ammunition. The weapon and any remaining ammunition dissipate after 1 minute. Once you use this ability, you can’t use it again until you have regained Stamina Points following a 10-minute rest. Spell Siphon (Su) 5th Level D After you deal damage to a creature within 30 feet with an attack, you can spend 2 Resolve Points (or 1 Resolve Point if the attack was a critical hit) as a reaction to drain a portion of that creature’s magical energy (Will negates) to empower your next attack. If the creature fails its saving throw, it loses one spell slot of the highest level it knows, as if it had expended it. If the creature has only spell-like abilities, it loses one daily use of the highest-level spell-like ability it can cast (determined randomly). If the creature can’t cast spells or spell-like abilities, this ability has no effect, and you regain the Resolve Points expended. If you successfully drain a spell or spell-like ability, you gain a +1 enhancement bonus to AC until the end of your next turn. When you deal damage with a weapon attack, you can dismiss this AC bonus to increase the damage dealt to one target by 1d6 per level of the drained spell or spell-like ability. Dispelling Weapon (Su) 9th Level D By either spending 1 Resolve Point or dismissing the AC bonus granted by your spell siphon as a move action, you empower your next successful attack made against a target within 30 feet before the end of your next turn to disrupt magic. This functions as dispel magic for the targeted dispel function, using your soldier level as the dispel check’s caster level. At 17th level, this can instead function as greater dispel magic for the targeted dispel function. Once you use this ability, you can’t use it again until you have regained Stamina Points following a 10-minute rest. Arcane Armor (Su) 13th Level D The bonus to AC granted by spell siphon now lasts a number of rounds equal to the level of the drained spell (minimum 2 rounds), and the enhancement bonus also applies to your saves. You can dismiss these bonuses as a reaction to reduce the damage you take from an attack or effect by an amount equal to 1d6 per level of the drained spell or spell-like ability. Siphoned Storm (Su) 17th Level D When you dismiss the bonus to AC granted by your spell siphon to increase the damage dealt by your weapon attack, you instead add 1d8 per level of the drained spell or spell-like ability. Until the end of your next turn, you gain a bonus to damage with any subsequent weapon attacks equal to the level of the drained spell or spell-like ability. Archer Choosing a bow over a laser rifle is often an defiant act performed to prove that obstacles can be overcome with the ancient weapon. Snapshot (Ex) 1st Level D You gain proficiency with analog bow-like special weapons, including bows and apocalypse bows (referred to hereafter as bows). You can draw a bow or arrow as a swift action, or as part of the action used to make an attack or full attack. At 3rd level, you gain weapon specialization in bows as if your class granted proficiency. Close-Combat Arrows (Ex) 5th Level D You gain a +4 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack with a bow. You can wield an arrow as though it were a dueling sword (Core Rulebook 187) with the analog property and an item level equal to or lower than your soldier level. These attacks deal piercing damage rather than slashing damage. Pinpoint Targeting (Ex) 9th Level D As a standard action, you can make a single attack with a bow, increasing your bonus to damage from Weapon Specialization for the attack to 1-1/2 × your soldier level. The attack ignores an amount of the target’s damage reduction or hardness (if any) by an amount equal to your key ability modifier. Fistful of Arrows (Ex) 13th Level D As a full action, you can draw, nock, and fire copious arrows in one motion, making an attack as though your bow had Many soldiers favor time-tested gear that rarely breaks or can be repaired easily in the field; sometimes, simple is best. But the absence of the latest technology doesn’t necessarily mean an absence of power. Soldiers can incorporate magic into their arsenal directly or to boost the functionality of their weapons and armor. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733804 20733804 20733804 4431533 4431533 4431533


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733805 20733805 20733805 4431534 4431534 4431534 33 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 SOLDIER the automatic or line weapon special property. This attack expends ammunition as if you made 10 attacks; if you can’t expend that ammunition, you can’t use this ability. Saving Shot (Ex) 17th Level D As a reaction when a ranged attack is made against you or a target you can see within 30 feet of you, you can spend 1 Resolve Point to fire an arrow that might deflect the incoming projectile. Make a ranged attack with your bow and compare the result to the triggering attack’s result. If your roll is greater than the triggering attack’s result by 4 or less, the attacker rerolls the attack and uses the new result. If your attack roll exceeds the triggering attack’s result by 5 or more, the triggering attack misses. If the triggering attack was made with a grenade and would miss, you can choose a new target for the grenade that is within 20 feet of its original target. This ability can’t deflect unusually large projectiles, such as starship attacks, boulders, or large missiles. GEAR BOOSTS The following gear boosts (Core Rulebook 111) allow soldiers to use their equipment in innovative ways. Disrupting Strike (Su; 11th Level) D Your weapons absorb ambient magic, potentially disrupting spellcasting. When you hit a target with an analog weapon, the target must attempt a Will save whenever they cast a spell before the beginning of your next turn. If they fail the save by 4 or less, the spell is weakened—treat its caster level as 2 lower, reduce any saving throw DC by 2, and the caster takes a –2 penalty to attack rolls with the spell. If they fail the save by 5 or more, the spell fails. Once a creature attempts a save against this gear boost, it’s immune to the ability for 24 hours. Hampering Strike (Ex; 7th Level) D When you hit a creature with an analog weapon that deals bludgeoning, piercing, or slashing damage, you can hamper the target’s movement for 1 round (Reflex negates). While hampered, the creature’s speed is reduced by half, and it can’t perform guarded steps. Once a creature attempts a save against this gear boost, it’s immune to the ability for 24 hours. Overload Fusion (Su) D You can drain power from offensive enchantments to explosive effect. When you hit a target with a weapon that has a weapon fusion or fusion seal, you can temporarily drain the magic from the fusion to increase the weapon’s damage dealt to one target by an amount equal to the weapon fusion’s or fusion seal’s item level. The fusion then ceases functioning until you regain Stamina Points as part of a 10-minute rest. A fusion can be drained in this way only once per day. APOCALYPSE BOW Magically resonant crystals sometimes develop in regions ravaged by supernatural cataclysms. When carefully heated and incorporated into a bow’s construction, these crystals impart destructive force to the weapon’s arrows, creating an apocalypse bow. TABLE 1–4: APOCALYPSE BOWS TWO-HANDED WEAPONS LEVEL PRICE DAMAGE RANGE CRITICAL CAPACITY BULK SPECIAL Uncategorized Apocalypse bow, tactical 5 3,300 1d8 P 60 ft. corrode (1d4) drawn 1 analog, forceAR, quick reload Apocalypse bow, advanced 9 13,600 2d8 P 60 ft. corrode (1d6) drawn 1 analog, forceAR, quick reload Apocalypse bow, elite 13 40,000 4d8 P 60 ft. corrode (2d6) drawn 1 analog, forceAR, quick reload Apocalypse bow, paragon 17 363,000 7d8 P 60 ft. corrode (3d6) drawn 1 analog, forceAR, quick reload paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733805 20733805 20733805 4431534 4431534 4431534


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733806 20733806 20733806 4431535 4431535 4431535 TECHNOMANCER 34 CLASSES Extraplanar realms aren’t just home to fantastical creatures; their inhabitants have also developed a host of strange technologies and sciences. Technomancers who study engineering on other planes can develop understandings of material science and gadgetry that defy and exceed anything they previously dreamed possible. ALTERNATE CLASS FEATURES Technomancers have access to these alternate class features. Immortal Tutor (Su) 1st Level You’ve learned technology from extraplanar experts. Choose one of the following categories that best fits your immortal tutor: aeon, celestial, elemental, fiend, inevitable, or protean. You gain the benefits associated with that tutor. At 1st level, you gain the ability to cast a specific variable-level spell once per day without expending a spell slot as though it were one of your known technomancer spells, and you do so using the spell level equal to the highest-level technomancer spell you can cast. At 6th level, when you cast a 1st-level or higher technomancer spell, you can gain the tutor’s first lesson for a number of rounds equal to your Intelligence modifier. After you do so, you can’t use the first lesson again until you have rested 10 minutes to regain Stamina Points. At 12th level, you can spend 1 Resolve Point as a reaction to gain the benefits of your patron’s second lesson. At 18th level, you learn your patron’s third lesson, which grants an additional benefit whenever the first lesson ability is active. This replaces spell cache and cache capacitor. Aeon D You have learned reality-warping mathematics from the cosmos’s faceless custodians. Spell: Flight First Lesson: When you make an attack that would deal a damage type you have not dealt since the beginning of your last turn, you gain a +1 circumstance bonus to the attack roll. Second Lesson: You gain the ability to speak and understand one language you perceive as if affected by comprehend languages and tongues for 10 minutes. Third Lesson: You have a 60% fortification ability as if you had an active blue force field (Core Rulebook 206). Celestial D Benevolent outsiders showed you the miracle’s sacred tech. Spell: Summon creatureAA (agathion, angel, archon, and azata only) First Lesson: You gain DR/evil with a value equal to 1-1/2 × the spell’s level (rounded down). Second Lesson: You apply your techlore bonus as an insight bonus to one skill check before attempting the check. Third Lesson: You and allies within 30 feet who can see you gain a +1 morale bonus to saving throws. Elemental D A powerful elemental patron honed your fundamentals. Choose an elemental type for your patron: air, earth, fire, or water. Spell: Summon creatureAA (elementals only) First Lesson: You gain a special movement speed based on your patron’s type. Air grants a 20-foot fly speed (average maneuverability). Earth grants a 15-foot burrow speed. Fire grants a +20-foot enhancement bonus to your land speed. Water grants a 30-foot swim speed. Second Lesson: You reroll the damage dice for an attack or spell that deals acid, cold, electricity, or fire damage. Use whichever result is higher. Third Lesson: You gain a defense based on your elemental type, with a value equal to 1 plus the spell’s level—electricity resistance (air), DR/piercing (earth), fire resistance (fire), or DR/bludgeoning (water). This DR or resistance stacks with one other source of DR or resistance you already have. Fiend D You’ve learned technological exploits from evil outsiders. Spell: Summon creatureAA (daemon, demon, and devil only) First Lesson: You gain DR/good with a value equal to 1-1/2 × the spell’s level (rounded down). Second Lesson: Your armor briefly grows spikes, dealing piercing damage equal to your technomancer level plus your Intelligence modifier to a creature that damaged you with a melee attack. Third Lesson: You gain fire resistance 10. After you resolve the spell that triggers the first lesson, any enemies within 30 feet who can see you must succeed at a Will save or become shaken for 1d6 rounds (DC = 20 + your Intelligence modifier). Inevitable D The precision of Axis formed the foundation of your studies. Spell: Adamantine shot (page 67) First Lesson: You gain temporary Hit Points equal to three times the spell’s level. Second Lesson: You gain a +4 enhancement bonus to one Fortitude save against a death effect, disease, necromancy effect, paralysis effect, poison, sleep effect, or stun effect. Third Lesson: At the end of each turn, you regain Stamina Points equal to twice the spell’s level. Protean D You learned to innovate your technomancy to keep pace with the Maelstrom’s everchanging criteria and physics. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733806 20733806 20733806 4431535 4431535 4431535


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733807 20733807 20733807 4431536 4431536 4431536 35 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 TECHNOMANCER Spell: PolymorphAA2 (self only) First Lesson: When you cast a spell or make an attack that deals acid, cold, electricity, fire, or sonic damage, you can choose to replace that damage with one of the five damage types selected at random. If you do so, you can reroll one of the damage dice and use the second result. Second Lesson: You reduce the damage you take from a critical hit by twice your technomancer level and gain a +2 bonus on saving throws against the attack’s critical hit effects. Third Lesson: Your form becomes extremely fluid. You gain the compression ability (Alien Archive 153), can move through difficult terrain as though it were normal terrain, and gain a +3 circumstance bonus to KAC and saving throws against attacks of opportunity and effects that would grapple or entangle you. Cache Hacks The following expand the cache hacks available to a technomancer using that alternate class feature described on page 92 of the Character Operations Manual. Some of the cache hacks described below allow you to place spells with targets into your cache capacitor; these spells are marked with an asterisk (*). Spymaster’s Cache D The spymaster uses their spell cache for infiltration, hiding their tracks, and uncovering secrets. First Slot (6th Level): comprehend languages, disguise self, erase*, or mental silenceCOM Second Slot (12th Level): invisibility to technology* COM, knock*, manipulate tech*COM, or osmose* (page 79) Third Slot (18th Level): clairaudience/clairvoyance*, duplicate data* (page 73), nondetection, or see invisibility Technowitch’s Cache D The technowitch bends reality to their whims with their spell cache, creating a world molded to their desires. First Slot (6th Level):flight (1st level), incompetence*AR, lifting frame* COM, or polymorph (1st level) Second Slot (12th Level): command undead*, flight (2nd level or lower), polymorph (2nd level or lower), or spider climb Third Slot (18th Level): flight (3rd level or lower), remote pilot* (page 80), phantom cycleCOM, or polymorph (3rd level or lower) MAGIC HACKS The following magic hacks use the rules for magic hacks listed on page 119 of the Core Rulebook. 2nd Level You must be 2nd level or higher to choose this magic hack. Technomantic Shield D As a standard action, you can spend 1 Resolve Point to draw a shield and gain proficiency with that type of shield for 1 minute. 11th Level You must be 11th level or higher to choose these magic hacks. Long-lasting Spell D As a move action, you can spend 1 RP to boost a spell that deals damage and targets a single creature or object. This causes the target to take the spell’s minimum damage again at the start of their next turn. If the initial spell allows for a saving throw to reduce damage, this additional damage also allows for the same saving throw. You can’t use effects that would manipulate damage dice results (such as debug spell) with this ability. Critical Spells D As a move action, you can add one of the following critical hit effects to the next spell you cast this turn that requires an attack roll: arc, burn, corrode, deafen, knockdown, or staggered. Damage dealt by the arc, burn, or corrode effect equals 1d6  ×  the spell’s level. Any critical hit effect that allows for a saving throw uses your magic hack DC. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733807 20733807 20733807 4431536 4431536 4431536


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733808 20733808 20733808 4431537 4431537 4431537 VANGUARD 36 CLASSES ALTERNATE CLASS FEATURES Vanguards have access to the following alternate class feature. Mutual Destruction (Su) You forgo many defensive capabilities to ensure your enemies’ obliteration. Your entropic pool no longer grants you a bonus to Armor Class. Instead, as long as you have at least 1 Entropy Point in your entropic pool, you can reroll any one damage die dealt by each of your entropic strikes, using the second result. The number of dice you can reroll increases by 1 at 8th level and every 3 levels thereafter (maximum 6 dice at 20th level). If you have no Stamina Points when you reroll a die in this way, you can roll 1d8 instead of 1d6 (or 1d6 instead of either 1d3 or 1d4). When you spend EP as a move action to boost the damage of your next entropic strike attack, your entropic strike deals +1d6 damage for every EP expended, rather than +1d4 damage. When you do so, you take damage equal to the number of EP you spent. At 2nd level, whenever you take damage from a creature within 30 feet of you, you can spend 1 Entropy Point to deal an amount of damage equal to your vanguard level to that creature. This damage must be a type of damage (or combination of damage types) that your entropic strike can deal. You can’t use the mitigate ability to reduce damage you take, but you retain the ability to remove your DR, energy resistance, and granted AC bonuses. In addition, as a reaction when you’re affected by an ability that would restore your Hit Points or Stamina Points, you can reduce the Hit Points or Stamina Points restored by any amount; as long as you reduce it by an amount equal to at least 3 + your vanguard level, you gain 1 EP. At 20th level, you can spend a swift action to reduce the DR and energy resistances of yourself and all enemies in a 60-foot spread centered on you by 20 (minimum 0). This causes you to gain Entropy Points swiftly, gaining one additional EP from any effect that would grant you EP, and when you reroll any entropic strike damage die, you can roll 1d12 instead of 1d6. Finally, you can take 3 reactions each round. These benefits last for 1 minute. You can spend 1 Resolve Point to activate this ability as part of a full attack rather than as a swift action. ASPECTS The following aspects are available to vanguards. Apocalypse You embody the cataclysmic distortion and acceleration of natural entropy when exposed to reality-warping magic. D Aspect Insight (Ex): You gain Improved Combat Maneuver (grapple) as a bonus feat and a +2 insight bonus to Mysticism checks. D Aspect Embodiment (Su): Once per combat, when a spell or spell-like ability that requires an attack roll misses you, or you succeed at a saving throw to negate the effects of a spell or spell-like ability, you can gain 1 Entropy Point without taking any additional actions. D Aspect Catalyst (Su): Each foe within 30 feet takes damage equal to your vanguard level and is subject to an additional effect (Fortitude negates). Roll 1d6 for each affected foe, using the result to determine the damage type and effect. Improved: The damage increases to twice your vanguard level. You can roll 1d6 twice for each affected foe, choosing one of the two results to apply. D6 DAMAGE AND EFFECT 1 Acid damage and entangled for 1 round. 2 Bludgeoning damage and knocked prone. 3 Cold damage and fatigued for 1 round. 4 Electric damage and staggered for 1 round. 5 Fire damage and burning 1d6 per 4 vanguard levels. 6 Sonic damage and sickened for 1 round. D Aspect Finale (Su): When you’re affected by a hostile spell that you have identified with a Mysticism check, you can spend 3 Entropy Points as a reaction to reflect some of the magic back at the spellcaster (Fortitude negates), causing them to also be affected by the spell as though they were one of its original targets. Rebound You embody energy’s ability to spring back, arresting and even reversing entropy’s flow to restore recently scattered matter. D Aspect Insight (Ex): You gain Improved Combat Maneuver (disarm) as a bonus feat and a +2 insight bonus to Diplomacy checks. D Aspect Embodiment (Su): Once per combat, when you prevent damage to yourself or an ally (such as with a mitigate class ability or In Harm’s Way feat), you can gain 1 Entropy Point without taking any additional actions. D Aspect Catalyst (Su): You and all allies within 30 feet gain hardness equal to your Constitution modifier for 1 round. During this time, you can strike your allies with your entropic strike without making an attack roll, and your entropic strike doesn’t deal damage to your allies but instead restores an Vanguards who fully embrace mystical influences can exploit entropy in unique ways that defy physical laws. Of course, unraveling the multiverse’s magical foundation risks deadly side effects, and these vanguards often boast some of the most devastating (and even self-destructive) abilities. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733808 20733808 20733808 4431537 4431537 4431537


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733809 20733809 20733809 4431538 4431538 4431538 37 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 VANGUARD equivalent number of Hit Points. An ally can’t regain Hit Points from your entropic strike more than once per hour. Improved: You can make one attack with your entropic strike against an ally when you use your aspect catalyst. D Aspect Finale (Su): As a reaction when you regain stamina or hit points, you can spend 1 or more Entropy Points to replicate half of this effect on allies within 30 feet. You effect a number of allies equal to the number of Entropy Points you spend. Stamina and Hit Points regained from this ability can’t be further replicated or increased in any way. VANGUARD DISCIPLINES Vanguards can select the following disciplines. 2nd Level You must be at least 2nd level to choose this vanguard discipline. Applied Entropy (Sp) D You can repurpose your entropic abilities to cast several minor spell-like abilities, each of which you can cast 3 times per day: detect magic, energy ray (acid only), and token spell. You can’t use your token spell spell-like ability to create objects. 6th Level You must be at least 6th level to choose this vanguard discipline. Entropic Veil (Su) D Like a fever burning away an infection, your inner entropic forces can overwhelm harmful magic. As a reaction when you fail a saving throw against a spell or spell-like ability with a duration of at least 1 round, you can spend 1 Entropy Point to attempt the save again. If you succeed, you suppress the spell’s ongoing effects for 1 round. At the beginning of each turn, you can spend 1 EP and attempt another save as a reaction to keep the spell suppressed for another round. If you fail the save, you can’t use entropic veil to suppress the spell further. Each round a spell is suppressed in this way counts as two rounds for the purpose of calculating the spell’s duration. 10th Level You must be at least 10th level to choose this vanguard discipline. Spatial Destruction (Su) D You can briefly destroy space, causing reality to implode and carry you toward your enemy before the universe repairs the damage. When you make an attack with your entropic strike against a creature more than 5 feet away from you, you can move directly toward your target until you’re adjacent to them. You must spend 1 Entropy Point for every 5 feet you move in this way; otherwise, you don’t move. This movement doesn’t provoke attacks of opportunity. If there is an obstacle that prevents you from moving through it, such as an enemy creature or grate, you can attempt a melee attack roll to perform a special combat maneuver against that creature’s KAC + 8 or attempt a Strength check against that obstacle’s Strength DC to break. You can spend 1 EP before attempting either check to add your Constitution bonus to your attack or check. If you succeed, you move through the obstacle as though it weren’t there. If you fail, your movement stops adjacent to the obstacle. 14th Level You must be at least 14th level to choose this vanguard discipline. Infectious Entropy (Su) D Your entropic strike can be virulent to your foes. When you successfully hit a creature with your entropic strike, you can spend 1 Entropy Point to infect it with a mote of entropic virulence until the end of your next turn (Fortitude negates). While the creature is infected and within your entropic strike’s melee reach, you can make entropic strike attacks that originate from the infected creature’s space on your turn. You can’t make attacks of opportunity from the infected creature’s space. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733809 20733809 20733809 4431538 4431538 4431538


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733810 20733810 20733810 4431539 4431539 4431539 WITCHWARPER 38 CLASSES ALTERNATE CLASS FEATURES Witchwarpers can select the following alternate class features. Infinity Lash (Su) As a move action, you can form a whiplike strand of energy whose strikes tear away slivers of matter and replace them with alternate reality analogues to painful effect. This infinity lash functions as a magical one-handed basic melee weapon that disappears if it ever leaves your hand. It deals 1d4 slashing damage and has the analog and reach special properties. As a move action while holding your infinity lash, you can expend a witchwarper spell slot of 1st level or higher to empower the infinity lash for a number of rounds equal to your Charisma modifier. This increases the damage dealt by your infinity lash by +1d4 per level of the spell slot expended, or by +2d4 per level of the spell slot expended if the spell slot expended was 5th level or higher. This also grants the weapon additional effects based on the level of spell slot expended as follows. 1st: You can deliver spells with a range of touch using your infinity lash’s reach rather than your natural reach. Your infinity lash gains the sicken critical hit effect. If your infinity lash has multiple critical hit effects, you can apply any one of those effects when you score a critical hit with the weapon. 2nd: As 1st level, plus you can change the damage your infinity lash deals to one of the following of your choice: acid, cold, electricity, fire, or sonic. Your infinity lash targets KAC. 3rd: As 2nd level, plus your infinity lash gains the disarm and trip special properties. 4th: As 3rd level, plus your infinity lash gains the staggered critical hit effect. 5th: As 4th level, plus your infinity lash gains the enfeebleNS critical hit effect. 6th: As 5th level, plus when you score a critical hit, you can select two critical hit effects to apply to the target. Infinity lash replaces infinite worlds. Projected (Su) You’ve irrevocably drawn yourself from another reality into this one. You don’t belong here, and this reality has trouble reconciling your presence. However, you’ve learned to exploit your inconsistent density, size, and sheer existence. At 3rd level, you’ve learned to harness reality’s attempts to erase you. As a move action, you can flicker in and out of existence, granting you a 20% miss chance against attacks and reducing the damage you take from area effects by an amount equal to your witchwarper level. The miss chance increases When a witchwarper’s magic comes from infinite possibilities, there are infinite unpredictable ways it can manifest. Ascetics disbelieve themselves out of harmful situations, chaos mages slice apart foes with liquid impossibility, and supernatural travelers stumble into this reality with utterly alien magic. to 25% at 9th level and to 30% at 15th level. Unlike the miss chance granted by concealment, the flicker effect’s miss chance isn’t overcome by special senses such as blindsight. You can flicker only for a number of rounds equal to your witchwarper level, though these rounds need not be consecutive. At 6th level, you can trick reality into miscalculating your size. As a move action, you gain one of the following benefits: you gain the compressionAA ability, your size decreases by one size category, or your size increases by one size category. If this transformation would increase your size to Large or larger and your reach is less than 10 feet, your reach becomes 10 feet. If your size decreases to Small or Medium, your reach decreases by 5 feet (minimum 5 feet). If your size becomes Tiny or smaller, you reach decreases by 5 feet (minimum 0 feet). The transformation lasts for a number of rounds equal to your Charisma modifier (minimum 1). After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points. At 12th level, once per day as part of a move action, you can move through creatures and objects as though you were incorporeal (Core Rulebook 264). You can use this ability twice per day at 18th level. Projected replaces the compound sight and alternate outcome class features. PARADIGM SHIFTS The following paradigm shifts use the standard rules for paradigm shifts (Character Operations Manual 63). 2nd Level You must be 2nd level or higher to choose these paradigm shifts. Alternate Form (Su) D As a standard action, you can target a creature within 100 feet that was summoned with summon creature or transformed with polymorph and alter their form (Will negates). You transform this creature from their current form to another creature or form allowed by the spell of that spell level, though these creatures or forms must be drawn from the predetermined polymorph forms or predetermined summon creature forms selected by you or the caster. The creature retains this new form for the duration of the summon creature or polymorph spell. After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points, though you can use it additional times by spending 1 Resolve Point per additional use. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733810 20733810 20733810 4431539 4431539 4431539


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733811 20733811 20733811 4431540 4431540 4431540 39 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 WITCHWARPER Illuminating Light (Su) D As a standard action, you can surround a creature within 100 feet in a halo of light that outlines their form (Will negates). The targeted creature is treated as if they were in an area of normal light and takes a –20 penalty to Stealth checks. If the creature becomes invisible or unseen, it gains concealment rather than total concealment. After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points. 5th Level You must be 5th level or higher to choose these paradigm shifts. Eldritch Reflection (Su) D As a reaction, when you’re dealt damage by a spell, you can spend 1 Resolve Point to seize fragments of magical energy from other realities and interpose them between yourself and harm, reflecting a fraction of the damage back onto your attacker. Your attacker takes damage equal to your class level of the same type of damage you were dealt, though this damage can’t exceed the damage you took from the spell. Extensive Worlds (Su) D When you use your infinite worlds ability, you can spend 1 Resolve Point to increase the effect’s radius to 15 feet (or 20 feet if you’re 11th level or higher). Safe Passage (Su) D As a standard action, you can expend an unused spell slot to temporarily transpose safe terrain from another reality beneath you as you move. For a number of rounds equal to the expended spell slot’s level, you ignore non-magical difficult terrain and reduce all damage you take from non-magical hazards by an amount equal to your witchwarper level. If you enter an area of magical difficult terrain or magical hazardous terrain, you can spend 1 Resolve Point as a reaction to attempt a dispel check against the magical terrain, as per dispel magic; if you succeed, you don’t dispel the effect but instead can move through and resist that terrain’s effects as though it were nonmagical for the duration of this paradigm shift. 11th Level You must be 11th level or higher to choose this paradigm shift. Hijack Portal (Su) D Once per day as a standard action, you can touch a door or similar portal, no dimension of which can exceed 5 feet for every three witchwarper levels you have. At the same time, you visualize another door within 1 mile that you’ve passed through within the past 24 hours, creating a link between the two doors. Whenever a willing creature enters the touched door, they can choose to emerge through the visualized door as if it were a magical one-way portal. This effect is a teleportation effect that lasts for 1 minute. At 17th level, you can use this ability twice per day. 14th Level You must be 14th level or higher to choose this paradigm shift. Planar Intrusion (Su) D Whenever you expend a 3rd- or 4th-level spell to create a single powerful effect with your infinite worlds ability, you can channel additional energies from another plane of existence to also apply a second effect normally created by expending a 1st-level spell. Whenever you expend a 5th- or 6th-level spell to create a single powerful effect, you can also apply a second effect normally created by expending a 1st- or 2nd-level spell. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733811 20733811 20733811 4431540 4431540 4431540


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733812 20733812 20733812 4431541 4431541 4431541 40 CLASSES SCHOOL SPECIALIST Although most spellcasters define their abilities broadly by the source of power, such as a mystical connection or exploitation of technomagical secrets, some magic-users focus on a specific school of magic. Through such specialization, they can exceed their chosen spells’ expectations to create amazing effects. ARCHETYPE The school specialist grants alternate class features at 2nd, 4th, 9th, and 12th levels. Each school specialist gains the following 2nd- and 9th-level abilities, and a school specialist’s 4th- and 12th-level alternate class features vary based on their specialist school. Only characters who have the spells class feature can take this archetype. Specialist School (Ex) 2nd Level D Select a school: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. When you regain your daily spell slots, you gain one additional spell slot of the highest spell level you can cast. At 12th level, you also gain one additional spell slot for your second-highest spell level you can cast. You can use these bonus spell slots only to cast spells from your specialist school. Specialized Breadth (Ex) 9th Level D You add two spells to your list of spells known. These spells must be of different levels and selected from your specialist school. At 12th level and again at 15th level, you gain an additional spell known from your specialist school of any level you can cast. Abjuration School Abjurers specialize in magical protection. Bolster Ally (Sp) 4th Level D As a standard action, you can expend a spell slot to form a shield around an ally within 30 feet of you. The target gains a number of temporary Hit Points equal to 1d8 per level of the expended spell. These temporary Hit Points last a number of rounds equal to your key ability score modifier. Spell Deflection (Sp) 12th Level D As a reaction, you can spend 1 Resolve Point to cast dispel magic as a spell-like ability, but only to use its counter function. Once you use this ability, you can’t do so again until you have rested for 10 minutes to regain Stamina Points. Conjuration School Conjurers excel at summoning and teleportation magic. Extended Summoning (Su) 4th Level D You treat your caster level as 2 higher for the purpose of calculating the durations of your conjuration spells. Blink (Su) 12th Level D As a move action, you can spend 1 Resolve Point to teleport up to 60 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity. Divination School Diviners have uncanny insight into the past and future. Diviner’s Instinct (Su) 4th Level D When you cast a divination spell of 1st level or higher, you gain a brief insight into an upcoming challenge and how you might overcome it. You can expend this insight as a reaction when you attempt a single skill check to gain an insight bonus equal to 1 + the divination spell’s level to checks with that skill until the end of your next turn. Your special insight fades if not used within 1 minute. Hypercognition (Su) 12th Level D While using a divination spell that offers increasing information the longer you study an area or target (such as detect thoughts), you learn both the second and third round’s information on the second round. While using a divination spell that provides two or more pieces of information about an area or topic (such as commune with nature), you learn one additional piece of information. For all other divination spells, you treat your caster level as 1 higher. Enchantment School Enchanters excel at influencing the minds of others. Unbreakable Will (Su) 4th Level D You gain a +2 bonus to saving throws against enchantment effects. In addition, once per day, when you fail a saving throw against a mind-affecting effect, you can reroll the failed saving throw as a reaction and take the higher result. Dual Enchantment (Su) 12th Level D Whenever you cast an enchantment spell that targets one or more creatures, you can spend 2 Resolve Points to target one additional creature who is in the spell’s range and within 30 feet of one of the spell’s original targets. The additional target gains a +2 circumstance bonus to its Will saving throw to resist your spell. Evocation School Evokers specialize in the manipulation of raw magical energies. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733812 20733812 20733812 4431541 4431541 4431541


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733813 20733813 20733813 4431542 4431542 4431542 41 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 1 SCHOOL SPECIALIST Evoker’s Reach (Su) 4th Level D Evocation spells you cast that have a range of close, medium, or long have their ranges increased by 25%. Evocation spells you cast that affect at least seven 5-foot squares also affect one additional 5-foot square of your choice that is adjacent to the spell’s affected area. Flexible Evoker (Su) 12th Level D When you cast an evocation spell, you can spend 1 Resolve Point to change the damage dealt by that spell to one of the following damage types: acid, cold, electricity, fire, or sonic. If the spell deals more than one type of damage, all damage dealt by the spell becomes the damage type you select. Illusion School Illusionists study the practice of using magic to deceive others. Wise to Illusion (Su) 4th Level D You gain a +2 bonus to saving throws against illusion effects. You receive a saving throw to disbelieve illusions whenever you pass within 10 feet of them, whether or not you’re actively observing or interacting with the illusion. When you successfully disbelieve an illusion and communicate this fact to others, each observer can attempt a saving throw to disbelieve with a +6 bonus rather than a +4 bonus. Illusory Shield (Su) 12th Level D As a reaction when you’re targeted by an attack you are aware of, you can spend 2 Resolve Points to obscure yourself, gaining the effects of displacement against the attack. If the attack misses you, you can perform a guarded step immediately afterward without spending an action. Necromancy School Necromancers manipulate the forces of life and death. Rebuke Undead (Sp) 4th Level D As a standard action, you can spend 1 Resolve Point to release a burst of repulsive energy in a 10-foot radius burst around you. This has two effects. First, it gives all undead in the area the flat-footed condition for 1d4 rounds, and while flat-footed in this way, the undead also take a –2 penalty to saving throws against your necromancy spells. Second, all undead in the area are pushed 10 feet away from you. Affected undead can attempt a Reflex save (DC = 10 half your level + your key ability score modifier) to negate both effects. Grave Sense (Su) 12th Level D You gain a special form of blindsense (life) to a range of 60 feet, allowing you to detect living and undead creatures, and discern which is which. As a move action, you can spend 1 Resolve Point to also gain blindsight (life) to a range of 60 feet for 1 minute. TRANSMUTATION SCHOOL Transmuters specialize in transformative magic. Residual Transformation (Su) 4th Level D When you cast a transmutation spell of 1st level or higher, you retain part of its energy for 1 minute. You can expend this energy to gain one of the following benefits for 1 round: • You gain an enhancement bonus to your land speed equal to 5 feet × the transmutation spell’s level. • You gain a special unarmed strike that deals bludgeoning, piercing, or slashing damage; the strike deals 1d4 damage per level of the spell. You can add your key ability score modifier rather than your Strength modifier on melee attacks rolls with this unarmed attack. Recycle Spell (Sp) 12th Level D As a reaction when you or an adjacent ally succeed at a saving throw against a spell, you can redirect some of the magic into a weapon you touch. This augments the weapon as shifting surgeCOM. If the triggering spell was 3rd- or 4thlevel, the additional damage increases to 2d8 (or 1d8 if the weapon affects an area or multiple targets). If the triggering spell was 5th- or 6th-level, the additional damage increases to 2d12 (or 1d12 if the weapon affects an area or multiple targets). Once you use recycle spell, you can’t do so again until you rest for 10 minutes to recover Stamina Points. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733813 20733813 20733813 4431542 4431542 4431542


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733814 20733814 20733814 4431543 4431543 4431543 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733814 20733814 20733814 4431543 4431543 4431543


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733815 20733815 20733815 4431544 4431544 4431544 GEAR 2 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733815 20733815 20733815 4431544 4431544 4431544


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733816 20733816 20733816 4431545 4431545 4431545 44 GEAR ABSOLUTE COMPASS LEVELS 1–4 Once per day as a standard action, you can register the exact molecular makeup of a creature to an absolute compass by opening a compartment on the device and inserting a small sample of the creature (such as a hair, scale, or drop of blood). Once the compass is registered this way, the compass needle points toward the creature, regardless of distance. If the registered creature dies or is on a different plane from the compass, the device’s needle wobbles indecisively. More sophisticated models can register more than one creature, and the wielder simply needs to think about the creature they want to locate to have the compass switch targets. D Mk 1 (Level 1): The compass can register one creature. D Mk 2 (Level 4): The compass can register up to four creatures. AUTOPSIC SCANNER LEVEL 7 Originally created for use by law-enforcement field agents, this scanner comes in a compact metal case that unfolds to reveal a small monitor and two attached sets of color-coded medical electrodes. Neat text etched directly on the case includes basic instructions, making it usable with little training. As a full action, you can attach an autopsic scanner’s electrodes to a corpse, causing an outline of its body to display on the device’s screen, marking major injuries. While using the device in this way, you can attempt checks to determine the cause of a creature’s death even if untrained, and you gain a +2 insight bonus to perform such checks. While the electrodes are affixed to a corpse with an intact brain (or equivalent structure), you can use the scanner to analyze the brain, attempting to retrieve one piece of information the creature knew in its last 10 minutes of life. This can be a still image of one moment the creature e x p e r i e n c e d , though details the creature didn’t consider relevant at the time are less distinct. Alternatively, the scanner can attempt to ask the corpse one question about its final moments, as speak with dead; although the effect grants no saving throw, there’s only a 20% chance the corpse’s response transliterated to the screen is intelligible. Either method of interrogation subtly changes the brain’s chemistry, making it immune to subsequent uses of the device. EARRINGS OF DAMPENING LEVELS 2–12 These small, silver earrings have sound waves etched onto their round faces. An integrated sensor in each detects vibrations and dampens sounds above a certain volume by emitting bursts of protective interference. The earrings trigger automatically when you attempt a saving throw against a sonic effect or would take sonic damage, granting a circumstance bonus to the saving throw and sonic resistance based on the earrings’ model. Once triggered, the earrings deactivate and can’t be used again until they recharge when you rest for 10 minutes to recover Stamina Points. D Mk 1 (Level 2): Resistance 5 and a +2 save bonus. D Mk 2 (Level 7): Resistance 10 and a +3 save bonus. D Mk 3 (Level 12): Resistance 20 and a +4 save bonus. EVERLATCH ROPE LEVEL 5 Everlatch rope is a 50-foot length of cable spun from modern fibers and non-ferrous sensors, all enchanted with age-old transmutation. You can control an everlatch rope from a comm unit you designate, and you can re-cinch the rope to a different comm unit in your possession in a process that takes 1 minute. Using the comm unit as a standard action, you can instruct the rope to snake toward any point within 120 feet, designating a path for it to follow. The rope moves up to 20 feet per round, climbs up to 10 feet per round with an Athletics modifier of +12 to reach its destination, and can span gaps of up to 20 feet without support. The rope isn’t intelligent and tries to follow the assigned path, taking the most direct path it can sense if it encounters obstacles. Once the rope reaches its destination, one end anchors itself there, and the rest of the rope drops or extends in the direction you designate. If commanded to return, the rope detaches itself and slithers back toward the designated comm unit, coiling itself for easy storage. EVERLENGTH ROPE LEVEL 2 Everlength rope is a 50-foot length of woven metal similar to a mundane cable line. However, an everlength rope is a synthetic, HYBRID ITEMS Blends of magic and technology achieve results that neither alone could ever imagine, creating the likes of null-space storage, miniaturized vehicles, subwoofers able to inspire supernatural fear, artificial lifeforms that require virtually no sustenance, and more. These devices often resist strictly antimagical or anti-technological countermeasures. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733816 20733816 20733816 4431545 4431545 4431545


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733817 20733817 20733817 4431546 4431546 4431546 45 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 2 HYBRID ITEMS vine-like creation that continuously regrows as if it were a plant, even after being harvested. One end of the rope terminates in a bulbous root node, and the other ends in a tangle of filaments. If an everlength rope is cut, the root node side regrows, extending the rope’s length by 2 feet every hour until it’s again 50 feet long. Any severed portion of the rope not connected to the root node becomes brittle and crumbles after 24 hours. An everlength rope doesn’t regrow if its root node is purposefully destroyed, or if the severed end takes fire damage. EXTRA SEAT LEVEL 3 Reminiscent of a stadium chair with restraints, this item allows vehicles to carry an additional passenger. While the seat is placed onto an existing passenger seat in the vehicle, a willing Medium or smaller creature can strap themselves into the extra seat as a move action. Doing so transports the creature and the extra seat into an extradimensional space, leaving behind only the seat’s buckle and an empty passenger location that a different creature can use. This extradimensional space contains enough air to sustain the passenger for 4 hours. As a move action, the passenger can activate the extra seat, or someone can activate the buckle; either action causes the extra seat and its passenger to reappear in the buckle’s space. If the buckle’s space is already occupied when this happens, both passengers are treated as squeezing, gaining the entangled condition until one exits the other’s space. The extra seat’s e x t r a d i m e n s i o n a l space automatically ejects its passenger if the buckle is moved more than 30 feet from the vehicle where it was activated, if the vehicle in which it was activated is wrecked, or if the buckle is destroyed. A vehicle can accommodate a number of extra seats equal to half its passenger rating (rounded up), and attempting to activate extra seats beyond this limit has no effect. FACE REPLICATOR LEVEL 6 The face replicator is a fast-acting 3D printer designed to create startlingly realistic full-head masks. Creating a mask requires 500 UPBs and takes 30 minutes, and the replicator requires a dataset (such as a hologram, photograph, or highly detailed sketch) to work from. The created mask blends seamlessly into your head and neck when worn, enabling you to change your appearance without using a disguise kit. In addition, you can use the mask to take the appearance of the specific creature on which the mask was modeled, applying the Disguise DC modifiers for disguising yourself as a different race, creature type, or size category as normal. The face replicator can print as many masks as you have time and UPBs, but a mask can be worn only once. Removing the mask irreparably damages it, and the mask deteriorates after being worn for 48 hours. FEARMONGER LEVELS 4–12 This collapsible, lightweight piece of military surplus looks like a loudspeaker set atop tripod legs. Setting up and positioning a fearmonger takes a move action, and you can activate it from up to 60 feet away as a standard action twice per day. When activated, the fearmonger unleashes a magically enhanced subsonic burst in a 30-foot cone that scares nearby creatures, with the effect varying by the device’s model. This is a mind-affecting, sonic, and fear TABLE 2–1: HYBRID ITEMS ITEM LEVEL PRICE BULK Absolute compass, mk 1 1 250 L Sweet dreambot 1 145 1 Earrings of dampening, mk 1 2 800 — Everlength rope 2 820 1 Mask of scrambling, mk 1 2 755 L Phaserod (pair) 2 800 1 Extra seat 3 1,400 1 Instant vehicle (basic enercycle) 3 500 L Instant vehicle (exploration buggy) 3 650 L Instant vehicle (torpedo minisub) 3 800 L Mind memory chip, mk 1 3 1,435 L Null-space kennel, mk 1 3 1,300 L Wetware bug, mk 1 3 255 — Absolute compass, mk 2 4 1,800 L Fearmonger, mk 1 4 2,000 1 Everlatch rope 5 2,600 L Instant vehicle (ultralight turboglider) 5 1,100 L Mask of scrambling, mk 2 5 3,100 L Face replicator 6 4,250 1 Wetware bug, mk 2 6 630 — Autopsic scanner 7 6,300 1 Earrings of dampening, mk 2 7 6,500 — Null-space kennel, mk 2 7 6,000 L Fearmonger, mk 2 8 9,300 1 Instant vehicle (all-terrain transport) 8 2,500 L Instant vehicle (pump-jet sub) 8 3,800 L Mind memory chip, mk 2 8 9,850 L Mask of scrambling, mk 3 9 13,200 L Wetware bug, mk 3 9 2,000 — Null-space kennel, mk 3 11 24,000 L Earrings of dampening, mk 3 12 36,000 — Fearmonger, mk 3 12 35,000 1 Mask of scrambling, mk 4 13 50,500 L Mind memory chip, mk 3 14 74,500 L Null-space kennel, mk 4 15 102,000 L Mind memory chip, mk 4 19 585,000 L paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733817 20733817 20733817 4431546 4431546 4431546


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733818 20733818 20733818 4431547 4431547 4431547 46 GEAR effect. Once a creature has attempted a saving throw against the device, it’s immune to subsequent uses of fearmongers for 24 hours. D Mk 1 (Level 4): The fearmonger causes creatures of CR 6 or lower in the area to become shaken for 1d4+1 rounds (Will DC 14 negates). D Mk 2 (Level 8): The fearmonger causes creatures of CR 10 or lower in the area to become shaken for 1d4+1 rounds (Will DC 17 negates). Any affected creature of CR 6 or lower is frightened for 1 round, after which they are shaken for 1d4 rounds. D Mk 3 (Level 12): The fearmonger causes all creatures regardless of CR in the area to become shaken for 1d4+1 rounds (Will DC 20 negates). Any affected creature of CR 10 or lower is instead panicked for 1 round, after which they are shaken for 1d4 rounds. INSTANT VEHICLE LEVELS 3–8 MODEL LEVEL Basic Enercycle 3 Exploration Buggy 3 Torpedo Minisub 3 Ultralight TurbogliderAR 5 All-Terrain Transport 8 Pump-Jet Sub 8 An instant vehicle is a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a standard action, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a standard action, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process. An instant vehicle can function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form. MASK OF SCRAMBLING LEVELS 2–13 This device resembles and functions as a mundane head accessory like eyeglasses, a mask, or a barrette. Once per day while wearing the device, you can activate it as a standard action to shroud your body in an imperceptible aura that disrupts technological sensors. For the effect’s duration, you and your gear are difficult to detect by cameras, motion detectors, biotech eyes and ears augmentations, and other technological devices, as well as by construct creatures with the technological subtype. To such sensors, your voice is incomprehensibly garbled, your footsteps indistinct, and your features blurred and treated as though you had concealment. This effect lasts for a duration based on its model, or until you end the effect as a standard action. D Mk 1 (Level 2): The effect lasts for 1 minute. D Mk 2 (Level 5): The effect lasts for 10 minutes. D Mk 3 (Level 9): The effect lasts for 1 hour. D Mk 4 (Level 13): The effect lasts for 24 hours. MIND MEMORY CHIP LEVELS 3–19 A mind memory chip resembles a thumb drive or similar data-storage device, albeit with a flesh-like exterior engraved with silvery outlines resembling a brain’s folds. When held against the skin of a helpless or willing living creature for 3 rounds, the chip adheres to the creature, after which you can command the chip to download a specific memory (or memories from an unbroken stretch of time) from the host creature. The host creature can resist the chip in several ways. First, the host can attempt a Will save with a DC based on the device’s model, becoming immune to that chip’s memory extraction for 24 hours if it succeeds. Second, attaching the chip to a sleeping host is noticeable, and you must succeed at a Sleight of Hand check opposed by the host’s Perception check (including only a –5 penalty for the asleep condition) to attach it without alerting the target. The mind memory chip detaches from the host creature easily and can be plugged into a computer to transfer and display the memories like a video or uploaded into another creature’s memories through a datajack augmentation or similar device. A recipient can easily distinguish uploaded memories from their own, and even if the uploaded memories record educational material, the memories don’t grant the recipient additional skills, languages, or abilities. The capacity of the mind memory chip is dependent upon its model, as described below. D Mk 1 (Level 3): The chip has a 10-minute capacity and Will save DC of 14. D Mk 2 (Level 8): The chip has a 1-hour capacity and Will save DC of 18. D Mk 3 (Level 14): The chip has a 1-day capacity and Will save DC of 22. D Mk 4 (Level 19): The chip has a 1-week capacity and Will save DC of 26. NULL-SPACE KENNEL LEVELS 3–15 A null-space kennel is a small device designed to be worn or strapped to clothing. This functions as a null-space chamber (Core Rulebook 227), opening a circular extradimensional rift into a pocket space when activated, closing that rift when activated again, and not increasing in bulk despite the pocket space’s contents. Whereas a null-space chamber can store virtually any object, a null-space kennel is designed to house and transport a willing pet or companion creature (Alien Archive 3 138), giving it enough room to relax, eat, and play in relative comfort. The maximum creature size and available air capacity of the pocket space depends on the model of null-space kennel. For every size category a creature is smaller than the null-space kennel’s maximum creature size, multiply the time the item can sustain the creature by 4. Other than its creature occupant, a null-space kennel can only store and close while containing items of a combined paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733818 20733818 20733818 4431547 4431547 4431547


paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733819 20733819 20733819 4431548 4431548 4431548 47 GALACTIC MAGIC GEAR SPELLS FAITHS THE MAGICAL GALAXY CLASSES OVERVIEW 2 HYBRID ITEMS bulk that doesn’t exceed the device’s item level. While the device’s rift is open, the creature can leave freely, and the rift closes once it exits. When you purchase a null-space kennel, you can customize its interior, such as having it be a saltwater pool, woodland clearing, or indoor space. These features are entirely contained within the pocket space, even if you attempt to pour out the device’s contents. If you store UPBs in a null-space kennel, the device consumes a number of UPBs per day equal to twice its item level, using these to fabricate food and a variety of engaging toys for the creature inside. By spending 8 hours reconfiguring the device and expending UPBs worth 10% the device’s cost, you can change the interior features. D Mk 1 (Level 3): The device can house a Medium creature with enough air for 24 hours. D Mk 2 (Level 7): The device can house a Large creature with enough air for 24 hours. D Mk 3 (Level 11): The device can house a Huge creature with enough air for 24 hours. D Mk 4 (Level 15): The device can house a Huge creature with enough air for a week. PHASEROD LEVEL 2 Sold in pairs, phaserods are foot-long metal rods that function as sophisticated pitons to assist with climbing, anchoring, and towing tasks. One end of each phaserod ends in a blunted point, and the other end has a small loop large enough to thread through a rope or cable line. When the pointed end is held against a solid surface and activated as a move action, up to half of the phaserod becomes insubstantial, can easily be driven into the surface, and then becomes solid once more an instant later, creating a firm anchor point for climbing or hauling. The phaserod can be activated and extracted as a move action. Alternatively, while holding at least two phaserods, you can activate, anchor, and deactivate the items in quick succession, granting you a +8 circumstance bonus to Athletics checks to climb a surface. An anchored phaserod can be torn free with a successful DC 23 Strength check. SWEET DREAMBOT LEVEL 1 Sweet dreambots are stuffed toys that come in a variety of shapes and sizes resembling friendly alien lifeforms. Each sweet dreambot is engineered with predictive technology that can anticipate the onset of the dreams and nightmares of a single creature attuned to the stuffed toy. The toy has two settings: track and protect. While within 5 feet of the attuned creature while it sleeps, a sweet dreambot set to track records the creature’s nightmares; the data can be transferred to a computer for review, though the video is often somewhat blurry or disjointed. If within 5 feet of the attuned creature while set to protect, the sweet dreambot both disrupts mundane nightmares before they start and gives the creature a +2 resistance bonus to Will saves made while asleep or unconscious. While designed to soothe children as they sleep, sweet dreambots have grown in popularity within the medical field and with travelers seeking cute and useful stuffed companions. WETWARE BUG LEVELS 3–9 A wetware bug is a small, digital chip programmed before use to look for specific information you wish to learn from a target. You can plant the bug covertly on an unwitting target with a successful Sleight of Hand check as though you were picking the creature’s pocket. Alternatively, you can plant the bug with a successful melee attack against the target’s EAC, and although the target easily notices you, it must succeed at a DC 21 Perception check to notice you placing the bug. Once planted, the wetware bug sprouts tiny legs, attaches to the target creature, and begins observing the target’s thoughts. The creature attempts a Will save with a DC based on the device’s model. If the creature succeeds, it negates the bug’s effects and is aware of some attempt to read its mind. If it fails, the bug compiles psychic impressions and sends those to a designated receiver (like a comm unit) with an effective range of 1 mile. These impressions aren’t full thoughts, but are instead a sequence of emotions and fragmented words that grant you a +4 circumstance bonus to checks made to track or gather information about the target while the bug is active. After 2d4 hours, the bug’s magical batteries burn out, and it detaches, appearing to be a generic, damaged data chip. D Mk 1 (Level 3): The bug has a Will save DC of 16. D Mk 2 (Level 6): The bug has a Will save DC of 18. D Mk 3 (Level 9): The bug has a Will save DC of 21. paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733819 20733819 20733819 4431548 4431548 4431548


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