4431500
4431500
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733771 4431500
GALACTIC MAGIC
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733771
20733771
4431501
4431501
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733772 4431501
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733772
20733772
4431502
4431502
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC
20733773 4431502
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733773
20733773
4431503 4431503
4431503
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733774
DEVELOPMENT LEAD TABLE OF CONTENTS
John Compton
AUTHORS OVERVIEW 4
Kate Baker, Rigby Bendele, Matthew Carruthers,
Jessica Catalan, John Compton, John Godek III, CHAPTER 1: CLASSES 6
Thurston Hillman, Joan Hong, James Jacobs,
Jenny Jarzabski, Joshua Kim, Ron Lundeen, Precog 8
Dennis Muldoon, Ianara Natividad,
Genevieve Rudat Olejnik, Emily Parks, Biohacker 18
Pam Punzalan, Jessica Redekop,
Mikhail Rekun, Paul Scofield, Sen H.H.S., Shay Snow, Envoy 20
Kendra Leigh Speedling, Calliope Lee Taylor,
Jason Tondro, and Nate Wright Mechanic 22
DEVELOPMENT
Jessica Catalan, John Compton, Robert G. McCreary, Mystic 24
Joe Pasini, and Chris S. Sims
EDITING LEAD Nanocyte 26
Ianara Natividad
Operative 28
EDITORS
Janica Carter, Addley C. Fannin, Leo Glass, Solarian 30
Patrick Hurley, Avi Kool, Ianara Natividad,
K. Tessa Newton, Lu Pellazar, Simone D. Sallé, and Soldier 32
Shay Snow
Technomancer 34
COVER ARTIST
Ignacio Bazán Lazcano Vanguard 36
INTERIOR ARTISTS Witchwarper 38
Ridell Apellanes, Maksim Cerkasin,
Rustan Curman, Sol Devia, Spell School Specialist 40
Godfrey Escota, Michele Giorgi, Arturo Gutierrez,
20733774 Miguel Regodón Harkness, Yun Huai Huang, CHAPTER 2: GEAR 42
Kyle Hunter, Victor Manuel Leza Moreno,
Guilherme Olivieri, Mirco Paganessi, Hybrid Items 44
Sam Perin, Pixoloid Studios (Mark Molnar,
Zsolt ‘Mike’ Szabados, Janos Gardos, Peter Magic Items 48
Lerner, Orsolya Villanyi), Aurele Pradal, Addison
Rankin, Jino Rufino, Brooklyn Smith, Luca Sotgiu, Weapon Fusions and Armor Upgrades 54
Alex Stone, Remko Troost, and Peter Whitley
Artifacts 56
ART DIRECTION AND GRAPHIC DESIGN
Kyle Hunter and Sarah E. Robinson CHAPTER 3: SPELLS 58
CREATIVE DIRECTOR Spell Lists 60
Robert G. McCreary
Spell Descriptions 67
DIRECTOR OF GAME DEVELOPMENT
Adam Daigle CHAPTER 4: FAITHS 94
STARFINDER LEAD DESIGNER Faiths in the Universe 96
Joe Pasini
Divine Variants 99
PUBLISHER
Erik Mona Abadar 100
Paizo Inc. Besmara 101
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577 Damoritosh 102
paizo.com Desna 103
The Devourer 104
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733774
4431504 4431504
4431504
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733775
Eloritu 105 The Eldest 129
Hylax 106 Outsider Deities 130
Ibra 107 The Cycle 132
Iomedae 108 The Green Faith 133
Lao Shu Po 109 The Gap Recollective 133
Nyarlathotep 110 The Parallel Truths 134
Oras 111 Prophecies of Kalistrade 135
Pharasma 112 Sangpotshi 135
Sarenrae 113 Singularitism 136
Talavet 114 The Song of Silence 137
Triune 115 CHAPTER 5: THE MAGICAL GALAXY 138
Urgathoa 116 Overview 140
Weydan 117 Magic Institutions 144
Yaraesa 118 Magical Factions 148
Zon-Kuthon 119 Magical Phenomena 152
Accelsys 120 INDEX 156
Asmodeus 12020733775
Cavrabon 121
Cayden Cailean 121
Kadrical 122
Lamashtu 122
Lambatuin 123
Zyphus 123
Ancestral Deities 124
Elder Mythos 128
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
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733775
4431505 4431505
4431505
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733776
OVERVIEW
Grav-trains zip at impossible speeds, starships connect a fantasy favorites like new aeon stones and figurines of wondrous
million worlds, biotech breakthroughs thwart a growing list of power to divinely-charged accessories and spell-absorbing gum.
ailments, and virtually every explorer can afford a cryo rifle. Most versatile of all, Galactic Magic introduces gimmicks, which
You wouldn’t be the first to behold the Starfinder Roleplaying are magical focuses spellcasters can use to alter or empower their
Game’s technological miracles and conclude that magic is spells, adding a variety of effects to better hone and personalize
obsolete. Yet, that grav-train’s circuitry forms a rune associated your magic!
with anti-gravity spells, and transmutation magic perpetuates MAGIC AND MIRACLES
the starship power core’s reactions. The laboratory that created
that unique medicine did so with blessings from Oras, and But what is magic without spells? Chapter 3 introduces more
that cryo rifle couldn’t reach and project the necessary lethal than 100 different spells inspired and curated with several
temperatures without an arcane refrigerant. goals. First, a wealth of new divination and chronomancy spells
Technology didn’t replace magic; they evolved together. not only provide the precog tons of thematic options, but many
With a million worlds’ cultures meeting and exchanging ideas of these incantations appear on other spellcasting classes’
thanks to Drift travel, magical traditions have intersected and lists, too. Second, these spells help fill out some magical roles
grown faster than ever before! As a result, spellcasting has where Starfinder enjoyed relatively few options, including new
flourished, not only remaining a problem-solving force on par barrier spells, extraplanar spells, antimagical spells, variable-
with technology, but also developing in ways that has made level spells, and touch-range combat spells that don’t provoke
spellcasting more accessible than ever to the would-be mage. attacks of opportunity. Third, this book is called Galactic Magic
So what does that look like? after all, and many of these spells were first developed by or
MYSTICAL HEROICS are most famously used by species and cultures from across the
galaxy. So whichever incantations your characters master, they
First off, it looks like character options—and lots of them. draw from across the breadth of the setting’s time and space to
Naturally, Starfinder Galactic Magic expands on your favorite perform real miracles.
spellcasting classes like mystic, solarian, technomancer, and What if mastering a few new spells isn’t enough? What if
witchwarper by offering a host of new class abilities. Now, you you want to change how you cast spells altogether? Starfinder
20733776 can create a mystic who draws upon the multiverse’s magical now includes a spellcasting variant that allows your character
background radiation to fuel their spells. Or a technomancer to learn a vast array of spells and prepare specific spells they
who perfects their arcane sciences on other planes. At the same can cast each day, allowing for extraordinary flexibility from
time, this book explores more fantastical and eldritch variants adventure to adventure. Also, with the scaling 0-level spells
of traditionally technological classes: artificer mechanics who variant, your at-will spells can grow in power as you do, allowing
invent wholly unique magic items, biohackers who can medicate your spellcaster to hurl incantations confidently when combat
a planet’s ley lines to create magical terrain, and soldiers who starts, rather than relying on conventional weaponry. And if
take on the dangers of the multiverse with nothing more than you want incantations so momentous that they’re cast over the
a bow! Or has your spellcaster always craved ways to exploit course of hours or even days, delve into the new ritual magic
their spells’ schools in innovative ways? Now you can with the options, which allow a small group to enact truly extraordinary
school specialist archetype, which lets you master a magical supernatural effects!
school to become a witchwarping necromancer, an evoking DIVINE DISCIPLES
technomancer without equal, or anything in between. Whether
you’re an operative itching to steal enemies’ spells or an envoy The galaxy isn’t just replete with spellcasters; it’s also guided
who has learned how to encourage magic rather than people, by powerful gods. Galactic Magic expands on the gods and
you’re sure to find wondrous new possibilities for time-honored philosophies on pages 482–493 of the Core Rulebook, providing
character classes. crucial context for each of these divinities and their faiths. What
Yet for Galactic Magic, new variations of magic aren’t are typical worshippers like? How are their followers organized,
enough—not when a whole new spellcasting tradition is and where do they worship? What services and resources might
possible. Chapter 1 introduces the precog, a spellcaster capable a devout character receive from their colleagues? What does
of manipulating time in order to accelerate her companions, a deity expect of their followers, what actions are anathema,
freeze enemies, predict future threats, and manipulate reality and how does the divinity reward the devout and punish the
through the paradoxes of chronomancy! insolent? Each article inspires new character ideas, origins, and
No matter your character’s training, they’re going to need an motivations, all while supplying a GM with sites, objectives, and
arcane edge to survive the galaxy’s dangers. So gear up with a miracles that make the setting’s faiths come alive.
host of new items. New hybrid technologies like the null-space Yet, the 20 deities highlighted in the Core Rulebook don’t
kennel provide your creature companion a luxurious-yet-compact act alone. Starfinder has referenced myriad other gods across
home you can carry. Wetware bugs offer spies an opportunity to dozens of books, and Galactic Magic explores these beings,
magically track a target’s thoughts. Explore new magic items, from their origins, and their goals in depth. Some, like the “Accidental
4 OVERVIEW
20733776 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431506
4431506
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC
OVERVIEW
CLASSES
GEAR
SPELLS
FAITHS
THE
MAGICAL
GALAXY
20733777 God” Cayden Cailean, were famous in the pre-Gap era but have setting, these details are key to understanding their origins, 4431506
adapted to the needs of modern starfaring societies over the training, and motivations. Chapter 5 explores the nature and
millennia. Others are wholly new to Starfinder, such as the expression of magic in the setting, providing an overview of
ever-energetic Accelsys, the cunningly culinary Cavrabon, and magic’s evolution and how people practice and perceive magic.
the unpredictable infosphere muse Lambatuin. If that weren’t Importantly, these are trends—magical traditions have evolved
enough, this book also investigates a host of other pantheons, independently hundreds of times across the whole galaxy, yet
demigods, and philosophies that guide cultures across the common patterns recur across time and space.
galaxy—each as much an exploration of these faiths as the Of course, the more magic users experience those
societies that have embraced them. patterns, the more they find camaraderie and colleagues.
Does your character revere the deity that created or Your spellcaster doesn’t exist in a narrative vacuum, and
champions their species? Have they embraced life’s inevitable myriad groups offer training, counsel, magic items, and even
evolution into machine beings by joining one of Singularitism’s hirelings to members and allies. Whether you compete in
competing factions? Or have they rejected the conventional arcane sports hosted by the Eldritch Games League, rewrite
narrative of this mundane reality through the Gap Recollective’s reality into a utopia alongside the Integrated Future Front, or
radical teachings or the esoteric dreams of the Parallel Truths? have signed on with the thrill-seeking Scrutineers, a wealth
Whatever your path, this book’s eclectic faiths ensure you won’t of organizations provide your character paths to prestige and
walk it alone. power using their spellcasting prowess. Likewise, magical
ELDRITCH SETTINGS schools teach spellcasting and supernatural sciences to all
comers, from the solarian specialists at the Corona Academy
Class options, spells, deities… these all explore exciting powers to the volcanic Hakko’sso slopes to the unscrupulous Palace
for your character, but they address the “how” of magic Obscura’s cutthroat studies.
when there are crucial questions of “what”: what is magic, Finally, Galactic Magic explores exactly that: magic on a
anyway? Where does that spellcasting potential come from? galactic scale. Just as immense features like stars and nebulae
What can magic do well, and what enduring challenges has strain our imaginations, magic on a cosmic scale achieves
it struggled to overcome? What are the differences between equally extreme phenomena, from alignment singularities that
the spellcasting traditions of a mystic and a witchwarper, and generate crushing levels of morality to metastars formed by
what does this mean for how they fit into society? As readers the massive implosions of magical ejecta. Whether you’re just
in the real world, we might wave our hand dismissively with mastering the most basic cantrips or ready to rewrite reality,
a remark of “Well, it’s magic,” yet to the characters in this turn the page and learn what magical possibilities await.
OVERVIEW 5
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733777
20733777
4431507
4431507
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733778 4431507
6 CLASSES
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733778
20733778
4431508
4431508
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
CLASSES 1GALACTIC MAGIC O
OVERVIEW
CLASSES
GEAR
SPELLS
FAITHS
THE
MAGICAL
GALAXY
20733779 4431508
CLASSES 7
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733779
20733779
4431509
4431509
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
PRECOG STAMINA POINTS 5 HP
5 + Constitution modifier
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.
20733780 KEY ABILITY SCORE 4431509
20733780
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.
CLASS SKILLS
SKILL RANKS PER LEVEL
6 + INTELLIGENCE MODIFIER
Acrobatics (Dex) Perception (Wis)
Bluff (Cha) Piloting (Dex)
Culture (Int) Profession (Cha, Int, or Wis)
Diplomacy (Cha) Sense Motive (Wis)
Mysticism (Wis) Stealth (Dex)
8 PROFICIENCIES
ARMOR PROFICIENCY
20733780
Light armor
WEAPON PROFICIENCY
Basic melee weapons, small arms, and one of the
following: advanced melee weapons, longarms, or
sniper rifles
CLASSES
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431510
4431510
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
TABLE 1–1: PRECOG WILL CLASS FEATURES 1ST 2ND 3RD 4TH 5TH 6TH OVERVIEW
SAVE Anchor, focal paradox, paradox 2 — — ———
BASE FORT REF BONUS Temporal anomaly 2 — — ——— CLASSES
CLASS ATTACK SAVE SAVE +0 Chronomatic defense +2, weapon 3 — — ———
LEVEL BONUS BONUS BONUS +0 specialization GEAR
Temporal aggression 3 2 — ———
1 +0 +0 +2 +1 Temporal anomaly 4 2 — ——— SPELLS
2 +1 +0 +3 Temporal aggression (allies) 4 3 — ———
3 +2 +1 +3 +1 Chronomatic defense +3 4 3 2 ——— FAITHS
+1 Temporal anomaly 4 4 2 ——— THE
4 +3 +1 +4 +2 Improved anchor 5 4 3 ———
5 +3 +1 +4 +2 Paradoxical acceleration 5 4 3 2—— MAGICAL
6 +4 +2 +5 +2 Temporal anomaly 5 4 4 2—— GALAXY
7 +5 +2 +5 +3 Chronomatic flow +1 5 5 4 3 ——
8 +6 +2 +6 +3 Chronomatic defense +4 5 5 4 3 2—
9 +6 +3 +6 +3 Temporal anomaly 5 5 4 4 2—
10 +7 +3 +7 +4 Greater anchor 5 5 5 4 3—
11 +8 +3 +7 +4 Chronomatic flow +2 5 5 5 432
12 +9 +4 +8 +4 Temporal anomaly 5 5 5 442
13 +9 +4 +8 +5 Chronomatic defense +5 5 5 5 543
14 +10 +4 +9 +5 Chronomatic flow +3 5 5 5 554
15 +11 +5 +9 +5 Temporal anomaly, timeless paragon 5 5 5 555
16 +12 +5 +10 +6
17 +12 +5 +10 +6
18 +13 +6 +11 +6
19 +14 +6 +11
20 +15 +6 +12
SPELLS have used up all your 1st-level spells for the day, you can use a
You can cast spells drawn from the precog spell list (which 2nd-level spell slot instead, if you have one.
is described in greater detail on pages 61–64). To learn or You can also decipher magical inscriptions that would
20733781 cast a spell, you must have an Intelligence score equal to at otherwise be unintelligible or, as a full action, identify any spells 4431510
least 10 + the spell’s level. The Difficulty Class for a saving encoded in a spell gem. This does not normally invoke the magic
throw against your spell is 10 + the spell’s level + your contained within, although it may do so in the case of a cursed
Intelligence modifier. or trapped spell gem.
You can cast only a certain number of spells of each spell ANCHOR 1st Level
level per day. Your number of spells per day can be found in
Table 1–1: Precog above. In addition, you receive bonus spells You have a preternatural affinity for an aspect of time itself that
per day if you have an Intelligence modifier of +1 or higher, as grants you power. Your anchor grounds your ability to interact
shown in Table 1–2: Precog Bonus Spells (page 10)—note that with time and provides the foundation of all your powers. The
you receive these bonus spells only once you can cast spells of exact nature of your specific anchor might be specific to you or be
that level normally. You can also cast 0-level spells—these spells a broad element shared by other precogs. You must pick an anchor
are cast like any other spell, but there is no limit to how many upon taking your first level of precog—once made, this choice can’t
0-level spells you can cast each day. be changed. The anchors you can choose from begin on page 11.
Your selection of spells is limited. You begin play knowing Focal Paradox 1st Level
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 Your anchor provides you a particular aptitude when using your
indicated on Table 1–3: Precog Spells Known. Unlike your spells paradox ability (below).
per day, the numbers of spells you know isn’t affected by your Improved Anchor 9th Level
Dexterity modifier.
Every time you gain a new level, you can swap out one You gain increased competence channeling your anchor into a
spell you already know and learn a single new spell of the powerful effect.
same level in its place. In effect, you lose the old spell in Greater Anchor 15th Level
exchange for the new one. You must choose whether or not
to swap a spell at the same time you gain new spells known Your mastery of your anchor provides you an exceptional ability.
for the level. PARADOX (SU) 1st 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 Your unique relationship with time allows you to dexterously
the spell’s level. You can also cast a spell using a higher-level manipulate its flow at key moments, allowing you to know
spell slot. For instance, if you want to cast a 1st-level spell but what’s going to happen before it transpires.
PRECOG 9
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733781
20733781
4431511 4431511
4431511
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733782
TABLE 1–2: PRECOG BONUS SPELLS TABLE 1–3: PRECOG SPELLS KNOWN
BONUS SPELLS PER DAY (BY SPELL LEVEL) SPELLS KNOWN (BY SPELL LEVEL)
INT SCORE 0 1ST 2ND 3RD 4TH 5TH 6TH CLASS LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH
1–11 — — — — — — — 1st 4 2 — — — — —
12–13 — 1 — — — — — 2nd 5 3 — — — — —
14–15 — 1 1 — — — — 3rd 6 4 — — — — —
16–17 — 1 1 1 — — — 4th 6 4 2 — — — —
18–19 — 1 1 1 1 — — 5th 6 4 3 — — — —
20–21 — 2 1 1 1 1 — 6th 6 4 4 — — — —
22–23 —2 2 1 1 1 1 7th 6 5 4 2 — — —
24–25 —2 2 2 1 1 1 8th 6 5 4 3 — — —
26–27 —2 2 2 2 1 1 9th 6 5 4 4 — — —
28–29 —3 2 2 2 2 1 10th 6 5 5 4 2 — —
Each day when you regain your spell slots, you also gain a 11th 6 6 5 4 3 — —
number of paradoxes equal to 1 + half your Dexterity modifier 12th 6 6 5 4 4 — —
(minimum 2) and lose any unused paradoxes from the previous 13th 6 6 5 5 4 2 —
day. Whenever you gain these or any other paradoxes, roll 1d20 14th 6 6 6 5 4 3 —
for each and record the result associated with that paradox. You 15th 6 6 6 5 4 4 —
can never reroll paradoxes. 16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
Many precog abilities allow you to use a paradox in place 18th 6 6 6 6 5 4 4
of a specific d20 roll you would make, using the paradox’s 19th 6 6 6 6 5 5 4
associated result instead of rolling a random result. The 20th 6 6 6 6 6 5 5
paradox functions in every way like a normally rolled die;
a paradox of 1 functions as a natural 1, and a paradox of 20 declared but before the result is known, you can use a paradox
functions as a natural 20. You can’t use a paradox for a die to grant an ally an insight bonus to AC until the end of your next
that has already been rolled or rerolled, and you can’t reroll turn. This bonus is equal to the paradox result or a maximum
a paradox. Some precog abilities simply require you to use bonus of +2, whichever is lower. The maximum bonus increases
a paradox without using its associated result. Regardless of to +3 at 7th level, +4 at 13th level, and +5 at 18th level.
20733782 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 WEAPON SPECIALIZATION (EX) 3rd Level
for an ability score check or caster level check. In addition, you You gain the Weapon Specialization feat as a bonus feat for
can use a paradox on a d20 roll associated with your anchor’s each weapon type with which this class grants you proficiency.
focal paradox; once per day when you do, you immediately gain TEMPORAL AGGRESSION (SU) 4th Level
a new paradox.
At 3rd level, you can also use paradoxes in place of your You can view possible timelines and choose the precise
initiative checks, Reflex saving throws, and skill checks (for moment that will inflict the most grievous injury upon your
skills in which you are trained). foes. When you roll damage dice, you can use a paradox in
At 5th level, you can also use paradoxes in place of your place of rolling any one damage die. If you do so, treat the
attack rolls, Fortitude and Will saving throws, and skill checks result as either the value of the paradox or the maximum
(for skills in which you are untrained). result of the damage die, whichever is lower. For example, you
TEMPORAL ANOMALY (SU) 2nd Level 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
Temporal anomalies represent your ability to channel your multiple times per damage roll, but only once per damage die.
unique relationship with time into tangible actions. You learn At 6th level, you can use this ability to replace an adjacent
your first temporal anomaly at 2nd level, and an additional ally’s damage dice.
temporal anomaly every 3 levels thereafter. Unless otherwise PARADOXICAL ACCELERATION (SU) 10th Level
stated, the effects of a temporal anomaly last for a number of
rounds equal to your precog level. If a temporal anomaly allows You learn how to burn your personal reserves of energy to fuel
for a saving throw to resist its effects, the DC is equal to 10 + a greater view of the timeline. As a standard action, you can
half your precog level + your Dexterity modifier. spend 3 Resolve Points to gain 1 paradox.
Unless otherwise specified, you can’t learn a given temporal CHRONOMATIC FLOW (SU) 12th Level
anomaly more than once. The list of temporal anomalies begins
on page 12. Through your knowledge of time’s flow, you can cast your
CHRONOMATIC DEFENSE (SU) 3rd Level spells with the exact timing necessary for maximum effect.
As a swift action, you can use a paradox to increase the save
You can execute precisely timed moves that help you and DC on a spell you cast during your turn. This increase is equal
others dodge incoming attacks. As a reaction when an attack is to the paradox result or a maximum bonus of 1, whichever is
10 CLASSES
20733782 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431512
4431512
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
lower. The maximum bonus increases to 2 at 16th level and 3 Focal Paradox: Reflex saving throws.
at 19th level. Improved Anchor: Once per day, you can touch an object in
TIMELESS PARAGON (SU) 20th Level your possession of 1 bulk or less. The object is protected from OVERVIEW
mundane effects of the passage of time (for example, metal
You exist in perfect synchrony with your timeline, gaining does not rust, and fruit does not ripen or spoil) as long as you
an impressive degree of control over your existence. You no maintain this effect on it. You can maintain this effect on a
longer age, nor do you die of old age. Once per week, you can number of objects equal to your Dexterity modifier (minimum CLASSES
act as though benefiting from a mnemonic editor, allowing you 1) at any one time. If you exceed this limit, the oldest existing
to change up to 2 character levels’ worth of decisions. Once effect immediately ends. This ability has no effect on the GEAR
per month, you can perform the same action, though you can functionality of technological objects.
change up to 10 character levels’ worth of decisions. Once per Greater Anchor: You can unfetter your ability to travel as
year, you can change up to 20 levels’ worth of your decisions. you traverse through perfect moments in time. Once per day as SPELLS
Through all of these changes, you can’t change your class levels a swift action, you can move through difficult terrain without
in precog. penalty, you increase all of your speeds by 20 feet, and you
Furthermore, once per week, you can cast rewrite time (page gain a +4 circumstance bonus to saving throws against any FAITHS
81) as a spell-like ability. effects that would impart the entangled, exhausted, fatigued,
ANCHORS flat-footed, grappled, paralyzed, pinned, staggered, or stunned THE
conditions. These benefits last for a number of rounds equal to MAGICAL
The following represent the most common precog anchors. your precog level. GALAXY
See page 9 for more information on the anchor class feature. Doomed Future
If an anchor ability allows for a saving throw to resist its
effects, the DC is equal to 10 + half your precog level + your You are cursed with visions of a terrible future. Whether it’s
Dexterity modifier. the distant awakening of a Great Old One, a post-apocalyptic
Chronomancy realm where automatons have conquered the stars, a magical
cataclysm triggered by well-intentioned experiments, or a future
Powers with a vested interest in the flow of time have where the Swarm encompasses all known worlds, a seemingly
given some of their influence to you. Perhaps the fey Eldest inevitable future is inseparably linked with your consciousness.
Shyka has empowered you to avert some unknowable future Though you can see only glimpses of this doomed future, you
20733783 timeline. Maybe, sometime in the distant past, a servant of struggle to avoid it, hoping your actions will eventually change 4431512
Pharasma seeded such potency in the bloodline of one of your the terrifying visions you receive.
ancestors. You might have discovered some ineffable insight Focal Paradox: Fortitude saving throws.
into space-time that allows you to perform supernatural Improved Anchor: Visions of your future haunt you, but also
feats. Whatever your connection with time, it is something provide insight into what is to come. Once per day when you
granted by another power, and that power fuels you with regain your spells, you gain a free paradox of 20 that you can
magical energy that grants you greater control over time. use only on a skill check made to recall knowledge.
Focal Paradox: Caster level checks and one class skill (chosen Greater Anchor: When you succeed at a Fortitude save
at 1st level). against an effect that normally has a partial effect on a
Improved Anchor: Once per day as a swift action, you can successful save, you instead suffer no effect.
slow time immediately around yourself until the end of your Fragmented Past
turn. For the duration, adjacent enemies that attempt reactions
must succeed at a Reflex saving throw or lose the action. There was a moment in your life that never should have
Greater Anchor: Once per day, you can cast any spell you happened. Though others may not believe you, you are certain
know that has a casting time of a standard action or less as a in your very core that one critical moment altered whatever
full action instead. After you successfully cast this spell, you fate had in store for you. Since that divergence, you’ve gained
can cast a second spell without taking an action (though it still a wider appreciation of time’s passage and a sense of what
uses a spell slot). The second spell must have a casting time of could have been, and you’re able to influence the timeline more
a standard action or less and be of a level no greater than the than others could ever hope to. Still, you remain sure that your
level of the first spell you cast minus 2. If you cast the second timeline is wrong, and it’s only a matter of time before someone
spell, you lose your standard action on your next turn. or something comes to correct that error.
Dimension of Time Focal Paradox: Two trained skill checks (chosen at 1st level).
Improved Anchor: Once per day, at the start of your turn
You have always known of and felt pulled toward the Dimension when you are dying, you can use a paradox to immediately
of Time. You might have encountered a hound of Tindalos or a stabilize. When you do so, you regain 1 Hit Point as though you
time dimensional at some point in your life that created this spent 1 RP to stay in the fight (Starfinder Core Rulebook 251).
unerring bond. You could explore the cosmos as an unwitting Greater Anchor: Once per day, when you take the full attack
agent for the mysterious powers within the Dimension of Time, action and make both attacks against a single target, if one of
or you could simply use your powers for personal gain. your attacks is a hit and the other is a miss, you can instead
PRECOG 11
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733783
20733783
4431513 4431513
4431513
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733784
hit (though not score a critical hit) with the attack that would normally both within and outside your temporal shelter. You
have missed. Alternatively, if both attacks hit, you can make an can exit it at will, returning to the location that you left.
additional attack with the same weapon against the same target TEMPORAL ANOMALIES
at a –6 penalty.
The Gap You learn your first temporal anomaly (page 10) at 2nd level
and an additional temporal anomaly every 3 levels thereafter.
Through some event or mishap, your existence has become Temporal anomalies all require you meet a minimum precog
irrevocably linked to the indiscernible timeline of the Gap. You level, and they are organized accordingly. Some temporal
might be a long-lived species who thrived during that time or anomalies require you to satisfy other prerequisites, such
believe yourself to have come from the Gap when you woke with as having other temporal anomalies. For effects that require
no memories in the present day. Whatever your connection, you a saving throw, the DC is 10 + half your precog level + your
can pull temporal power from the missing time of the Gap and Dexterity modifier.
use it to obfuscate elements of your own timeline. 2nd Level
Focal Paradox: Will saving throws.
Improved Anchor: Your actions become difficult to record You must be at least 2nd level to choose the following
or view remotely. The first time per day a given creature temporal anomalies.
attempts to perceive you using any sort of supplementary Advanced Preparation (Su)
means of detection, such as those granted by equipment
(including remote cameras or specialty goggles) or spells with D Your knowledge of timelines lets you prepare for almost
the scrying descriptor, they must succeed at a Will save to see any situation, giving you exactly what you need precisely
you properly. If a creature fails its save, it perceives you as when you need it. Once per day as a standard action, you
only an indistinct blur for 1 minute, though the creature is still can use a paradox to produce one consumable item (such
aware of your location. as a grenade, serum, or spell gem). The item must have a
Greater Anchor: You gain the ability to subtly smudge the bulk of L or less, and an item level no greater than your
timelines of others, removing yourself from their recent memory. level. You immediately lose a number of credits equal to the
Once per day as a move action, you can designate a creature value of the item, as this ability assumes you prepurchased
within 60 feet to lose all memory of your prior actions and or traded for this item at the most recent opportunity after
presence over the last hour. This otherwise works as the modify glimpsing your future need of it. You can’t use this ability
20733784 memory spell, except it adjusts all of the target’s memories that if you don’t have sufficient credits to pay for the item, and
include you. In memories where you were present, the target you can’t convert other items, except for UPBs, to pay for
can remember only an indistinct blur in your place. The target this cost.
can attempt a Will save to negate this effect. A target can be Ephemeral Confidant (Su)
affected by this ability only once per week.
Timewarped D You have an ally who exists outside the normal flow of
time, but you can only occasionally communicate with
Countless civilizations have experimented with technological them. When you take this temporal anomaly, you can select
means of achieving time travel. Though it appears no known the means in which you communicate with your confidant.
civilization has yet mastered such technology, failed attempts They could appear to you as a holographic avatar only you
can be found throughout the galaxy. Your bond with (or can see and hear, or as visions that permeate your dreams.
perhaps disconnect from) the flow of time stems from some Regardless of what form your confidant takes, they can
technological origin. Perhaps you were the test subject of an occasionally provide you with some insight that helps you
experimental time travel device or you unexpectedly activated a navigate the present.
malfunctioning chronal technology from a long-lost civilization. As a full action, you can use a paradox to consult with
Focal Paradox: Initiative checks. your confidant; you count as trained with a skill for up to a
Improved Anchor: You can reverse time’s flow for certain number of rounds equal to the paradox.
pieces of technology. Once per day as a full action, you can At 6th level, when you attempt a skill check for a skill in
restore the charges on a single battery, technological item, or which you are normally untrained, you can substitute the
hybrid item. paradox used for this ability in place of the d20 roll for
Greater Anchor: Once per day as a full action, you can access that skill check. At 9th level, you gain a +4 insight bonus
a custom temporal shelter. When you do so, you immediately on the skill check, increasing to +8 at 12th level and +12 at
disappear and emerge in your shelter. Your temporal shelter 15th level.
exists in a far-distant future in a space made up of a number of Future Training (Ex)
10-foot cubes equal to your precog level and with an atmosphere
tailored to your needs. It includes a servitor, freed from time’s D Whether your expertise results from knowledge imparted
trappings, that can construct a single item per visit with an item by a specific source or the cumulative effect of extensive
level equal to or less than your precog level; you must provide training and preparation for some future event, you’ve come
credits, UPBs, or both equal to the item’s price. Time passes to master multiple means of defending yourself. You gain
12 CLASSES
20733784 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431514
4431514
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
proficiency with two of the following with which you are not Instance Analysis (Su) OVERVIEW
already proficient: heavy armor, advanced melee weapons,
heavy weapons, longarms, or sniper weapons. D By examining an ally and a threat, you can quickly discern CLASSES
the effectiveness of potential attacks by gazing momentarily
You can select this temporal anomaly a second time; you into the future. As a move action, you can select an ally within GEAR
must select different proficiencies. 60 feet and a target within 60 feet. You can then choose one
of your selected ally’s available abilities, spells, or weapons. SPELLS
Prescient Casting (Su) You immediately know whether the target has immunity,
damage reduction, energy resistance, or spell resistance that FAITHS
D You glance into your immediate future to see how to would apply to the selected ability, spell, or weapon. THE
precisely cast a spell while in danger. As part of casting a At 8th level, you can use this ability for 1d4 abilities,
spell, you can use a paradox to not lose your spell if you take spells, or weapons from any number MAGICAL
damage from a successful attack against you, including an of allies within 60 feet of you. You GALAXY
attack of opportunity, or an effect against which you failed can’t use this ability again until you
a saving throw. take a 10-minute rest to regain
Stamina Points.
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) 4431514
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
20733785 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.
PRECOG 13
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733785
20733785
4431515 4431515
4431515
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733786
Multifocal (Su) can immediately teleport to your starting location. This
movement does not provoke attacks of opportunity.
D More means of controlling the universe’s temporal Skillful Rewrite (Su)
paradoxes open themselves to you. When you select this
temporal anomaly, you can select a second focal paradox D When you tempt fate and fail, you can sometimes still recover
from one of the following: ability score checks, caster level through clever use of paradoxical power. As a reaction when
checks, Fortitude saves, initiative checks, Reflex saves, two you fail a skill check, you can use a paradox in place of the
specific trained skill checks, or Will saves. You can’t select d20 rolled for the skill check.
the same focal paradox as provided by your anchor when Tactical Oracle (Su)
making this choice, and this doesn’t increase the number
of times per day that you can gain a paradox from your D You have achieved total battlefield control with your glimpses
focal paradoxes. into the future. You can use a paradox as a swift action to not
Spell Rewind (Su) provoke attacks of opportunity from movement until the end
of your next turn. When you use this ability, you can use an
D With a gesture, you can rewind a spell back into your mind additional paradox to grant this benefit to an ally within 60
rather than have it perform with lackluster effect. When feet. You must know the tactical timing temporal anomaly to
you cast a spell that affects only one target, and that target learn this temporal anomaly.
successfully saves against that spell, you can use a paradox Time Walk (Su)
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 D You can step outside time to move to a new position and
ability with a spell that normally has effects on a failed save, then quickly step back if it would be advantageous to do
the spell instead has no effect. so. As a full action, you can mark your starting space and
Time-Hardened (Ex) then move up to your speed. At the end of the movement,
you can decide whether to remain where you are or teleport
D You’ve mastered the art of enduring everything the galaxy— to your starting space. Neither the initial movement nor the
and time itself—has to throw at you. When you take this teleportation provokes attacks of opportunity. You can’t use
temporal anomaly, you increase your maximum Hit Points this ability again until you’ve taken a 10-minute rest to regain
and Stamina Points by an amount equal to your precog Stamina Points.
20733786 level. Each time you gain a new precog level, you increase
your maximum Hit Points and Stamina Points by 1. 11th Level
8th Level You must be at least 11th level to choose the following
temporal anomalies.
You must be at least 8th level to choose the following Butterfly Effect (Su)
temporal anomalies.
Forewarned (Su) D You can cause even seemingly insignificant actions to ripple
throughout a battlefield and cause outsized effects. As a
D With your levels of foresight, nothing can surprise you. At reaction when you or an ally within 60 feet miss an attack
the start of a surprise round, you can use a paradox to act in that targets AC, you can use a paradox to grant an insight
that surprise round, replacing your initiative roll result with bonus to subsequent attacks against that target’s AC. The
that paradox. bonus starts at +1 and increases by one with each subsequent
Looped Existence (Su) missed attack against the target’s AC, to a maximum of +5.
The bonus ends when the target is hit by an attack that
D You can trap others in endless cycles. As a standard action, targets AC. A target can be affected by only one instance of
you can use a paradox to focus on a creature within 60 feet, this ability at a time.
forcing it into a temporal loop. The creature must succeed Desperate Rewrite (Su)
at a Will saving throw or gain the fatigued condition for a
number of rounds equal to half the paradox (minimum 1). D As a reaction when you fail a saving throw, you can use a
At 11th level, you can instead cause the target to gain the paradox in place of the d20 rolled for the saving throw.
confused condition for 1d4 rounds. At 14th level, you can Greater Shunt Condition (Su)
instead cause the target to gain the exhausted condition for
1d4 rounds. D This functions as the shunt condition and improved shunt
Momentary Stutter (Su) condition temporal anomalies, except you can add the
following conditions to those you can delay: asleep, cowering,
D You can rewind just enough of time to reverse your position dazed, paralyzed, and stunned. You must know the shunt
without affecting other outcomes. At the start of your condition and improved shunt condition temporal anomalies
turn, you can use a paradox to mark your current location to learn this temporal anomaly.
and activate this ability. At the end of your turn, you
14 CLASSES
20733786 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431516
4431516
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
Masterful Preparation (Su)
D When you use the advanced preparation temporal anomaly, D 12nd Level You do not gain chronomatic flow until 16th
you can instead produce a non-consumable item, with the level, after which point the maximum bonus is one fewer
same restrictions and requirements as advanced preparation. than usual. OVERVIEW
At 14th level, the item can have up to 2 bulk. You must know D 18th Level Your chronomatic defense’s maximum bonus
the advanced preparation temporal anomaly to learn this does not increase.
temporal anomaly. Precog Class Graft CLASSES
GEAR
Paradoxical Genius (Su) To add precog mechanics to an NPC, you can apply the precog
D You have mastered temporal inconsistency to the point that class graft, following the rules for class grafts found on page
each of your paradoxes are so artfully inconsistent that they 137 of the Alien Archive.
spiral into a cascade of alternate possibilities and powers. When Special Rules: Choose an anchor. Any abilities that aren’t SPELLS
you would gain a new paradox for using your anchor’s focal relevant to the precog creature can be skipped (or can simply
paradox, you gain two new paradoxes instead. be incorporated into the creature’s statistics) and don’t need to
appear in the creature’s stat block. FAITHS
A precog NPC gains an alternative to the paradox class
Preternatural Strikes (Su)
D Through analyzing the flow of time, you have such perfect feature, limited paradoxes (see below). THE
control of your body that you sometimes appear to move Limited Paradoxes: Each day you gain three paradoxes: one MAGICAL
faster than the eye can see. As part of a full attack action, you GALAXY
with a value of 5, one with a value of 10, and one with a value
can use a paradox to teleport up to 30 feet between your first of 15. You can’t gain paradoxes in any other way. This otherwise
and second attacks; this movement does not provoke attacks functions as the precog’s paradox class feature (with new uses
of opportunity. for paradox rolls unlocking at CR 3 and CR 5).
14th Level Required Array: Spellcaster.
Adjustments: +2 to Reflex saving throws.
You must be at least 14th level to choose the following Ability Score Modifiers: Dexterity, Intelligence, and Charisma
temporal anomalies. Gear: Light armor (item level = CR), small arm (item level
Offensive Rewrite (Su) = CR), and either an advanced melee weapon, longarm, or
sniper rifle (item level = CR – 1).
20733787 D As a reaction when you fail to hit with an attack roll, you can 4431516
use a paradox in place of the d20 rolled for your attack roll. Abilities by CR
Outcome Adjustment (Su) All CRs: Limited paradoxes.
CR 1: Anchor and one special ability.
D As a reaction, when a creature within 100 feet would attack you CR 2: Anchor, one 2nd-level temporal anomaly, and one
or an ally, or attempt a caster level check or skill check, you can special ability.
use a paradox before the check is rolled. If the creature fails a CR 3: Anchor, chronomatic defense, and one 2nd-level
Will save, you can replace the attack roll or check’s d20 roll with temporal anomaly.
the paradox. CR 4: Anchor, chronomatic defense, temporal aggression, and
Time’s Champion (Ex) one 2nd-level temporal anomaly.
CR 5: Anchor, chronomatic defense, temporal aggression, and
D You treat your base attack bonus as equal to your precog level. two temporal anomalies (one 2nd-level and one 5th-level).
You must know the future training or time-hardened temporal CR 8: Anchor, chronomatic defense, temporal aggression, and
anomaly to learn this temporal anomaly. two temporal anomalies (one 5th-level and one 8th-level).
ADDITIONAL PRECOG INFORMATION CR 9: Anchor, improved anchor, chronomatic defense, temporal
aggression, and two temporal anomalies (one 5th-level and one
The following sections detail the rules for precog archetypes (used 8th-level).
when adding an archetype to your class) and precog class grafts CR 11: Anchor, improved anchor, chronomatic defense, temporal
(used when building precog NPCs). aggression, and two temporal anomalies (one 8th-level and one
Precog Archetype 11th-level).
CR 14: Anchor, improved anchor, chronomatic defense, temporal
An archetype grants alternate class features that replace features aggression, and temporal anomalies (one 11th-level and one
normally granted by a class at several levels; full rules for 14th-level).
archetypes appear on page 126 of the Core Rulebook. CR 15: Anchor, improved anchor, greater anchor, chronomatic
D 2nd Level You don’t gain a temporal anomaly. defense, temporal aggression, and two temporal anomalies (one
D 4th Level You don’t gain a temporal anomaly at 5th level. 11th-level and one 14th-level).
D 6th Level You can’t use temporal aggression on allies’ die CR 17: Anchor, improved anchor, chronomatic defense, temporal
rolls. aggression, and two temporal anomalies (14th-level).
D 9th Level You don’t gain a temporal anomaly at 8th level.
PRECOG 15
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733787
20733787
4431517
4431517
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733788 4431517
20733788
APOCALYPSE SEER TIME-WORN WARRIOR
THEME: DREAM PROPHETP W THEME: MERCENARY
You are haunted by visions of impending disaster and are acutely aware of the You lived through something you shouldn’t have, dodging time’s inexorable
cascading effects of even the most minor actions. flow and retaining the ability to manipulate timelines.
ABILITY SCORES ABILITY SCORES
Dexterity and Intelligence are your most important ability scores, as they increase 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. the effectiveness of your abilities and spells. Constitution makes you hardier.
ANCHOR ANCHOR
Doomed future Fragmented past
TEMPORAL ANOMALIES TEMPORAL ANOMALIES
Advanced preparation (2nd) Desperate rewrite (11th) Future training (2nd) Preternatural Strikes (11th)
I knew you’d say that (5th) Outcome adjustment (14th) Time-hardened (5th) Time’s Champion (14th)
Tactical oracle (8th) Forewarned (8th)
FEATS Lightning Reflexes FEATS
Oracular GiftCOM
Constant AlertCOM Blind-Fight Great Fortitude
Extra Resolve Diehard Jet Dash
Improved Initiative Enhanced Resistance
SKILLS SKILLS
Bluff Perception Acrobatics Sense Motive
Culture Sense Motive Bluff Stealth
Diplomacy Piloting
16 CLASSES
20733788 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431518
4431518
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
PRECOG BUILDS
OVERVIEW
CLASSES
GEAR
SPELLS
FAITHS
THE
MAGICAL
GALAXY
20733789 4431518
TIME TRAVELER CHRONOMANCER
THEME: SCHOLAR THEME: PRIEST
You’re an expert combatant who carries little equipment, yet you’re never You draw your ability to manipulate timelines from a magical source.
unarmed.
ABILITY SCORES ABILITY SCORES
Dexterity and Intelligence are your most important ability scores, as they increase the 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. effectiveness of your abilities and spells. Wisdom helps your understanding of magic.
ANCHOR ANCHOR
Timewarped Chronomancy
TEMPORAL ANOMALIES TEMPORAL ANOMALIES
Ephemeral confidant (2nd) Paradoxical genius (11th) Shunt condition (2nd) Greater shunt condition (11th)
Instance analysis (5th) Offensive rewrite (14th) Improved shunt condition (5th) Outcome adjustment (14th)
Looped existence (8th) Time walk (8th)
FEATS FEATS
Dive for Cover Tactful AdvisorCOM Agile Casting Spell Focus
Technomantic Dabbler
Iron Will Mobility SpellguardCOM
Quick Draw Skill Synergy
SKILLS SKILLS
Culture Perception Culture Perception
Diplomacy Sense Motive Diplomacy Sense Motive
Mysticism Mysticism
17
PRECOG
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733789
20733789
4431519 4431519
4431519
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733790
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.
ALTERNATE CLASS FEATURE FIELDS OF STUDY
Biohackers have access to the following alternate class feature. A biohacker can select the following as their primary, secondary,
Ley Line Hacker (Su) or tertiary field of study.
Like an arcane phlebotomist, some biohackers track, empower, Thaumapathy
and dampen untapped veins of magical energy by using Thaumapathy studies the inherent magic that suffuses living
scientific and thaumaturgic catalysts. things, enhancing or dampening that power with the use of
A ley line hacker does not have access to the basic boosters eldritch pharmaceuticals.
and basic inhibitors listed on page 42 of the Starfinder Booster: You temporarily boost a creature’s intrinsic magical
Character Operations Manual. Instead, they can use their field, granting it spell resistance equal to 5 + your class level. If
biohacks to create ley line hacks, specialized grenades that it already has spell resistance, increase the spell resistance by 1
create supernatural effects. These function as biohacks, except (or by 2 if the original spell resistance is less than or equal to 10
they cannot be injected into creatures; they are instead thrown + your biohacker level).
weapons with the explode (5 feet) weapon property and a Inhibitor: Your inhibitor restricts the magical pathways of
20‑foot range increment. You can draw, activate, and throw a the target’s body, making spellcasting more difficult. Reduce
ley line hack as a standard action. A ley line hack’s effects last the caster level and saving throw DCs of spells and spell-like
for a number of rounds equal to your key ability score modifier. abilities the creature casts by 1. The creature takes a penalty
20733790 If a ley line hack requires a saving throw, the DC is equal to 10 + equal to 1 per damage die when rolling damage dealt by its
half your biohacker level + your key ability score. spells and spell-like abilities.
At 3rd level, you can increase the radius of a ley line hack For the duration of the inhibitor’s effect, spells and spell-like
to 10 feet (or to 15 feet at 15th level), after which you cannot abilities that normally have a casting time of 1 standard action
increase the radius of additional ley line hacks until you have instead gain a casting time of 1 round, and spells and spell-like
taken a 10-minute rest to recover Stamina Points. At 9th level, abilities that normally have a casting time of 1 round gain a
you can increase the radius twice in this way before resting to casting time of 2 rounds.
recover Stamina Points. Breakthrough
You can create the following effects with a ley line hack:
D Vines or other impediments cause creatures to take a –10‑foot You can use the following ability when you achieve the
penalty to their speeds (minimum 5 feet) for 1 round when breakthrough for this field of study.
they enter or begin their turn in the area. Magic Renewal (Su): As a standard action, you can create and
D Choose either a protective or exposing effect when using this deliver a medicinal formula to a living creature that restores one
ley line hack. Obstacles in the area bend reflexively. If the of that creature’s expended spell slots or expended spell-like
ley line hack is protective, increase any bonuses to AC and abilities. The level of the spell slot or spell-like ability restored
Reflex saves granted by cover in the area by 1. If the hack cannot exceed one-third your biohacker level (rounded up). A
is exposing, decrease any bonuses to AC and Reflex saves creature can benefit from your magic renewal breakthrough
granted by cover in the area by 1 (minimum +0). only once per day.
D Magical static suffuses the area. Any creature that enters or THEOREMS
begins their turn in the area becomes off-target for 1 round
(Fortitude negates), or nauseated for 1 round if they roll a These theorems follow the same rules as those presented on
natural 1 on their saving throw. page 46 of the Character Operations Manual. Theorems marked
Choose one of the following energy types: acid, cold, with an asterisk (*) apply to your biohacks class feature and
electricity, fire, or sonic. When a creature in the area takes do not stack with one another. Only one such theorem can be
damage of the chosen type (maximum once per round per applied to an individual biohack.
creature), that damage increases by an amount equal to your 2nd Level
biohacker level or your key ability modifier, whichever is lower.
Ley line hacker replaces spark of ingenuity and the biohacker You must be 2nd level to select these theorems.
class features basic booster and basic inhibitor.
18 CLASSES
20733790 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431520
4431520
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
Ampoule Expertise (Su) causes the target’s limbs to become elastic and capable of OVERVIEW
stretching a great distance. The creature increases its reach
D You’ve discovered how to create specialized spell ampoules by 5 feet. This effect lasts a number of rounds equal to your CLASSES
using ingredients in your custom microlab. Your selection primary ability score modifier (minimum 1 round), in addition
of spell amps is limited to a number of spells equal to 3 + to the booster’s other effects. GEAR
half your biohacker level; these spells must fulfill all the
requirements for a spell amp as detailed on page 224 of the 14th Level SPELLS
Starfinder Core Rulebook. These spells comprise the list of
spell amps you can create with this ability. Each time you You must be 14th level to select this theorem. FAITHS
gain a biohacker level, you can swap out one spell on this THE
list for another spell that qualifies. Whenever you gain Ampoule Mastery (Su)
an even‑numbered biohacker level, you also select one MAGICAL
additional spell to add to your list of spell amps. D You have surpassed conventional spell ampoule science, GALAXY
The first time each day that you create your biohacks, allowing you to prepare one 3rd-level spell amp each day
you can create two 0-level spell amps and one 1st-level from your list of known spell amps using the ampoule
spell amp from your list. At 8th level, you also can prepare expertise theorem. When you gain this theorem, you also
one 2nd-level spell amp from your list. Your spell amps are add one additional spell to your list of spell amps that you
highly experimental and provide a benefit only when either can prepare.
consumed by you or when an imbiber also spends 1 Resolve At 18th level, you can prepare one 4th-level spell amp each
Point as part of the action to consume the spell amp. You day from your list of known spell amps; this exceeds the
can inject these spell amps as though they were biohacks, normal level limit for spell ampoules, though any 4th-level
though you must expend 1 Resolve Point and a biohack to spells you add to your list of spell amps must still follow all
do so. other rules for creating spell amps.
You must have Ampoule Expertise to select this theorem.
Morphing Hack (Su) 4431520
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
20733791 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
BIOHACKER 19
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733791
20733791
4431521 4431521
4431521
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733792
ENVOY
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.
ALTERNATE CLASS FEATURES 10-minute rest. Your psychic exploits can detect or affect
Envoys have access to these alternate class features. only creatures you can sense with your mental awareness.
Psychic Expertise Any spell-like abilities use your envoy level as their caster
level and your Charisma score to calculate saving throw DCs.
You have latent psychic powers you’ve honed through practice At 5th level, you can expend a psychic exploit to cast
and willpower into impressive feats of supernatural ability. detect thoughts, mental silenceCOM, or mindlink as a spell-like
Psychic expertise alters expertise, and it replaces skill ability. At 9th level, you can expend a psychic exploit when
expertise and the expertise talent gained at 3rd level. activating your psychic resilience ability to apply the latter’s
Psychic Communicator (Su) 1st Level bonus to a Will saving throw to a number of allies equal to
half your Charisma modifier (minimum 1). At 13th level, you
D You gain limited telepathy (Core Rulebook page 265). If you can expend a psychic exploit and 2 Resolve Points to cast
already have limited telepathy, you instead increase its range discern lies, mind probe, or modify memory as a spell-like
by 30 feet. At 9th level, you gain telepathy with a 30-foot ability. At 17th level, you can expend a psychic exploit to gain
range, allowing you to communicate mentally with any blindsight (thought) with a range of 60 feet for 10 minutes.
creature that has a language, even one you don’t share. Spell Speaker (Su)
Psychic Resilience (Su) 1st Level You’ve learned to speak with, encourage, and reprimand
20733792 D You gain the envoy’s expertise ability, though you roll 1d4 magical forces as if they were living beings. And, to your credit,
for your expertise die. At 5th level, anytime you roll your magic listens. Through a combination of encouragements, you
expertise die, you gain a +1 bonus to the result. At 9th, 17th, can coax magic to follow your instructions and overcome even
and 20th levels, this bonus increases by 1. At 13th level, you difficult obstacles, enhancing your companions’ spellcasting.
roll 1d6 as your expertise die instead of 1d4. As a reaction At 1st level, you can encourage the magic of an ally within
before you attempt a Will save against a mind-affecting 30 feet as a standard action, empowering the next 0-level or
effect, you can roll your expertise die and add the result of 1st-level spell they cast before the end of your next turn. The
the roll to your saving throw as an enhancement bonus. You maximum level of spell that you can encourage increases by
must have at least 1 Resolve Point remaining to increase your 1 for every 6 envoy levels you have, and you can increase this
saving throw in this way, and once you have done so, you maximum level by 50% (rounded down) if you also spend 1
cannot do so again until you have regained Stamina Points as Resolve Point when using this ability. Once an ally has benefited
part of a 10-minute rest. from this encouragement, that ally can’t gain the benefits of
At 5th level and every 4 levels thereafter, choose one your spell speaker ability again until they take a 10-minute rest
of the following skills: Bluff, Culture, Diplomacy, Disguise, to recover Stamina Points.
Intimidate, or Medicine. You are treated as having expertise An empowered spell gains one of the following benefits.
with that skill for the purposes of expertise talents and other Amplified: The spell is especially potent. On the turn that
prerequisites, though you do not actually add your expertise they cast the spell, the spellcaster can reroll any of the dice
die to any skill checks except Sense Motive. rolled to determine the spell’s effect (such as damage dice)
Mental Awareness (Su) 3rd Level 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
D At 3rd level, you gain blindsense (thought) with a range of 10 though it were 1 higher.
feet. This blindsense’s range increases to 20 feet at 9th level, Extended: The spell’s duration is increased by 50%.
30 feet at 13th level, and 60 feet at 17th level. Stretched: The spell’s range is increased by 50%. If the range
Psychic Exploits (Sp) 5th Level is touch, the spellcaster treats their natural reach as 5 feet
greater for the purpose of delivering the spell.
D You can focus your mental powers to directly monitor Targeted: The spell eagerly seeks its target. On the turn
or modify the thoughts of those around you. You can use that they cast the spell, the spellcaster can roll one attack roll
your psychic exploits twice per day, though you regain one (and any roll to resolve miss chance from concealment for that
daily use each time you regain Stamina Points as part of a attack) twice and use the better result.
20 CLASSES
20733792 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431522
4431522
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
Unstoppable: The spell overcomes all obstacles. The spell You must be 8th level to choose this improvisation.
treats any targets’ resistances as though they were reduced by Spell Scoot (Su) SENSE-DEPENDENT
an amount equal to your Charisma modifier (minimum 0). The
spellcaster treats their caster level as 2 higher for the purpose D As a standard action, you can convince a spell effect to OVERVIEW
of overcoming spell resistance. move. This functions as the targeted dispel function of dispel
Widened: You increase the length of any line effect created magic with a range of 60 feet, using your envoy level as your
by the spell by 50%. You increase the length of any cone effect caster level. Rather than dispelling the effect, if you succeed, CLASSES
created by the spell by 25% (minimum 5 feet). You increase you move the spell’s area of effect a distance that cannot
the radius of any cylinder or burst effect created by the spell exceed 5 feet × your Charisma modifier. This adjustment GEAR
by 25%; this has no effect on spells that create a burst whose cannot change the effect’s orientation, and the movement is
radius is less than 20 feet. instantaneous, causing no incidental damage or disruption as
This replaces the envoy improvisation gained at 1st level. it moves to its new location. Alternatively, you can use this SPELLS
improvisation to clear the spell’s effect for 1 round from a
MAGICAL IMPROVISATIONS number of 5-foot cubes that does not exceed your Charisma
The following improvisations are available only to envoys with modifier, such as to clear a path through a wall of force. FAITHS
the spell speaker alternate class ability. You must be 10th level to choose this improvisation.
Borrowed Arcana (Sp) EXPERTISE TALENTS THE
MAGICAL
D You can spend 1 Resolve Point to draw magic from a willing The following envoy expertise talent uses the standard rules for GALAXY
or unconscious ally within 30 feet of you, casting one of their expertise talents (Core Rulebook page 64).
spells as a spell-like ability. The spell’s level cannot exceed Expert Artificer (Su)
the maximum spell level you can empower with your spell
speaker ability, and the ally must expend the appropriate D You have a knack for using, repairing, and learning about
available spell slot. You use your envoy level as the caster enchanted gear, especially objects with which you become
level, and you use your Charisma modifier to calculate the familiar. In a process that takes 1 minute, you can use Bluff,
spell’s saving throw DCs. Activating this improvisation and Diplomacy, or Intimidate in place of Mysticism to identify
casting the spell takes a standard action or an amount of a magic item without simultaneously casting detect magic.
time equal to the spell’s casting time, whichever is longer. When you regain your Resolve Points after resting, you can
20733793 Each time you use this improvisation designate a number of magic items and/or hybrid items 4431522
per day, its Resolve Point cost that you’ve had in your possession for at least 24
increases by 1. hours to be your attuned items. Once per day per
You must be 4th level to item, you can repair one of your attuned items as
choose this improvisation. a full action, for which you can use Engineering in
Reprimand Spell (Su) place of Mysticism.
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.
ENVOY 21
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733793
20733793
4431523 4431523
4431523
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733794
MECHANIC
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 Advanced Artifice (Ex) 5th Level
Mechanics have access to the following alternate class feature. Your experimental apparatus can now accommodate up to
Experimental Apparatus (Su) three incorporated items. Upon gaining this ability, you can
incorporate the functions of one item whose item level is 3 or
You have created an experimental apparatus, a unique item that less into your experimental apparatus at no cost.
blends technology and magic. Your experimental apparatus is a Enhanced Interface (Ex) 7th Level
hybrid item that must be held in one hand to impart any benefit.
Incorporated into the apparatus is one nonconsumable hybrid You can change your experimental apparatus’s active devices as
or magic item with an item level of 1 and no more than 1 bulk. a move action, or as a swift action by spending 1 Resolve Point.
The apparatus has light bulk, but it becomes 1 bulk if it has an Technological Arcana (Ex) 10th Level
incorporated item that has 1 bulk. While you wield the apparatus,
you gain the benefits of the incorporated hybrid or magic item, By drawing on your apparatus’s energy reserves through embedded
even if you are already wearing your maximum number of hybrid spell gems, you can replicate a limited number of magical effects.
or magic items. Due to its esoteric design and controls, you are Choose two 0-level technomancer spells, two 1st-level technomancer
the only one who can gain any benefit from the apparatus. spells, and one 2nd-level technomancer spell. You incorporate spell
You can incorporate additional items into the apparatus to gems for these spells into your apparatus at no cost. You gain a
expand its functions, including hybrid items, magic items, and limited version of the technomancer’s spells class feature, though
20733794 magitech augmentations (for the arm, brain, endocrine, hand, or you can use these spells only while wielding the apparatus, and
throat systems). An incorporated item’s item level cannot exceed your selection of spells is limited to those spells embedded in the
your mechanic level, its bulk cannot be greater than 1, and the apparatus. You have one 1st-level spell slot and one 2nd-level spell
apparatus can accommodate a total of only two incorporated slot, and you can cast the 0-level spells at will. You gain one 3rd-level
items (including the apparatus’s starting item). Incorporating an spell slot at 13th level, and you gain one 4th-level spell slot at 16th
item into the apparatus takes 8 hours of work and functionally level. Casting these spells does not expend the incorporated spell
destroys that item in the process. Each item has its own set of gems. Your experimental apparatus can store a maximum number
charges, if any. You only gain the benefits of a single incorporated of spell gems equal to half your mechanic level, and these spell gems
item at a time, though you can switch which item is active as a can be of any level. You can incorporate and replace spell gems in
standard action, or as a move action if you spend 1 Resolve Point. the apparatus as you would new magic items, and incorporated spell
If your apparatus is destroyed or lost, you retain its schematics gems are effectively destroyed once installed.
in your custom rig and can rebuild a version of it for free after 24 In addition, whenever you would gain a new mechanic
hours of uninterrupted work. You can take a single 8-hour rest trick, you can instead increase the number of spell gems the
during each 24 hours spent working, but any interruption greater apparatus can hold by one, as well as gain one additional spell
than a moment of conversation requires you to add 12 hours to slot of your maximum spellcasting level, to a maximum of four
the time required to rebuild your apparatus. In addition, every spells per level.
time you gain a mechanic level, you can rebuild your apparatus Versatile Apparatus (Ex) 15th Level
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 Your experimental apparatus can now accommodate up to four
higher than the item level of the item being replaced. incorporated items. The apparatus grants the abilities of two
Experimental apparatus replaces the artificial intelligence incorporated items at a time.
(AI) class feature. Unparalleled Apparatus (Ex) 20th Level
Mystical Technician (Ex) 1st Level Your apparatus is so technologically sophisticated that it is
Add Mysticism to your list of class skills in place of Computers. almost a magical artifact. Choose one of the following benefits.
Additionally, you can add your Intelligence modifier instead of Enduring Legacy: You have perfected the apparatus’s function
your Wisdom modifier to Mysticism checks. The insight bonus and durability, allowing others to use it for ages to come. The
granted by your Bypass mechanic class feature applies to apparatus’s item level is treated as 30 for the purpose of its
Engineering and Mysticism checks, not to Computers checks. hardness, Hit Points, and saving throws. If a creature spends 1
22 CLASSES
20733794 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431524
4431524
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
Resolve Point, they can operate the apparatus as though they curses. Once per day, you can use your custom rig to remove OVERVIEW
were you for 24 hours. a curse from a creature or object, per the spell remove
affliction, using your mechanic level as your caster level. CLASSES
Magitech Marvel: You gain one 5th-level spell slot that you
can use with the technological arcana ability, and you increase Program Spell Chip (Ex) GEAR
your number of 3rd- and 4th-level spell slots for that ability by
one each. You increase the number of spell gems the apparatus D Your programming skills can achieve near-magical results. SPELLS
can store by 5. Choose two 0-level spells, two 1st-level spells, two 2nd‑level
spells, and two 3rd-level spells from the technomancer FAITHS
Multitasking Miracle: The apparatus can now grant the spell list. You can craft spell chips of these spells, provided THE
abilities of three incorporated items simultaneously. you have a number of ranks in Computers equal to the
number of ranks in Mysticism that would normally be MAGICAL
MECHANIC TRICKS required. Rather than access to a workshop, you need GALAXY
access to a computer of a tier greater than or equal to the
These mechanic tricks present a variety of new options for level of the spell you are programming into the spell chip.
magic-inclined mechanics to utilize their knowledge of the At 9th level and each subsequent mechanic level, you can
intersection of magic and technology. Many of these options choose one additional technomancer spell for which you
allow mechanics to use their technological expertise to access can create spell chips. Beginning at 11th level, you can
and alter magical effects to give themselves an edge in combat. choose 4th‑level technomancer spells. At 14th level, you
can choose 5th‑level technomancer spells, and at 17th level,
2nd Level you can choose 6th‑level technomancer spells.
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) 4431524
20733795 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
MECHANIC 23
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733795
20733795
4431525 4431525
4431525
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733796
MYSTIC
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 Spell Consumption (Su) 12th Level
The following connections are available to mystics. D You gain spell resistance equal to 6 + your mystic level.
Arcane As a reaction when you would be the target of a spell,
you can increase your spell resistance to 11 + your mystic
You tap into the universe’s raw magic, channeling this energy to level against that spell. Once you’ve used this reaction, you
empower your spellcasting, suppress others’ magic, and protect can’t use it again until you take a 10-minute rest to recover
yourself from harm. You’re a magical innovator, capable of Stamina Points. Once per hour, when a spell fails to overcome
tweaking and manipulating magical energy to suit your needs. your spell resistance, you absorb part of that spell’s energy
D Associated Deities: Eloritu, Lissala, Nyarlathotep, Pharasma and use it to fuel your spellcasting; you regain an expended
D Associated Skills: Intimidate and Mysticism 1st-level mystic spell slot.
D Spells: 1st–identify, 2nd–dampen spell (page 72), 3rd–dispel Unleash Magic (Sp) 15th Level
magic, 4th–mystical aegis (page 78), 5th–greater dispel
magic, 6th–greater magic seal (page 77) D Once per day as a standard action, you unleash a burst of raw
Scouring Aura (Su) 1st Level magic in a 30-foot radius around you, dealing 12d6 damage
to every creature in the area (Reflex half). Each time you use
D Whenever you cast a spell, you emanate magical energy for a unleash magic, you decide if it deals acid, cold, electricity,
number of rounds equal to your Wisdom modifier (minimum fire, or sonic damage. You can expend a mystic spell slot
20733796 1). During this time, enemies that enter or begin their turn in when using this ability to exclude a number of squares up to
a space adjacent to you take fire damage equal to the level the level of the spell slot expended from the area of unleash
of the spell you cast. When you would take damage from an magic. You can activate unleash magic additional times per
attack or spell, you can end your scouring aura as a reaction day by expending 1 Resolve Point each time after the first.
to reduce the damage dealt by an amount equal to twice the Suppressing Aura (Su) 18th Level
level of the spell you cast (minimum 0 damage).
Spell Echo (Su) 3rd 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
D As a reaction whenever you cast a spell that has no effect Points to use this as a reaction instead.
(such as the affected creatures all succeeding at saving First World
throws or being immune), you can spend a number of Resolve
Points equal to half the spell’s level (rounded up) to capture You draw your magic from the First World, the riotous,
the spell’s magical energy and retain it as a spell echo for a ever‑shifting realm of the fey. Your powers manifest as illusory
number of rounds equal to your Wisdom modifier (minimum tricks, mind-clouding enchantments, and other deceptions.
1). Once during this time, you can cast the captured spell a D Associated Deities: Apholine, the Lantern King, the Lost
second time by expending the spell echo instead of expending Prince, Ng, Ragadahn, Shyka—all detailed on page 128.
a spell slot. You can have only one spell echo at a time. D Associated Skills: Bluff and Disguise
Arcane Manipulation (Su) 6th Level D Spells: 1st–6th–baleful polymorphAA2; replaced by 1st–disguise
self, 2nd–song of the cosmosCOM, 3rd–charm monster,
D You can spend 1 Resolve Point when casting a spell to augment 4th‑confusion, 5th–greater command
it in one of the following ways: the spell’s duration increases by Dazzling Dust (Sp) 1st Level
50%, the spell’s range increases by 50%, or the spell’s damage
increases by an amount equal to half your mystic level. D As a standard action, you can spend 1 Resolve Point to
Eldritch Sense (Su) 9th Level scatter glittering pixie dust in a 30-foot cone. Creatures in
the area must succeed at a Fortitude save or become dazzled
D Whenever your scouring aura is active, you can sense magical and take a –1 penalty to Will saving throws for a number of
energy. This grants you blindsense (magic) for a range of 10 rounds equal to your Wisdom modifier (minimum 1). At 9th
feet × the level of the spell that triggered scouring aura, level, you can cause one creature dazzled by this ability to
which senses nearby magic in the area as detect magic. also be blinded for 1 round.
24 CLASSES
20733796 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431526
4431526
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
Glamer Shroud (Sp) 3rd Level Spell Transference (Sp) OVERVIEW
D As a standard action, you veil yourself in shifting illusions. D As a standard action, you can spend 1 Resolve Point to CLASSES
This grants you a 20% miss chance as though you had transfer a condition or spell affecting one willing target to
concealment, though this effect does not help you to hide. another willing target, both of whom you’re touching. At 12th GEAR
You can maintain this effect for a number of minutes per day level, you can transfer effects between creatures affected by
equal to your mystic level; this duration does not need to be your telepathic bond class feature without touching them. SPELLS
continuous, but it must be used in 1-minute increments.
9th Level FAITHS
Vanishing Trick (Su) 6th Level THE
You must be 9th level or higher to choose this epiphany.
D When you take damage from a melee attack, you can MAGICAL
expend a mystic spell slot as a reaction to teleport away Mystic Step (Su) GALAXY
after resolving the attack’s effects. You teleport to an open
space to which you have line of effect, the total distance not D You naturally hover 6 inches above liquid or solid surfaces
exceeding 5 feet × the level of the expended spell slot. 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
Otherworldly Melody (Sp) 9th Level per round and take no damage upon landing.
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 4431526
D As a standard action, you can spend 1 Resolve Point to open
20733797 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.
MYSTIC 25
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733797
20733797
4431527 4431527
4431527
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733798
NANOCYTE
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 FACULTY
Nanocytes have access to the following alternate class feature. Nanocytes gain access to the following nanite faculty.
Eldritch Nanites (Su) Absorption Faculty
Your nanites are heavily enchanted, limiting their ability to Your body absorbs attacks, swallowing bullets, toxins, and even
replicate technology but enabling them to weave magical effects magic that your nanites convert into bursts of power.
at your direction. Your nanite array becomes a supernatural Vanish into the Depths (Ex) 1st Level
ability. You can’t learn or create major forms with your gear
array, and the number of minor forms you know how to create You gain the defensive dispersal ability at 1st level instead of
is reduced by half (rounded down). You gain a special fourth 2nd level. Add 1/2 your nanocyte level to the amount by which
nanite array called an eldritch array, which manifests as your your defensive dispersal ability reduces the damage dealt by a
nanites hovering close to your body, ready to produce magical triggering effect.
effects. Your eldritch array grants you a +1 enhancement bonus Fuel for the Fires (Ex) 5th Level
to saving throws against spells and spell-like abilities.
You gain a limited version of the technomancer’s spells class You repurpose incoming damage, using it to make your own
feature that you can use only while your eldritch array is active. attacks deadlier. When you use your defensive dispersal
Use your Constitution score in place of your Intelligence score ability to reduce the damage you take from an effect, you
20733798 when determining the effects of your spellcasting, including the enhance the next attack you make with a weapon created by
highest level of spell you can cast and the DC for saving throws your gear array made before the end of your next turn. If the
against your spells. Unlike a technomancer, your selection of attack hits, it deals 1d6 additional damage (or 1d4 additional
spells is extremely limited. You begin play knowing two 0-level damage if the weapon attacks all creatures in an area). This
spells, and you can cast your 0-level spells a number of times additional damage increases by 1d6 (or 1d4 for attacks against
per day equal to 3 + 1/2 your nanocyte level. At 5th level, you an area) at 9th level, 13th level, and 17th level. Alternatively,
learn one 1st-level spell, and you learn a second 1st-level spell when a creature in your cloud array takes damage before the
at 11th level. At 9th level, you learn one 2nd-level spell, and you end of your next turn, you can expend your absorbed energy
learn a second 2nd-level spell at 15th level. At 13th level, you to increase the damage the creature takes by 1d6 (increased
learn one 3rd-level spell, and you learn a second 3rd-level spell to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level).
at 19th level. At 17th level, you learn one 4th-level spell. Every Either form of additional damage is of the same type as the
time you gain a nanocyte level, you can replace a spell with a attack’s normal damage.
different technomancer spell of the same level. Kinetic Surge (Ex) 9th 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 When you use your defensive dispersal ability to reduce
spell slot, respectively, allowing you to cast any one of your the damage you take from an attack, you convert some of
spells once per day. As a swift action, you can gain a 1st-level that energy into rapid movement, granting you a +10-foot
or higher spell slot that lasts until the end of your next turn if enhancement bonus to each of your speeds until the end of
not expended beforehand. To do so, you must spend a number your next turn. During this time, calculate your DC for Athletics
of nanite surges equal to the spell slot’s level. Once you spend checks to jump as though you had a 10-foot running start. If
nanite surges to gain a spell slot of a particular level in this the triggering attack for defensive dispersal was a critical hit,
way, you cannot gain another spell slot of that level until you increase the enhancement bonus to speed to 20 feet, and you
have rested 10 minutes to regain Stamina Points. You can cast also gain a +3 bonus to your Armor Class against attacks of
known variable-level spells using any level of spell slot you have opportunity that you provoke by leaving a threatened square
available. If you manifest your eldritch array at a lower level, until the end of your next turn.
such as with your manifold array ability, the maximum level of Arcane Turnabout (Ex) 13th Level
spell you can cast is reduced by 1 for every 4 levels your array’s
effective level is reduced. The circumstance bonus to saving throws provided by
Eldritch nanites alters nanite array. defensive dispersal increases to +2 against spells and spell-
26 CLASSES
20733798 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431528
4431528
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
like abilities. When you use your defensive dispersal ability 10th Level OVERVIEW
against a spell or spell-like ability and succeed the effect’s
initial saving throw (or if the spell fails to overcome your spell You must be at least 10th level to choose these nanocyte knacks. CLASSES
resistance, if any), you can deflect some of the magical energy
to damage a creature within 30 feet. That creature takes 1d6 Nanomagical Font (Su) GEAR
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 D You gain 2 additional nanite surges per day that can be used SPELLS
to the saving throw. only to gain additional spell slots to cast your spells gained
by the eldritch nanites ability. Whenever you spend nanite FAITHS
Deflective Dome (Ex) 17th Level surges to gain a spell slot, you regain Stamina Points equal THE
to twice the number of nanite surges you spent.
You gain the group dispersal knack (Starfinder Tech Revolution MAGICAL
15); if you already have the knack, you gain one other knack Ninefold Ward (Su) GALAXY
of your choice that’s available to a 10th-level nanocyte. Once
per minute when you use your group dispersal knack, you can D When you activate your instant ward knack with your
apply its benefits to all allies affected by the triggering effect eldritch array, the ward covers a 15-foot-by-15-foot square
who are adjacent to you or within your cloud array. centered on your space. When you activate your instant
ward knack with your cloud array, the ward affects each
KNACKS square affected by your cloud array.
You must have the instant ward knack to select this knack.
Nanocytes can take the following knacks.
2nd Level 4431528
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
20733799 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.
NANOCYTE 27
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733799
20733799
4431529 4431529
4431529
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733800
OPERATIVE
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 When you hit a target with your trick attack, you gain
Operatives have access to the following alternate class features. momentary awareness of whether the target is affected by
Magical Assassin (Su) 1st Level at least one spell and whether they can cast spells (including
spell-like abilities). When dealing your trick attack damage to
You can awaken latent magic in your weaponry. Mysticism is a creature, you can drain some of the target’s magic, halving
a class skill for you. As a move action, you can magically imbue the duration of one spell currently affecting the target. You can
one small arms or basic melee weapon with the operative weapon choose a specific spell to affect; otherwise, the can determine it
special property you’re wielding, treating it as a magic weapon for randomly from among the beneficial spells affecting the target.
the purposes of bypassing damage reduction. In addition, when You can reduce a given spell’s duration only once, and the target
you imbue your weapon, choose one of the following energy types: can negate the reduction with a successful Will save.
acid, cold, electricity, or fire. When you attack with your imbued At 4th level, you can attempt to drain your target’s spellcasting
weapon as a standard action, before making the attack, attempt a potential when you hit a target with your trick attack instead
Mysticism check with a DC equal to 20 + your target’s CR. If you of reducing the duration of one of the target’s spells. The target
succeed, you deal an additional 1d4 damage of the chosen energy loses one spell slot of the highest spell level they can cast or
type. This increases to 1d6 at 3rd level, to 3d6 at 5th level, and by a spell slot equal to one-third your operative level (whichever
an additional 1d6 every 2 levels thereafter. Your weapon remains is lower), as if they had expended the slot. If the target has
imbued for 1 minute, until you imbue another weapon, or until the spell-like abilities, you can instead cause the creature to lose
20733800 end of your turn if you cease wielding the weapon, whichever one daily use of their highest-level spell-like ability (maximum
comes first. spell level equal to one-third your operative level). The target
At 4th level, when you imbue your weapon, you can also can negate this effect with a successful Will save.
choose one of the following weapon fusions: anarchic, axiomatic, At 8th level, when you reduce a spell’s duration with your
defiant, dispelling, disrupting, durable, holy, merciful, seeking, trick attack, you also can spend 1 Resolve Point as a reaction
or unholy. While imbued, the weapon gains and automatically to apply that spell’s effect to yourself. This effect lasts for the
activates the chosen fusion, even if this fusion would exceed the spell’s remaining duration or for a number of rounds equal to your
number of fusions the weapon could normally accommodate, Dexterity modifier, whichever is shorter. If you steal a second
though the fusion must be one that could normally be applied spell in this way, the first stolen spell’s effects end immediately.
to the weapon. At 10th level, you can also choose from the At 17th level, when you apply a stolen spell’s effect to
following fusions: corrosive, flaming, frost, ghost killer, shock, yourself, the effect lasts for a number of minutes equal to
thundering, or wounding. At 17th level, you can apply two of your Dexterity modifier or for the spell’s remaining duration,
these fusions to your imbued weapon at one time. whichever is shorter. You can steal up to two spell effects at a
This alternate class feature replaces trick attack, debilitating time in this way; if you would steal a third effect, choose one of
trick, and double debilitation. your current stolen spell effects to end immediately.
Spell Thief (Su) 1st Level This alters trick attack and triple attack. It replaces
debilitating trick, quad attack, and double debilitation.
You steal magic from your opponents to empower yourself. The OPERATIVE SPECIALIZATION
maximum spell level of spells, spell-like abilities, and spell slots
you can affect with this class feature equals 1 + one-third your The following operative specialization follows the rules for
operative level (to a maximum of 6th-level spells at 15th level). specializations found on page 93 of the Core Rulebook.
Your trick attack deals 1d3 additional damage at 1st level. Memory Weaver
This increases to 1d6 at 3rd level, 3d6 at 5th level, and by
an additional 1d6 every 2 levels thereafter. Whenever you You supernaturally twist the memories of others, rewriting
successfully use your trick attack to reduce a spell’s duration or them with the finesse of a computer hacker.
to steal spell energy from a target, the stolen energy empowers D Associated Skills: Bluff and Sense Motive. You can attempt
your next successful trick attack made in the next minute, a Bluff check with a +4 bonus to make a trick attack by
increasing the die size of the trick attack’s additional damage by muddling your target’s perceptions.
two steps (to 1d6 at 1st level and to d10s at 3rd level and above). D Specialization Exploit: False friend (page 29).
28 CLASSES
20733800 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431530
4431530
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
D Rewrite Memory (Su): At 11th level, once per day as a chosen type, plus 1 at 7th level and every 2 levels thereafter OVERVIEW
standard action, you can modify a creature’s memories as (maximum 10 additional damage at 19th level).
modify memory (Will negates). This modifies up to 1 minute CLASSES
of memory about a specific person or event instantaneously, 10th Level
and for each additional round you concentrate while GEAR
the target is in range, you can modify another minute of You must be at least 10th level to choose this exploit.
memories associated with that subject (maximum 10 minutes SPELLS
per operative level). The modifications are permanent, but False Friend (Su)
whenever the target is presented with evidence contradicting FAITHS
the altered memories, they can attempt a new Will saving D As a reaction, when a creature targets you with a hostile THE
throw; if they succeed, they end the memory alteration action, you can implant a brief psychic suggestion that you
effect, regain their prior memories, and gain the confused are a loved one, ally, or other creature they’d be unwilling MAGICAL
condition for 1 round. This ability is a mind-affecting effect. to attack. The creature attempts a Will save against this GALAXY
mind‑affecting compulsion effect. If they succeed, they are
OPERATIVE EXPLOITS shaken for 1 round by the unsettling experience. If they fail,
the creature flinches and misses with the triggering attack,
The following operative exploits use the standard rules for and additional attacks they make against you until the
operative exploits (Core Rulebook 95). 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
2nd Level minutes to recover Stamina Points.
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) 4431530
20733801 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
OPERATIVE 29
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733801
20733801
4431531 4431531
4431531
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733802
SOLARIAN
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.
ALTERNATE CLASS FEATURES At 13th level, you can use any two solarian revelations as a
Solarians have access to the following alternate class features. standard action, with one revelation taking effect immediately
Broken Cycle before the other. Both revelations must be ones you could
normally activate with a standard action or move action, and
Choose either photon mode or graviton mode. When using neither can be a zenith revelation. To use this ability, you must
stellar mode, you can either become unattuned or enter only spend a number of Resolve Points equal to 3 minus your current
the chosen mode. When learning stellar revelations, you can number of attunement points (minimum 1 RP). After activating
choose only revelations associated with your chosen mode, the two revelations, you immediately become unattuned.
including learning only the initial zenith revelation: black This alters the solarian’s Hit Points, Stamina Points, skill
hole or supernova. You ignore the effect of disproportionate points, base attack bonus, and stellar revelations class features.
revelations (Core Rulebook 104). Multiply your solarian level This replaces flashing strikes and solarian’s onslaught.
by 1-1/2 for the purpose of calculating your insight bonuses to STELLAR REVELATIONS
Reflex saves and damage rolls granted by graviton mode and
photon mode, respectively. 2nd Level
At 3rd level, you must choose both of the skills for sidereal
influence from the list for your chosen mode, and the ability’s You must be 2nd level or higher to choose these stellar revelations.
effects apply to both skills while sidereal influence lasts. At 11th
20733802 level, you choose one more skill from that list, and at 19th level, Awakened Flames (Su) PHOTON REVELATION
your sidereal influence applies to all five skills associated with D As a standard action, you elevate the energy levels in the
your chosen mode. At 9th level, and again at 17th level, you body of a target creature within 30 feet, causing it to
learn two new revelations associated with your chosen mode, combust if it moves. Until the end of your next turn, the first
at least one of which must be a zenith revelation. time the creature moves from its space, it gains the burning
This alters your stellar mode, stellar revelations, sidereal condition (Fortitude negates), dealing 1d6 fire damage per
influence, and zenith revelations. round. This damage increases by 1d6 at 6th level and every
Stellar Sage 4 levels thereafter. If you’re attuned or fully attuned when
you score a critical hit against a creature, you can attempt
You develop unparalleled mastery of stellar revelations, though to use this revelation as a swift action against the creature
dong so comes at the cost of your martial training. You gain a rather than as a standard action until the end of your next
number of skill ranks per level equal to 6 + your Intelligence turn. Once you’ve targeted a creature with this revelation,
modifier instead of the normal 4 + your Intelligence modifier. you can’t target it again with awakened flames for 24 hours.
You gain 6 Hit Points and a number of Stamina Points equal to 6 Unpredictable Gravity (Su) GRAVITON REVELATION
+ your Constitution modifier at each level instead of the normal
7 Hit Points and 7 + your Constitution modifier. Your base attack D As a standard action, you distort the kinesthesia of a target
bonus from solarian levels is equal to three-quarters of your creature within 30 feet. Until the end of your next turn, the
class level (equivalent to that of a mystic or technomancer). first time the creature moves from its space, it gains the
Besides learning additional stellar revelations at every even flat-footed condition and treats the first square it enters as
solarian level, you also learn a bonus stellar revelation at 5th difficult terrain each time it uses a move action (Fortitude
level and every 4 levels thereafter. negates all of these effects). At the end of each of its turns,
At 7th level, as a reaction, whenever you score a critical the target can attempt another Fortitude save, ending the
hit or are critically hit, you can immediately change your revelation’s ongoing effects. If you’re attuned or fully attuned
stellar mode to any other stellar mode with an equal or lower when you score a critical hit against a creature, you can
number of attunement points (such as from photon mode with attempt to use this revelation as a swift action against that
3 attunement points to graviton mode with 3 points) after creature rather than as a standard action until the end of
resolving the triggering attack. If you’re unattuned when using your next turn. Once you’ve targeted a creature with this
this ability, you enter either photon mode or graviton mode with revelation, it becomes immune to your unpredictable gravity
1 attunement point. for 24 hours.
30 CLASSES
20733802 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431532
4431532
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
6th Level Ultimate Photon PHOTON REVELATION
You must be 6th level or higher to choose these stellar revelations. D Your peerless photon mastery impacts countless revelations.
Back Blast (Su) PHOTON REVELATION Awakened Flames*: When rolling damage for this OVERVIEW
revelation’s burning condition, you treat any damage die
D When you activate your supernova stellar revelation while with a result of 1 as though it were a 6.
in an area with an atmosphere, you can choose for the Back Blast: Creatures that fail their Reflex save against
revelation to create intense turbulence in the affected area. this revelation are also buffeted by the winds, becoming flat- CLASSES
Your supernova disperses fog, smoke, and similar effects as footed until the end of your next turn.
though it were strong wind. At the beginning of your next Curving FlareCOM: The second ranged attack made with this GEAR
turn, the air implodes toward the area’s center, creating revelation is made at only a –6 penalty (or –4 if you’re attuned
strong winds for 1 round and causing all creatures with or fully attuned).
the burning condition in the area to immediately take fire Distant BurstCOM: The revelation’s range increases to 30 SPELLS
damage equal to the damage dealt by their burning condition feet, or 60 feet when you’re attuned or fully attuned.
(Reflex negates the additional damage). Forceful ShieldCOM: Once per minute as part of this
revelation’s full action, you can take a guarded step toward FAITHS
the target of your solar shield attack.
Implosion Shock (Su) GRAVITON REVELATION
D At the beginning of your next turn after using black hole, Solar InfernoCOM: Increase the damage dealt by this THE
as long as you’re in the revelation’s affected area, you can revelation’s burning condition by an amount equal to your MAGICAL
unleash a devastating shockwave that affects all creatures Charisma modifier. GALAXY
within 5 feet of you. Creatures in the Vital ReinforcementCOM: The first time the affected
shockwave take 1d8 force damage and ally regains Hit Points or Stamina Points before the end
are flat-footed until the beginning of your of your next turn after
next turn (Fortitude negates). The damage using this revelation,
increases by 1d8 at 8th level and every 2 increase either the
levels thereafter. Hit Points or Stamina
16th Level Points regained by half
your solarian level.
The following aren’t new revelations. Rather,
20733803 a solarian who learns the ultimate graviton 4431532
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.
SOLARIAN 31
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733803
20733803
4431533 4431533
4431533
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733804
SOLDIER
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.
FIGHTING STYLES Arcane Armor (Su) 13th Level
Soldiers have access to the following fighting styles. D The bonus to AC granted by spell siphon now lasts a number
Spellbrawler of rounds equal to the level of the drained spell (minimum
2 rounds), and the enhancement bonus also applies to your
This fighting style enables soldiers to harness arcane abilities saves. You can dismiss these bonuses as a reaction to reduce
that enhance their attacks and defenses. the damage you take from an attack or effect by an amount
Arcane Arsenal (Su) 1st Level equal to 1d6 per level of the drained spell or spell-like ability.
D You gain Mysticism as a class skill. As a standard action, you Siphoned Storm (Su) 17th Level
can conjure an analog weapon whose item level is no greater D When you dismiss the bonus to AC granted by your spell
than your soldier level – 2 (minimum 1st level). This weapon siphon to increase the damage dealt by your weapon attack,
appears in your hand(s) fully loaded with the appropriate you instead add 1d8 per level of the drained spell or spell-like
type of basic ammunition. The weapon and any remaining ability. Until the end of your next turn, you gain a bonus to
ammunition dissipate after 1 minute. Once you use this damage with any subsequent weapon attacks equal to the
ability, you can’t use it again until you have regained Stamina level of the drained spell or spell-like ability.
Points following a 10-minute rest. Archer
Spell Siphon (Su) 5th Level20733804 Choosing a bow over a laser rifle is often an defiant act performed
D After you deal damage to a creature within 30 feet with an to prove that obstacles can be overcome with the ancient weapon.
attack, you can spend 2 Resolve Points (or 1 Resolve Point if Snapshot (Ex) 1st Level
the attack was a critical hit) as a reaction to drain a portion
of that creature’s magical energy (Will negates) to empower D You gain proficiency with analog bow-like special weapons,
your next attack. If the creature fails its saving throw, it including bows and apocalypse bows (referred to hereafter
loses one spell slot of the highest level it knows, as if it had as bows). You can draw a bow or arrow as a swift action, or
expended it. If the creature has only spell-like abilities, it as part of the action used to make an attack or full attack. At
loses one daily use of the highest-level spell-like ability it can 3rd level, you gain weapon specialization in bows as if your
cast (determined randomly). If the creature can’t cast spells class granted proficiency.
or spell-like abilities, this ability has no effect, and you regain Close-Combat Arrows (Ex) 5th Level
the Resolve Points expended.
If you successfully drain a spell or spell-like ability, you D You gain a +4 bonus to your Armor Class against attacks of
gain a +1 enhancement bonus to AC until the end of your next opportunity you provoke by making a ranged attack with
turn. When you deal damage with a weapon attack, you can a bow. You can wield an arrow as though it were a dueling
dismiss this AC bonus to increase the damage dealt to one sword (Core Rulebook 187) with the analog property and an
target by 1d6 per level of the drained spell or spell-like ability. item level equal to or lower than your soldier level. These
Dispelling Weapon (Su) 9th Level attacks deal piercing damage rather than slashing damage.
D By either spending 1 Resolve Point or dismissing the AC bonus Pinpoint Targeting (Ex) 9th Level
granted by your spell siphon as a move action, you empower D As a standard action, you can make a single attack with a bow,
your next successful attack made against a target within 30 increasing your bonus to damage from Weapon Specialization
feet before the end of your next turn to disrupt magic. This for the attack to 1-1/2 × your soldier level. The attack ignores
functions as dispel magic for the targeted dispel function, an amount of the target’s damage reduction or hardness (if
using your soldier level as the dispel check’s caster level. At any) by an amount equal to your key ability modifier.
17th level, this can instead function as greater dispel magic Fistful of Arrows (Ex) 13th Level
for the targeted dispel function. Once you use this ability,
you can’t use it again until you have regained Stamina Points D As a full action, you can draw, nock, and fire copious arrows
following a 10-minute rest. in one motion, making an attack as though your bow had
32 CLASSES
20733804 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431534
4431534
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
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, force AR, quick reload OVERVIEW
Apocalypse bow, advanced 9 13,600 2d8 P 60 ft. corrode (1d6) drawn 1 analog, force AR, quick reload CLASSES
Apocalypse bow, elite 13 40,000 4d8 P 60 ft. corrode (2d6) drawn 1 analog, force AR, quick reload
Apocalypse bow, paragon 17 363,000 7d8 P 60 ft. corrode (3d6) drawn 1 analog, force AR, quick reload
the automatic or line weapon special property. This attack the magic from the fusion to increase the weapon’s damage GEAR
expends ammunition as if you made 10 attacks; if you can’t dealt to one target by an amount equal to the weapon fusion’s
expend that ammunition, you can’t use this ability. or fusion seal’s item level. The fusion then ceases functioning SPELLS
until you regain Stamina Points as part of a 10-minute rest. A
Saving Shot (Ex) 17th Level fusion can be drained in this way only once per day. FAITHS
D As a reaction when a ranged attack is made against you or APOCALYPSE BOW THE
a target you can see within 30 feet of you, you can spend 1 MAGICAL
Resolve Point to fire an arrow that might deflect the incoming Magically resonant crystals sometimes develop in regions GALAXY
projectile. Make a ranged attack with your bow and compare ravaged by supernatural cataclysms. When carefully heated
the result to the triggering attack’s result. If your roll is greater and incorporated into a bow’s construction, these crystals
than the triggering attack’s result by 4 or less, the attacker impart destructive force to the weapon’s arrows, creating an
rerolls the attack and uses the new result. If your attack apocalypse bow.
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 4431534
20733805 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
SOLDIER 33
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733805
20733805
4431535 4431535
4431535
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733806
TECHNOMANCER
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 Elemental
Technomancers have access to these alternate class features. D A powerful elemental patron honed your fundamentals. Choose
Immortal Tutor (Su) 1st Level an elemental type for your patron: air, earth, fire, or water.
Spell: Summon creatureAA (elementals only)
You’ve learned technology from extraplanar experts. Choose First Lesson: You gain a special movement speed based on
one of the following categories that best fits your immortal your patron’s type. Air grants a 20-foot fly speed (average
tutor: aeon, celestial, elemental, fiend, inevitable, or protean. maneuverability). Earth grants a 15-foot burrow speed. Fire
You gain the benefits associated with that tutor. grants a +20-foot enhancement bonus to your land speed.
At 1st level, you gain the ability to cast a specific variable‑level Water grants a 30-foot swim speed.
spell once per day without expending a spell slot as though it Second Lesson: You reroll the damage dice for an attack
were one of your known technomancer spells, and you do so or spell that deals acid, cold, electricity, or fire damage. Use
using the spell level equal to the highest-level technomancer whichever result is higher.
spell you can cast. Third Lesson: You gain a defense based on your elemental
At 6th level, when you cast a 1st-level or higher technomancer type, with a value equal to 1 plus the spell’s level—electricity
spell, you can gain the tutor’s first lesson for a number of rounds resistance (air), DR/piercing (earth), fire resistance (fire), or
equal to your Intelligence modifier. After you do so, you can’t use DR/bludgeoning (water). This DR or resistance stacks with
the first lesson again until you have rested 10 minutes to regain one other source of DR or resistance you already have.
20733806 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 Fiend
18th level, you learn your patron’s third lesson, which grants an D You’ve learned technological exploits from evil outsiders.
additional benefit whenever the first lesson ability is active. Spell: Summon creatureAA (daemon, demon, and devil only)
This replaces spell cache and cache capacitor. First Lesson: You gain DR/good with a value equal to 1-1/2
Aeon × the spell’s level (rounded down).
Second Lesson: Your armor briefly grows spikes, dealing
D You have learned reality-warping mathematics from the piercing damage equal to your technomancer level plus your
cosmos’s faceless custodians. Intelligence modifier to a creature that damaged you with a
Spell: Flight melee attack.
First Lesson: When you make an attack that would deal a Third Lesson: You gain fire resistance 10. After you resolve
damage type you have not dealt since the beginning of your the spell that triggers the first lesson, any enemies within 30
last turn, you gain a +1 circumstance bonus to the attack roll. feet who can see you must succeed at a Will save or become
Second Lesson: You gain the ability to speak and shaken for 1d6 rounds (DC = 20 + your Intelligence modifier).
understand one language you perceive as if affected by Inevitable
comprehend languages and tongues for 10 minutes.
Third Lesson: You have a 60% fortification ability as if you D The precision of Axis formed the foundation of your studies.
had an active blue force field (Core Rulebook 206). Spell: Adamantine shot (page 67)
Celestial First Lesson: You gain temporary Hit Points equal to three
times the spell’s level.
D Benevolent outsiders showed you the miracle’s sacred tech. Second Lesson: You gain a +4 enhancement bonus to one
Spell: Summon creatureAA (agathion, angel, archon, and Fortitude save against a death effect, disease, necromancy
azata only) effect, paralysis effect, poison, sleep effect, or stun effect.
First Lesson: You gain DR/evil with a value equal to 1-1/2 × Third Lesson: At the end of each turn, you regain Stamina
the spell’s level (rounded down). Points equal to twice the spell’s level.
Second Lesson: You apply your techlore bonus as an Protean
insight bonus to one skill check before attempting the check.
Third Lesson: You and allies within 30 feet who can see D You learned to innovate your technomancy to keep pace with
you gain a +1 morale bonus to saving throws. the Maelstrom’s everchanging criteria and physics.
34 CLASSES
20733806 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431536
4431536
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
Spell: PolymorphAA2 (self only) Long-lasting Spell OVERVIEW
First Lesson: When you cast a spell or make an attack that
deals acid, cold, electricity, fire, or sonic damage, you can D As a move action, you can spend 1 RP to boost a spell that deals CLASSES
choose to replace that damage with one of the five damage damage and targets a single creature or object. This causes the
types selected at random. If you do so, you can reroll one of target to take the spell’s minimum damage again at the start GEAR
the damage dice and use the second result. of their next turn. If the initial spell allows for a saving throw
Second Lesson: You reduce the damage you take from a to reduce damage, this additional damage also allows for the SPELLS
critical hit by twice your technomancer level and gain a +2 same saving throw. You can’t use effects that would manipulate
bonus on saving throws against the attack’s critical hit effects. damage dice results (such as debug spell) with this ability. FAITHS
Third Lesson: Your form becomes extremely fluid. You THE
gain the compression ability (Alien Archive 153), can move Critical Spells
through difficult terrain as though it were normal terrain, MAGICAL
and gain a +3 circumstance bonus to KAC and saving D As a move action, you can add one of the following critical GALAXY
throws against attacks of opportunity and effects that hit effects to the next spell you cast this turn that requires
would grapple or entangle you. an attack roll: arc, burn, corrode, deafen, knockdown, or
staggered. Damage dealt by the arc, burn, or corrode effect
Cache Hacks equals 1d6 × the spell’s level. Any critical hit effect that
allows for a saving throw uses your magic hack DC.
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 4431536
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
20733807 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.
FirstSlot(6thLevel): 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.
TECHNOMANCER 35
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733807
20733807
4431537 4431537
4431537
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733808
VANGUARD
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.
ALTERNATE CLASS FEATURES D Aspect Insight (Ex): You gain Improved Combat Maneuver
Vanguards have access to the following alternate class feature. (grapple) as a bonus feat and a +2 insight bonus to Mysticism
Mutual Destruction (Su) checks.
D Aspect Embodiment (Su): Once per combat, when a spell or
You forgo many defensive capabilities to ensure your enemies’ spell-like ability that requires an attack roll misses you, or
obliteration. Your entropic pool no longer grants you a bonus you succeed at a saving throw to negate the effects of a spell
to Armor Class. Instead, as long as you have at least 1 Entropy or spell-like ability, you can gain 1 Entropy Point without
Point in your entropic pool, you can reroll any one damage die taking any additional actions.
dealt by each of your entropic strikes, using the second result. D Aspect Catalyst (Su): Each foe within 30 feet takes damage
The number of dice you can reroll increases by 1 at 8th level and equal to your vanguard level and is subject to an additional
every 3 levels thereafter (maximum 6 dice at 20th level). If you effect (Fortitude negates). Roll 1d6 for each affected foe,
have no Stamina Points when you reroll a die in this way, you using the result to determine the damage type and effect.
can roll 1d8 instead of 1d6 (or 1d6 instead of either 1d3 or 1d4). Improved: The damage increases to twice your vanguard
When you spend EP as a move action to boost the damage level. You can roll 1d6 twice for each affected foe, choosing
of your next entropic strike attack, your entropic strike deals one of the two results to apply.
+1d6 damage for every EP expended, rather than +1d4 damage.
When you do so, you take damage equal to the number of EP D6 DAMAGE AND EFFECT
you spent.20733808 1 Acid damage and entangled for 1 round.
At 2nd level, whenever you take damage from a creature 2 Bludgeoning damage and knocked prone.
within 30 feet of you, you can spend 1 Entropy Point to deal an 3 Cold damage and fatigued for 1 round.
amount of damage equal to your vanguard level to that creature. 4 Electric damage and staggered for 1 round.
This damage must be a type of damage (or combination of 5 Fire damage and burning 1d6 per 4 vanguard levels.
damage types) that your entropic strike can deal. You can’t use 6 Sonic damage and sickened for 1 round.
the mitigate ability to reduce damage you take, but you retain
the ability to remove your DR, energy resistance, and granted D Aspect Finale (Su): When you’re affected by a hostile spell
AC bonuses. In addition, as a reaction when you’re affected by that you have identified with a Mysticism check, you can
an ability that would restore your Hit Points or Stamina Points, spend 3 Entropy Points as a reaction to reflect some of the
you can reduce the Hit Points or Stamina Points restored by any magic back at the spellcaster (Fortitude negates), causing
amount; as long as you reduce it by an amount equal to at least 3 them to also be affected by the spell as though they were
+ your vanguard level, you gain 1 EP. one of its original targets.
At 20th level, you can spend a swift action to reduce the DR Rebound
and energy resistances of yourself and all enemies in a 60-foot
spread centered on you by 20 (minimum 0). This causes you You embody energy’s ability to spring back, arresting and even
to gain Entropy Points swiftly, gaining one additional EP from reversing entropy’s flow to restore recently scattered matter.
any effect that would grant you EP, and when you reroll any D Aspect Insight (Ex): You gain Improved Combat Maneuver
entropic strike damage die, you can roll 1d12 instead of 1d6. (disarm) as a bonus feat and a +2 insight bonus to Diplomacy
Finally, you can take 3 reactions each round. These benefits checks.
last for 1 minute. You can spend 1 Resolve Point to activate this D Aspect Embodiment (Su): Once per combat, when you prevent
ability as part of a full attack rather than as a swift action. damage to yourself or an ally (such as with a mitigate class
ASPECTS ability or In Harm’s Way feat), you can gain 1 Entropy Point
without taking any additional actions.
The following aspects are available to vanguards. D Aspect Catalyst (Su): You and all allies within 30 feet gain
Apocalypse hardness equal to your Constitution modifier for 1 round.
During this time, you can strike your allies with your entropic
You embody the cataclysmic distortion and acceleration of strike without making an attack roll, and your entropic strike
natural entropy when exposed to reality-warping magic. doesn’t deal damage to your allies but instead restores an
36 CLASSES
20733808 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431538
4431538
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
equivalent number of Hit Points. An ally can’t regain Hit You can spend 1 EP before attempting either check to add your OVERVIEW
Points from your entropic strike more than once per hour. Constitution bonus to your attack or check. If you succeed,
you move through the obstacle as though it weren’t there. If CLASSES
Improved: You can make one attack with your entropic you fail, your movement stops adjacent to the obstacle.
strike against an ally when you use your aspect catalyst. GEAR
D Aspect Finale (Su): As a reaction when you regain stamina 14th Level
or hit points, you can spend 1 or more Entropy Points to SPELLS
replicate half of this effect on allies within 30 feet. You effect You must be at least 14th level to choose this vanguard discipline.
a number of allies equal to the number of Entropy Points you FAITHS
spend. Stamina and Hit Points regained from this ability can’t Infectious Entropy (Su) THE
be further replicated or increased in any way.
D Your entropic strike can be virulent to your foes. When you MAGICAL
VANGUARD DISCIPLINES successfully hit a creature with your entropic strike, you can GALAXY
spend 1 Entropy Point to infect it with a mote of entropic
Vanguards can select the following disciplines. virulence until the end of your next turn (Fortitude negates).
While the creature is infected and within your entropic strike’s
2nd Level melee reach, you can make entropic strike attacks that originate
from the infected creature’s space on your turn. You can’t make
You must be at least 2nd level to choose this vanguard discipline. attacks of opportunity from the infected creature’s space.
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) 4431538
D Like a fever burning away an infection, your inner entropic
20733809 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.
VANGUARD 37
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733809
20733809
4431539 4431539
4431539
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733810
WITCHWARPER
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.
ALTERNATE CLASS FEATURES to 25% at 9th level and to 30% at 15th level. Unlike the miss
Witchwarpers can select the following alternate class features. chance granted by concealment, the flicker effect’s miss chance
Infinity Lash (Su) isn’t overcome by special senses such as blindsight. You can
flicker only for a number of rounds equal to your witchwarper
As a move action, you can form a whiplike strand of energy level, though these rounds need not be consecutive.
whose strikes tear away slivers of matter and replace them At 6th level, you can trick reality into miscalculating your
with alternate reality analogues to painful effect. This infinity size. As a move action, you gain one of the following benefits:
lash functions as a magical one-handed basic melee weapon you gain the compressionAA ability, your size decreases by one
that disappears if it ever leaves your hand. It deals 1d4 slashing size category, or your size increases by one size category. If this
damage and has the analog and reach special properties. transformation would increase your size to Large or larger and
As a move action while holding your infinity lash, you can your reach is less than 10 feet, your reach becomes 10 feet. If
expend a witchwarper spell slot of 1st level or higher to empower your size decreases to Small or Medium, your reach decreases
the infinity lash for a number of rounds equal to your Charisma by 5 feet (minimum 5 feet). If your size becomes Tiny or smaller,
modifier. This increases the damage dealt by your infinity lash you reach decreases by 5 feet (minimum 0 feet).
by +1d4 per level of the spell slot expended, or by +2d4 per level The transformation lasts for a number of rounds equal to
of the spell slot expended if the spell slot expended was 5th your Charisma modifier (minimum 1). After you use this ability,
level or higher. This also grants the weapon additional effects you can’t do so again until after you take a 10-minute rest to
20733810 based on the level of spell slot expended as follows. regain Stamina Points.
1st: You can deliver spells with a range of touch using your At 12th level, once per day as part of a move action, you
infinity lash’s reach rather than your natural reach. Your infinity can move through creatures and objects as though you were
lash gains the sicken critical hit effect. If your infinity lash has incorporeal (Core Rulebook 264). You can use this ability twice
multiple critical hit effects, you can apply any one of those per day at 18th level.
effects when you score a critical hit with the weapon. Projected replaces the compound sight and alternate
2nd: As 1st level, plus you can change the damage your outcome class features.
infinity lash deals to one of the following of your choice: acid, PARADIGM SHIFTS
cold, electricity, fire, or sonic. Your infinity lash targets KAC.
3rd: As 2nd level, plus your infinity lash gains the disarm and The following paradigm shifts use the standard rules for
trip special properties. paradigm shifts (Character Operations Manual 63).
4th: As 3rd level, plus your infinity lash gains the staggered 2nd Level
critical hit effect.
5th: As 4th level, plus your infinity lash gains the enfeebleNS You must be 2nd level or higher to choose these paradigm shifts.
critical hit effect. Alternate Form (Su)
6th: As 5th level, plus when you score a critical hit, you can
select two critical hit effects to apply to the target. D As a standard action, you can target a creature within 100 feet
Infinity lash replaces infinite worlds. that was summoned with summon creature or transformed
Projected (Su) with polymorph and alter their form (Will negates). You
transform this creature from their current form to another
You’ve irrevocably drawn yourself from another reality into creature or form allowed by the spell of that spell level,
this one. You don’t belong here, and this reality has trouble though these creatures or forms must be drawn from the
reconciling your presence. However, you’ve learned to exploit predetermined polymorph forms or predetermined summon
your inconsistent density, size, and sheer existence. creature forms selected by you or the caster. The creature
At 3rd level, you’ve learned to harness reality’s attempts retains this new form for the duration of the summon creature
to erase you. As a move action, you can flicker in and out of or polymorph spell. After you use this ability, you can’t do so
existence, granting you a 20% miss chance against attacks and again until after you take a 10-minute rest to regain Stamina
reducing the damage you take from area effects by an amount Points, though you can use it additional times by spending 1
equal to your witchwarper level. The miss chance increases Resolve Point per additional use.
38 CLASSES
20733810 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431540
4431540
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
Illuminating Light (Su) effect is a teleportation effect that lasts for 1 minute. At 17th OVERVIEW
level, you can use this ability twice per day.
D As a standard action, you can surround a creature within 100 CLASSES
feet in a halo of light that outlines their form (Will negates). 14th Level
The targeted creature is treated as if they were in an area of GEAR
normal light and takes a –20 penalty to Stealth checks. If the You must be 14th level or higher to choose this paradigm shift.
creature becomes invisible or unseen, it gains concealment SPELLS
rather than total concealment. After you use this ability, Planar Intrusion (Su)
you can’t do so again until after you take a 10-minute rest to FAITHS
regain Stamina Points. D Whenever you expend a 3rd- or 4th-level spell to create THE
a single powerful effect with your infinite worlds ability,
5th Level you can channel additional energies from another plane of MAGICAL
existence to also apply a second effect normally created by GALAXY
You must be 5th level or higher to choose these paradigm shifts. expending a 1st-level spell. Whenever you expend a 5th- or
6th-level spell to create a single powerful effect, you can also
Eldritch Reflection (Su) apply a second effect normally created by expending a 1st- or
2nd-level spell.
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) 4431540
20733811 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
WITCHWARPER 39
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733811
20733811
4431541 4431541
4431541
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733812
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 Blink (Su) 12th Level
The school specialist grants alternate class features at 2nd, 4th, D As a move action, you can spend 1 Resolve Point to teleport
9th, and 12th levels. Each school specialist gains the following up to 60 feet. You must have line of sight to your destination.
2nd- and 9th-level abilities, and a school specialist’s 4th- and This movement doesn’t provoke attacks of opportunity.
12th-level alternate class features vary based on their specialist
school. Only characters who have the spells class feature can Divination School
take this archetype.
Diviners have uncanny insight into the past and future.
Specialist School (Ex) 2nd Level Diviner’s Instinct (Su) 4th Level
D Select a school: abjuration, conjuration, divination, enchantment, D When you cast a divination spell of 1st level or higher, you
evocation, illusion, necromancy, or transmutation. When you gain a brief insight into an upcoming challenge and how you
regain your daily spell slots, you gain one additional spell slot might overcome it. You can expend this insight as a reaction
of the highest spell level you can cast. At 12th level, you also when you attempt a single skill check to gain an insight
gain one additional spell slot for your second-highest spell bonus equal to 1 + the divination spell’s level to checks with
level you can cast. You can use these bonus spell slots only to that skill until the end of your next turn. Your special insight
cast spells from your specialist school. fades if not used within 1 minute.
20733812 Specialized Breadth (Ex) 9th Level Hypercognition (Su) 12th Level
D You add two spells to your list of spells known. These spells D While using a divination spell that offers increasing
must be of different levels and selected from your specialist information the longer you study an area or target (such as
school. At 12th level and again at 15th level, you gain an detect thoughts), you learn both the second and third round’s
additional spell known from your specialist school of any information on the second round. While using a divination
level you can cast. spell that provides two or more pieces of information about
Abjuration School an area or topic (such as commune with nature), you learn
one additional piece of information. For all other divination
Abjurers specialize in magical protection. spells, you treat your caster level as 1 higher.
Bolster Ally (Sp) 4th Level Enchantment School
D As a standard action, you can expend a spell slot to form a Enchanters excel at influencing the minds of others.
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 Unbreakable Will (Su) 4th Level
expended spell. These temporary Hit Points last a number of
rounds equal to your key ability score modifier. D You gain a +2 bonus to saving throws against enchantment
effects. In addition, once per day, when you fail a saving
Spell Deflection (Sp) 12th Level throw against a mind-affecting effect, you can reroll the
failed saving throw as a reaction and take the higher result.
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 Dual Enchantment (Su) 12th Level
function. Once you use this ability, you can’t do so again until
you have rested for 10 minutes to regain Stamina Points. D Whenever you cast an enchantment spell that targets one or
more creatures, you can spend 2 Resolve Points to target one
Conjuration School additional creature who is in the spell’s range and within 30
feet of one of the spell’s original targets. The additional target
Conjurers excel at summoning and teleportation magic. gains a +2 circumstance bonus to its Will saving throw to
resist your spell.
Extended Summoning (Su) 4th Level
Evocation School
D You treat your caster level as 2 higher for the purpose of
calculating the durations of your conjuration spells. Evokers specialize in the manipulation of raw magical energies.
40 CLASSES
20733812 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431542
4431542
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 1
Evoker’s Reach (Su) 4th Level Residual Transformation (Su) 4th Level OVERVIEW
D Evocation spells you cast that have a range of close, medium, D When you cast a transmutation spell of 1st level or higher, CLASSES
or long have their ranges increased by 25%. Evocation spells you retain part of its energy for 1 minute. You can expend
you cast that affect at least seven 5-foot squares also affect this energy to gain one of the following benefits for 1 round: GEAR
one additional 5-foot square of your choice that is adjacent • You gain an enhancement bonus to your land speed equal
to the spell’s affected area. to 5 feet × the transmutation spell’s level. SPELLS
• You gain a special unarmed strike that deals bludgeoning,
Flexible Evoker (Su) 12th Level piercing, or slashing damage; the strike deals 1d4 damage FAITHS
per level of the spell. You can add your key ability score THE
D When you cast an evocation spell, you can spend 1 Resolve modifier rather than your Strength modifier on melee
Point to change the damage dealt by that spell to one of the attacks rolls with this unarmed attack. MAGICAL
following damage types: acid, cold, electricity, fire, or sonic. GALAXY
If the spell deals more than one type of damage, all damage Recycle Spell (Sp) 12th Level
dealt by the spell becomes the damage type you select.
D As a reaction when you or an adjacent ally succeed at a
Illusion School saving throw against a spell, you can redirect some of the
magic into a weapon you touch. This augments the weapon
Illusionists study the practice of using magic to deceive others. as shifting surgeCOM. If the triggering spell was 3rd- or 4th-
level, the additional damage increases to 2d8 (or 1d8 if the
Wise to Illusion (Su) 4th Level weapon affects an area or multiple targets). If the triggering
spell was 5th- or 6th-level, the additional damage increases
D You gain a +2 bonus to saving throws against illusion effects. to 2d12 (or 1d12 if the weapon affects an area or multiple
You receive a saving throw to disbelieve illusions whenever targets). Once you use recycle spell, you can’t do so again
you pass within 10 feet of them, whether or not you’re until you rest for 10 minutes to recover Stamina Points.
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 4431542
20733813 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.
SCHOOL SPECIALIST 41
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733813
20733813
4431543
4431543
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733814 4431543
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733814
20733814
4431544
4431544
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GEAR 2
20733815 4431544
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733815
20733815
4431545 4431545
4431545
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733816
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.
ABSOLUTE COMPASS LEVELS 1–4 less distinct. Alternatively, the scanner can attempt to ask the
Once per day as a standard action, you can register the exact corpse one question about its final moments, as speak with
molecular makeup of a creature to an absolute compass by dead; although the effect grants no saving throw, there’s only a
opening a compartment on the device and inserting a small 20% chance the corpse’s response transliterated to the screen
sample of the creature (such as a hair, scale, or drop of blood). is intelligible. Either method of interrogation subtly changes
Once the compass is registered this way, the compass needle the brain’s chemistry, making it immune to subsequent uses
points toward the creature, regardless of distance. If the of the device.
registered creature dies or is on a different plane from the EARRINGS OF DAMPENING LEVELS 2–12
compass, the device’s needle wobbles indecisively. More
sophisticated models can register more than one creature, These small, silver earrings have sound waves etched onto
and the wielder simply needs to think about the creature they their round faces. An integrated sensor in each detects
want to locate to have the compass switch targets. vibrations and dampens sounds above a certain volume
D Mk 1 (Level 1): The compass can register one creature. by emitting bursts of protective interference. The earrings
D Mk 2 (Level 4): The compass can register up to four creatures. trigger automatically when you attempt a saving throw
AUTOPSIC SCANNER LEVEL 7 against a sonic effect or would take sonic damage, granting a
circumstance bonus to the saving throw and sonic resistance
20733816 Originally created for use by law-enforcement field agents, this based on the earrings’ model. Once triggered, the earrings
scanner comes in a compact metal case that unfolds to reveal deactivate and can’t be used again until they recharge when
a small monitor and two attached sets of color-coded medical you rest for 10 minutes to recover Stamina Points.
electrodes. Neat text etched directly on the case includes D Mk 1 (Level 2): Resistance 5 and a +2 save bonus.
basic instructions, making it usable with little training. D Mk 2 (Level 7): Resistance 10 and a +3 save bonus.
As a full action, you can attach an autopsic D Mk 3 (Level 12): Resistance 20 and a +4 save bonus.
scanner’s electrodes to a corpse, causing an EVERLATCH ROPE LEVEL 5
outline of its body to display on the device’s
screen, marking major injuries. While using the Everlatch rope is a 50-foot length of cable spun from modern
device in this way, you can attempt fibers and non-ferrous sensors, all enchanted with age-old
checks to determine the cause transmutation. You can control an everlatch rope from a comm
of a creature’s death even if unit you designate, and you can re-cinch the rope to a different
untrained, and you gain a +2 comm unit in your possession in a process that takes 1 minute.
insight bonus to perform such checks. Using the comm unit as a standard action, you can instruct the
While the electrodes are affixed to a rope to snake toward any point within 120 feet, designating a
corpse with an intact brain (or equivalent path for it to follow. The rope moves up to 20 feet per round,
structure), you can use the scanner to climbs up to 10 feet per round with an Athletics modifier of +12
analyze the brain, attempting to retrieve to reach its destination, and can span gaps of up to 20 feet
one piece of information the creature knew without support. The rope isn’t intelligent and tries to follow
in its last 10 minutes the assigned path, taking the most direct path it can sense if
of life. This can it encounters obstacles. Once the rope reaches its destination,
be a still image one end anchors itself there, and the rest of the rope drops
of one moment or extends in the direction you designate. If commanded to
the creature return, the rope detaches itself and slithers back toward the
e x p e r i e n c e d , designated comm unit, coiling itself for easy storage.
though details EVERLENGTH ROPE LEVEL 2
the creature
didn’t consider Everlength rope is a 50-foot length of woven metal similar to a
relevant at the time are mundane cable line. However, an everlength rope is a synthetic,
44 GEAR
20733816 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431546
4431546
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 2
vine-like creation that continuously regrows as if it were a plant, As a move action,
even after being harvested. One end of the rope terminates in a the passenger can
bulbous root node, and the other ends in a tangle of filaments. If activate the extra
an everlength rope is cut, the root node side regrows, extending seat, or someone can OVERVIEW
the rope’s length by 2 feet every hour until it’s again 50 feet activate the buckle;
long. Any severed portion of the rope not connected to the either action causes
root node becomes brittle and crumbles after 24 hours. An the extra seat and its CLASSES
everlength rope doesn’t regrow if its root node is purposefully passenger to reappear
destroyed, or if the severed end takes fire damage. in the buckle’s space. GEAR
If the buckle’s space
EXTRA SEAT LEVEL 3 is already occupied
Reminiscent of a stadium chair with restraints, this item allows when this happens, SPELLS
vehicles to carry an additional passenger. While the seat is both passengers are
placed onto an existing passenger seat in the vehicle, a willing treated as squeezing,
Medium or smaller creature can strap themselves into the gaining the entangled FAITHS
extra seat as a move action. Doing so transports the creature condition until one
and the extra seat into an extradimensional space, leaving exits the other’s space. THE
behind only the seat’s buckle and an empty passenger location The extra seat’s MAGICAL
that a different creature can use. This extradimensional space GALAXY
extradimensional
contains enough air to sustain the passenger for 4 hours. space automatically
TABLE 2–1: HYBRID ITEMS ejects its passenger if
the buckle is moved
ITEM LEVEL PRICE BULK more than 30 feet
Absolute compass, mk 1 1 250 L from the vehicle
Sweet dreambot 1 145 1 where it was
Earrings of dampening, mk 1 2 800 — activated, if the vehicle in which it was activated
Everlength rope 2 820 1 is wrecked, or if the buckle is destroyed. A vehicle
Mask of scrambling, mk 1 2 755 L can accommodate a number of extra seats equal to half its
20733817 Phaserod (pair) 2 800 1 passenger rating (rounded up), and attempting to activate 4431546
Extra seat 3 1,400 1 extra seats beyond this limit has no effect.
Instant vehicle (basic enercycle) 3 500 L
Instant vehicle (exploration buggy) 3 650 L FACE REPLICATOR LEVEL 6
Instant vehicle (torpedo minisub) 3 800 L
Mind memory chip, mk 1 3 1,435 L The face replicator is a fast-acting 3D printer designed to
Null-space kennel, mk 1 3 1,300 L
Wetware bug, mk 1 3 255 — create startlingly realistic full-head masks. Creating a mask
Absolute compass, mk 2 4 1,800 L
Fearmonger, mk 1 4 2,000 1 requires 500 UPBs and takes 30 minutes, and the replicator
Everlatch rope 5 2,600 L
Instant vehicle (ultralight turboglider) 5 1,100 L requires a dataset (such as a hologram, photograph, or highly
Mask of scrambling, mk 2 5 3,100 L
Face replicator 6 4,250 1 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
Wetware bug, mk 2 6 630 — the Disguise DC modifiers for disguising yourself as a different
Autopsic scanner 7 6,300 1 race, creature type, or size category as normal.
Earrings of dampening, mk 2 7 6,500 — The face replicator can print as many masks as you have
Null-space kennel, mk 2 7 6,000 L time and UPBs, but a mask can be worn only once. Removing
Fearmonger, mk 2 8 9,300 1 the mask irreparably damages it, and the mask deteriorates
Instant vehicle (all-terrain transport) 8 2,500 L after being worn for 48 hours.
Instant vehicle (pump-jet sub) 8 3,800 L
Mind memory chip, mk 2 8 9,850 L FEARMONGER LEVELS 4–12
Mask of scrambling, mk 3 9 13,200 L
Wetware bug, mk 3 9 2,000 — This collapsible, lightweight piece of military surplus looks
Null-space kennel, mk 3 11 24,000 L
Earrings of dampening, mk 3 12 36,000 — like a loudspeaker set atop tripod legs. Setting up and
Fearmonger, mk 3 12 35,000 1
Mask of scrambling, mk 4 13 50,500 L positioning a fearmonger takes a move action, and you can
Mind memory chip, mk 3 14 74,500 L
Null-space kennel, mk 4 15 102,000 L 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
Mind memory chip, mk 4 19 585,000 L the device’s model. This is a mind-affecting, sonic, and fear
HYBRID ITEMS 45
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733817
20733817
4431547 4431547
4431547
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733818
effect. Once a creature has attempted a saving throw against D Mk 1 (Level 2): The effect lasts for 1 minute.
the device, it’s immune to subsequent uses of fearmongers D Mk 2 (Level 5): The effect lasts for 10 minutes.
for 24 hours. D Mk 3 (Level 9): The effect lasts for 1 hour.
D Mk 1 (Level 4): The fearmonger causes creatures of CR 6 or D Mk 4 (Level 13): The effect lasts for 24 hours.
lower in the area to become shaken for 1d4+1 rounds (Will DC MIND MEMORY CHIP LEVELS 3–19
14 negates).
D Mk 2 (Level 8): The fearmonger causes creatures of A mind memory chip resembles a thumb drive or similar
CR 10 or lower in the area to become shaken for 1d4+1 data-storage device, albeit with a flesh-like exterior engraved
rounds (Will DC 17 negates). Any affected creature of CR with silvery outlines resembling a brain’s folds. When held
6 or lower is frightened for 1 round, after which they are against the skin of a helpless or willing living creature for
shaken for 1d4 rounds. 3 rounds, the chip adheres to the creature, after which you
D Mk 3 (Level 12): The fearmonger causes all creatures can command the chip to download a specific memory (or
regardless of CR in the area to become shaken for 1d4+1 memories from an unbroken stretch of time) from the host
rounds (Will DC 20 negates). Any affected creature of CR 10 creature. The host creature can resist the chip in several ways.
or lower is instead panicked for 1 round, after which they are First, the host can attempt a Will save with a DC based on
shaken for 1d4 rounds. the device’s model, becoming immune to that chip’s memory
INSTANT VEHICLE LEVELS 3–8 extraction for 24 hours if it succeeds. Second, attaching the
chip to a sleeping host is noticeable, and you must succeed at a
MODEL LEVEL Sleight of Hand check opposed by the host’s Perception check
Basic Enercycle 3 (including only a –5 penalty for the asleep condition) to attach
Exploration Buggy 3 it without alerting the target.
Torpedo Minisub 3 The mind memory chip detaches from the host creature
Ultralight Turboglider AR 5 easily and can be plugged into a computer to transfer and
All-Terrain Transport 8 display the memories like a video or uploaded into another
Pump-Jet Sub 8 creature’s memories through a datajack augmentation or
An instant vehicle is a miniature silver statuette of a vehicle similar device. A recipient can easily distinguish uploaded
with a small switch set into its base. You can flip the switch memories from their own, and even if the uploaded memories
as a standard action, causing the statuette to transform record educational material, the memories don’t grant the
20733818 into a fully operational version of the depicted vehicle at the recipient additional skills, languages, or abilities. The capacity
beginning of your next turn. The vehicle appears either in your of the mind memory chip is dependent upon its model, as
space (in which case you can board the vehicle without taking described below.
an action) or adjacent to you in a space that can support it; D Mk 1 (Level 3): The chip has a 10-minute capacity and Will
you can’t, for example, activate a land vehicle mid-air to create save DC of 14.
a falling hazard. You can deactivate the vehicle as a standard D Mk 2 (Level 8): The chip has a 1-hour capacity and Will save
action, causing it to shrink into a statuette at the beginning DC of 18.
of your next turn, harmlessly expelling its occupants into the D Mk 3 (Level 14): The chip has a 1-day capacity and Will save
nearest available spaces in the process. DC of 22.
An instant vehicle can function as a vehicle for up to 24 D Mk 4 (Level 19): The chip has a 1-week capacity and Will save
hours, after which it permanently reverts to its statuette DC of 26.
form and becomes nonmagical. This duration need not be NULL-SPACE KENNEL LEVELS 3–15
continuous, but is measured in 1-hour increments. The vehicle
regains 1 Hit Point every hour it remains in statuette form. A null-space kennel is a small device designed to be worn or
MASK OF SCRAMBLING LEVELS 2–13 strapped to clothing. This functions as a null-space chamber
(Core Rulebook 227), opening a circular extradimensional rift
This device resembles and functions as a mundane head into a pocket space when activated, closing that rift when
accessory like eyeglasses, a mask, or a barrette. Once per day activated again, and not increasing in bulk despite the pocket
while wearing the device, you can activate it as a standard space’s contents. Whereas a null-space chamber can store
action to shroud your body in an imperceptible aura that virtually any object, a null-space kennel is designed to house
disrupts technological sensors. For the effect’s duration, and transport a willing pet or companion creature (Alien
you and your gear are difficult to detect by cameras, motion Archive 3 138), giving it enough room to relax, eat, and play
detectors, biotech eyes and ears augmentations, and other in relative comfort. The maximum creature size and available
technological devices, as well as by construct creatures with air capacity of the pocket space depends on the model of
the technological subtype. To such sensors, your voice is null-space kennel. For every size category a creature is
incomprehensibly garbled, your footsteps indistinct, and your smaller than the null-space kennel’s maximum creature size,
features blurred and treated as though you had concealment. multiply the time the item can sustain the creature by 4.
This effect lasts for a duration based on its model, or until you Other than its creature occupant, a null-space kennel can
end the effect as a standard action. only store and close while containing items of a combined
46 GEAR
20733818 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
4431548
4431548
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
GALACTIC MAGIC 2
bulk that doesn’t exceed the device’s item level. While the WETWARE BUG LEVELS 3–9
device’s rift is open, the creature can leave freely, and the A wetware bug is a small, digital chip programmed before use
rift closes once it exits. to look for specific information you wish to learn from a target.
When you purchase a null-space kennel, you can customize You can plant the bug covertly on an unwitting target with a OVERVIEW
its interior, such as having it be a saltwater pool, woodland successful Sleight of Hand check as though you were picking
clearing, or indoor space. These features are entirely contained the creature’s pocket. Alternatively, you can plant the bug
within the pocket space, even if you attempt to pour out the with a successful melee attack against the target’s EAC, and CLASSES
device’s contents. If you store UPBs in a null-space kennel, the although the target easily notices you, it must succeed at a DC
device consumes a number of UPBs per day equal to twice 21 Perception check to notice you placing the bug. GEAR
its item level, using these to fabricate food and a variety of Once planted, the wetware bug sprouts tiny legs, attaches
engaging toys for the creature inside. By spending 8 hours to the target creature, and begins observing the target’s
reconfiguring the device and expending UPBs worth 10% the thoughts. The creature attempts a Will save with a DC based SPELLS
device’s cost, you can change the interior features. on the device’s model. If the creature succeeds, it negates
D Mk 1 (Level 3): The device can house a Medium creature with the bug’s effects and is aware of some attempt to read its
enough air for 24 hours. mind. If it fails, the bug compiles psychic impressions and FAITHS
D Mk 2 (Level 7): The device can house a Large creature with sends those to a designated receiver (like a comm unit)
enough air for 24 hours. with an effective range of 1 mile. These impressions aren’t THE
D Mk 3 (Level 11): The device can house a Huge creature with full thoughts, but are instead a sequence of emotions and MAGICAL
fragmented words that grant you a +4 circumstance bonus GALAXY
enough air for 24 hours.
D Mk 4 (Level 15): The device can house a Huge creature with to checks made to track or gather information about the
enough air for a week. target while the bug is active. After 2d4 hours, the bug’s
PHASEROD LEVEL 2 magical batteries burn out, and it detaches, appearing to be
a generic, damaged data chip.
Sold in pairs, phaserods are foot-long metal rods that function D Mk 1 (Level 3): The bug has a Will save DC of 16.
as sophisticated pitons to assist with climbing, anchoring, and D Mk 2 (Level 6): The bug has a Will save DC of 18.
towing tasks. One end of each phaserod ends in a blunted D Mk 3 (Level 9): The bug has a Will save DC of 21.
point, and the other end has a small loop large enough to
thread through a rope or cable line. When the pointed end is
20733819 held against a solid surface and activated as a move action, 4431548
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.
HYBRID ITEMS 47
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022
20733819
20733819
4431549 4431549
4431549
paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022 20733820
MAGIC ITEMS
Traditional magic items translate mystical energies into a portable
format that nearly anyone can use. Part of the appeal comes from
unshakable nostalgia, yet far more often it’s magic items’ total disregard
for scientific principles—their ability to translate their maker’s will into
reality—that makes them so unique and valuable.
MAGIC ITEM DESCRIPTIONS light armor, taking up one upgrade slot. You can spend 1 Resolve
Descriptions of the magic items from Table 2–2: Magic Items are Point to reroll your initiative check after seeing the result and
listed here alphabetically. use whichever of the two results is higher. Each time you
AEON STONES LEVELS 1–8 activate the harness per day, the Resolve Point cost increases
by 1, cumulatively.
Aeon stones are described on pages 222–223 of the Core DAWNFLOWER RING (WORN) LEVEL 3
Rulebook.
D Turquoise Cube (Level 1): First seen in the back-alley gambling This beautiful ring is made of tiny copper and gold petals that
houses of Broken Rock, pirate crews have since carried these blossom into a flower that cradles a brilliant topaz, and although
“luck stones” throughout the galaxy. Once per day as a reaction these rings are most often attributed to
when you fail an attack roll, saving throw, or skill check by 1, Sarenrae’s faith, secular versions also
this aeon stone can retroactively grant you a +1 bonus to the exist. As a standard action while
roll, turning the failure into a success. holding or touching a light-producing
D Iridium Star (Level 8): Developed by the Academy object with the ringed hand, you can
of Purpose on New Thespera, increase the light level produced by
iridium stars see everyday use the object by one step (to a maximum
throughout the Azlanti Star of bright light) until the end of your
20733820 Empire’s Imperial Fleet as next turn. If you spend 1 Resolve Point
an atmospheric bailout safety when activating the ring, you instead
measure. You can activate this aeon increase the light level produced for 1d4
stone once per day as a reaction when minutes. If you break contact with the
you’re in a vacuum, zero-g environment, light-producing object, this effect ends.
or both. Once activated, the aeon stone grants DIADEM OF DESNA (WORN) LEVEL 2
you immunity to cosmic rays, immunity to the environmental
effects of vacuum, the ability to go without breathing, and a fly This iridescent metal headband features an intricate rendering
speed of 30 feet (average maneuverability) that works only in a of a butterfly, resplendent with jeweled stars, suns, and moons
vacuum or zero-g environment. This effect lasts for 1 hour. on its wings. You can activate the headband as a reaction when
BLENDER FIST (WORN) LEVEL 7 you provoke an attack of opportunity, surrounding yourself
in a momentary burst of starlight and butterfly wings that
Popularized by the half-orc game show gladiator Ketash the confounds your attackers, granting you concealment against
Mighty on Eoxian broadcasts, the blender fist is an adjustable any attacks your triggering action provoked. After resolving
metal wristband that can be worn on a non-cybernetic limb the attacks of opportunity, the light and butterflies dissipate,
able to wield a weapon. You can activate the blender fist as a imparting an instantaneous vision of victories to come. Before
swift action, transforming the end of the equipped limb into a the end of your next turn, you can declare that an attack,
small field of whirling blades, dropping anything that was held saving throw, or skill check you’re about to attempt was the
by the limb in the process. While your blender fist is activated, subject of that vision. If your vision applies to an attack or
you’re treated as armed, and you gain a special unarmed strike saving throw, apply a +1 insight bonus to the roll. If the vision
that deals 1d6 lethal slashing damage, threatens squares, and applies to a skill check, roll 1d4 and add the result as an insight
doesn’t count as archaic. This unarmed strike has the bleed 1d8 bonus to the check’s result.
critical hit effect. You can deactivate the blender fist as a swift After you activate the diadem, you can’t do so again until
action, restoring your limb to its original form. you rest for 10 minutes to recover Stamina Points.
CHRONAL HARNESS (WORN) LEVEL 6 ENERGYTRANSFERENCEAMULET(WORN) LEVEL 5
This set of loosely fitted bands worn across the torso sparkles Cybernetic prostheses occasionally inhibit a witchwyrd’s
ability to catch incoming magic missiles, so Tetrad mystics
faintly with crystallized matter from the Dimension of Time. developed energy transference amulets to help their augmented
The harness counts as a worn magic item unless you install it in
48 GEAR
20733820 paizo.com #36691483, Luskey Dotson <[email protected]>, Feb 14, 2022