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==Core Classes== * '''Envoys''': Use wit and charm to bolster their allies and demoralize or befuddle enemies. They also get a lot of skillmonkey powers, including "expertise" in a number of skills in a way similar to the [[Investigator]] (and nearly identical to the 5e [[Bard]]). They have two sets of talents to select from: those you use in order to distract enemies require an enemy to either see or hear them, which can hamstring usage without the proper add-on tricks, and the ones built on adding new uses to your skills. As a non-magic support class, they suffer from being a bit behind on the power curve. ** ''Skill Expertise'' is the default option. This allows you to boost skill rolls, making you act like a jack of all trades. ** ''Combat Expertise'' (From ''COM'') lets you make skill checks in order to add your Expertise die on weapon damage. This still requires you to make a separate attack roll, though, but it makes more sense in combat-focused games. ** ''Spell Expertise'' (From ''COM'') proves that half-casters aren't really dead. Yes, you now have extremely limited access to a spell list (The Mystic's in this case). You can sacrifice Expertise talents to add more spells, but don't expect to gain that many more spells. ** ''Motivation Expertise'' (From ''COM'') seriously gimps your potential as a skill monkey in exchange for letting you restore additional stamina whenever you heal allies. ** ''Polymorph Expertise'' (From ''COM'') limits how you use Expertise but allows you to use Polymorph to turn into a specific form, gaining extra talents like the spell as you level up. You can also blow Expertise talents so you can shape-shift into more forms. ** ''Psychic Expertise'' (From ''GM'') grants telepathy and lets you use Expertise on Will saves ** ''Signature Item'' (From ''TR'') makes your expertise work around a certain iconic item, be it clothing, armor, tools, or weaponry. This unfortunately sacrifices its more general applications. *** Interestingly, taking the signature tools lets you copy either the Mechanic's toolkit or the Biohacker's lab, letting you imitate those classes and take their class talents rather than their own expertise talents. ** ''Tech Whisperer'' (From ''TR'') makes you less of a people person and more of a machine person. Your various tricks now affect constructs. * '''Mechanics''': Mechanical geniuses. The class as a whole has a lot of tricks for fiddling with computers and disabling or taking over machines, and can do fun things like turning any piece of mechanical gear into a makeshift grenade or overclock their drone or cortex to put themselves in the Matrix. ** ''Drones'' are one of their choices for class themes. It's pretty obvious - it's a fucking drone, with purpose of either being a gun-rig, a scout, or a hoverdrone (''Tech Revolution'' added in an artillery-rig, a diplomacy aid, or a roving database while ''Interstellar Species'' added an electrically conductive drone and a tunneler). Drones are always fun to use with customizable parts to work with. ** ''Exocortex'' is the other choice, hardwiring an AI into their brains. Rather than a pet drone, this allows for a Mechanic to use additional weaponry as well as a free Skill Focus feat. It also can help with hacking a bit and can target enemies for guaranteed hits and can give ''themselves'' some of the drone's upgrades. Including a jet pack. ** ''Experimental Explosives'' (From ''TR'') provides you the means to create your own free explosives in the same way that [[Alchemist]]s do. These bombs rely on your intelligence and can be refilled whenever you rest to recover resolve, and you have a custom-build detonator. ** ''Experimental Prototype'' (From ''COM'') is subclass subdivided between weapons and armor, allowing you an extra proficiency and letting you slap on more improvements than normally possible. ** ''Experimental Vehicle'' (From ''TR'') gives you your own custom vehicle using the splat's vehicle building features. You can then shrink it for easier portability, but you're stuck with what's essentially a tagalong since it can't use any of its systems while shrunk. ** ''Experimental Apparatus'' (From ''GM'') lets you begin with a custom magitech device that can be comprised of different modes that you can then swap off. ** ''Robotic Improvements'' (From ''IS'') is uniquely exclusive to construct and construct-like PCs like androids. This essentially gives you the ability to extensively modify yourself like a personal drone, * '''Mystics''': Sort of a cross between [[Sorcerer]] and [[Cleric]] in that they have a special theme in them with bonus thematic spells and talents as well as the ability to heal. The thingummy they get their powers from doesn't have to be a god, so [[Vampire: The Masquerade|have fun channeling the power of Health Insurance to heal your party.]] Despite the reduced level cap for spells, they're still spellcasters and can still obsolete large portions of the other classes' abilities given a modicum of thought. As if that wasn't enough, you have the equivalent of a Sorcerer's Bloodline Mutations, letting you swap out Connection powers for special Epiphanies as of the ''COM''. ''Interstellar Species'' adds its own variation, which replaces the healing ability with the ability to slap on a temporary weapon property on top of a focus on crafting. ** ''Arcane'' (From ''GM'') gives you your magic domain, letting you mess with spells in both positive and negative ways. ** ''Akashic'' is a rather skill-focused connection. Bonuses on skill checks, the ability to re-roll with more ranks on the skill, and the power to (eventually) cast any spell you want at the cost of a higher spell-slot. ** ''Crusader'' (From ''COM'') is your equivalent to a paladin, getting proficiency with advanced melee weapons, protecting allies, and smiting. ** ''Devastator'' (from Book 2 of the Dead Suns AP) is pure offense. You get bonuses while fighting the same type of enemy over and over, your crits hurt more, and you even get a [[Barbarian]] [[Rage]]! That's right, you're a [[Bloodrager|Barbarian Mage]]! Your ultimate ability causes a huge explosion right where you stand (for suicide bombing. Don't worry, you don't actually get hurt from it.) ** ''Delusion'' (From Book 2 of Fly Free or Die AP) is the Madness Domain. Your role is to interfere with others' perceptions of reality to the point that you can rewrite reality itself. ** ''Dreamer'' (From Book 2 of the Drift Crashers AP) gives you the ability to peer into the dreamspaces of other creatures. ** ''The Drift'' (from ''DC'') channels your powers from the Not-Warp which facilitates FTL travel. This provides several ways to manipulate space as well as channeling minor rifts to suck in parts of your enemies. ** ''Empath'' is, obviously, focused on magical empathy. The ability to read emotions. ** ''First World'' (From ''GM'') ties your powers to the fey realm. This naturally provides all manners of illusions and debuffs. ** ''Flamewalker'' (from Book 6 of the Dawn of Flame AP) is essentially the pyromancer path. ** ''Geneturge'' (from ''Armory'') adds a new set of bio-implants that have unique functions though they'll contest for slots with your aftermarket implants. Eventually though, you can fit one slot with multiple implants and even gain the ability to tamper with the genetics of enemies, allies, and even your own, you crazy [[haemonculus]]! ** ''Glitchghost'' (from ''TR'') allows you to channel spiritual energy into tech for all kinds of reasons and temporarily use that tech to harm ghosts. ** ''Healer'' is rather obvious. You're a medic. You keep tabs on everyone, top them off on HP when you can and eventually learn to siphon health from your enemies and cheat death itself. ** ''Hive Mind'' (From Book 4 of the Attack of the Swarm AP) is a very support-based class. You can boost your allies and your central feature lets you mind-bond with an ally, letting you spend Resolve to re-roll for the ally and eventually spread your link to others whether they like it or not. The capstone lets your bond mates share Resolve in a very limited fashion when needed. ** ''Melophile'' (from ''COM'') themes itself around the song of space itself, like a romanticized [[Astropath]] who still has their eyes. ** ''Mindbreaker'' allows you to commit literal mindfuckery. Your powers are focused upon inflicting as much pain as inhumanly possible, with the capstone power being able to EXPLODE HEADS. ** ''Overlord'' is also about mindfuckery, but on a more subtle scale. This allows you to brainwash people, break their resistances slowly, and eventually exert absolute control over someone. ** ''Shadow'' (from Book 3 of the Signal of Screams AP) lets you channel the darkness like an edgelord. ** ''Shaper'' (from Book 5 of the Attack of the Swarm AP) holds the power to manipulate reality, so itβs abilities are all over the place. Free force fields, ectoplasma blasts. phasing through walls and teleport to other worlds. ** ''Star Shaman'' is the most spacey one. You can pilot ships good, walk in space without a suit, and turn into a star-being. The capstone for this allows you to teleport between planets. ** ''Trailblazer'' (from ''GEM'') focuses heavily on navigating on land. While some of it helps with navigating ships, most of it involves bonding to the local environment in order to survive in it. ** ''Warmonger'' (from ''COM'') is essentially a War Domain cleric. While you'll never be a full martial, this helps you close the gap with temporary BAB boosts, armor improvements and the ability to control the battlefield. ** ''Xenoambassador'' (from ''GEM'') is most outright-focused Face of the subclasses. While this won't let you learn new languages, this will lessen the gap when communicating with something that cannot speak a language you know and gain edges against those you can communicate you. ** ''Xenodruid'' is the remnants of the [[Druid]]. Plant shenanigans, the power to talk to and transform into an animal, and even the eventual ability to reincarnate. * '''Operatives''': Use stealth and skill to get in and out of dangerous situations. They get a shitload of attacks with weak weapons, like a monk, and a special sneak attack trick like a [[Rogue]], and they can pick a number of specializations to refine what kind of sneaky guy they want to be. Among all the classes, these guys are especially notorious for how powerful they are. ''Galactic Magic'' even lets you replace your sneak attack with either the ability to temporarily endow your weapons with magical properties or with a weaker version that hijack any buffs your enemy might be benefitting from or [[Spellthief|even the spells themselves]]. ''Interstellar Species'' does the Ruffian bit by letting you become Strength-dependent, losing proficiency in snipers but gaining proficiency in heavy armor (including increasing speed and penalties) and making trick attacks let you re-roll weapon damage with any weapon aside from just light weapons. ** ''Bandit'' (from ''TR'') is your bully, allowing you to intimidate your enemies, including an ability to demoralize crowds at a penalty and force them to listen to you. ** ''Bully'' (from ''IS'') allows you to spook the enemy with your presence, alongside a bonus when hitting the defenseless. ** ''Daredevil'' allows you to be very mobile, with the eventual ability to gain a natural swim and climb speed for more maneuverability. ** ''Detective'' gives you the ability to investigate a bit better, with the ability to eventually cast Divination to find answers when you're at a dead end. ** ''Diplomat'' (from ''IS'') lets you be a better face. ** ''Disciple'' (from Book 2 of the Devastation Ark AP) is a specialization that focuses on overcoming magic, whether from the enemies, the environment, or traps. You'll get extra saving throws, protection from telepathy, and eventually even spell resistance. Always remember the first rule of combat: Kill the Wizard. ** ''Driver'' (from ''TR'') is focused upon your skills when driving, letting you use your not-sneak attacks while driving. ** ''Explorer'' is the sort used to exploring all sorts of different worlds. They can explore around with special benefits and are especially familiar with places far from home. ** ''Gadgeteer'' (from Armory) makes you effectively get Batman's utility belt. Anything you need, you'll dig up with the power of <s>pre-spending</s> preptime. All you eventually get is the power to haul this crap out your ass faster. ** ''Ghost'' is probably the one people use the most for having a <s>serious</s> errata'd to a minor boost to Stealth (a skill they'll already have high scores on by virtue of a high Dex), making it neigh-impossible to fail. They can turn invisible and eventually even phase through walls. ** ''Hacker'' is in a similar field to the Mechanic, with the power to distract with computers. They're more focused on hacking than anything else though. ** ''Memory Weaver'' lets you fuck with people's minds, including the ability to even rewrite memories. ** ''Spy'' allows you to pull off any sort of disguise, eventually being able to even feed any thought-reader false information. ** ''Thief'' is more like a traditional thief. Their special ability allows them to build a contingency plan JUST when something goes wrong and derail the DM's plans to bust your asses if it goes right. * '''Solarians''': Shape the energy of stars and black holes into armor and weapons for themselves. The Solarians are attuned to a sort of ill-defined cosmic cycle that's somehow connected to stars but what it amounts to is [[Star Wars|"You want to play a Jedi? Here you go!"]] Gameplay wise, they're spell-combatants (by default focusing heavily on "combatant" while ''Galactic Magic'' has another version that focuses a bit more on the "spell" part) who build up energy points by being in combat, then spend these points to set off magical effects. They can choose to build either Graviton or Photon points, which can then trigger associated spells. Graviton tends to be more focused on moving and controlling your enemies, whereas Photon is more about damaging and dazing. They have minor magic effects that they can use basically whenever, but their show-stoppers require them to be fully attuned to the associated force (basically, to have spent three rounds attuning themselves). Also, they basically ''have'' to balance the number of Gravity and Photon tricks they know or suffer harsh penalties...until ''Galactic Magic'' gave an alternate class feature that let you go full-hog on one side of the equation with no benefits from the other. All in all, they play sort of like a [[Magus]] mixed with a [[World_of_Warcraft|Cataclysm-era Druid]]. It's kind of complicated, but fun to play. ** ''Lunar Weapon'' (From Book 2 of Fly Free or Die AP) essentially lets you wield a dex-based lightsaber, though it's not the sort that can work with Operative shenanigans. ** ''Solar Weapon'' gives you your not-lightsaber. Starting out, this laser-weapon somehow only hits physical armor, but they have talents and even weapon crystals to gain new properties. ** ''Solar Armor'' is considered the unloved child. While some revelations give them some new features, they still have a rather slow progression that only improves light armor and issues some new Energy Resistance. ** ''Solar Flare'' (From ''COM'') lets you shoot not-fire/iceballs. Fortunately, these can also be improved by Solarian crystals. ** ''Solar Shield'' (From ''COM'') generates a light-based Shield in case you wanted to experience them without actually buying a shield. Weirdo. At least Solarian crystals can improve your shield bashes. * '''Soldiers''': Specialize in heavy weapons and armor. They share a [[Fighter]]'s bonus feat selection, but differentiate themselves by picking from combat styles that alter how they work and a not-shit save and skill progression. They also learn "gear tricks" to boost up their weapons and armor in ways most other classes can't or "feat boosts" to get the most out of all those extra feats. Worth noting that this is a science fiction setting, so if you want to fire small suns at your enemies, it's with a gun instead of a spell and these are the guys who are best at it. With the ''COM'', you can also add Monk into the mix, as you can trade in your heavy weapons/armor proficiencies for better punches...that still can't improve in damage. ** ''Ambusher'' (from ''COM'') Lets you sneak around and strike at the perfect opportunity. ** ''Arcane Assailant'' allows you to punch through resistances and corporeality before anyone else and imbue weapons with special effects like they were magical. ** ''Archer'' (from ''GM'') has you focus on the ill-supported field of bows. You get plenty of tricks using them like Hawkeye, including using arrows in melee, shooting many arrows at once, and making arrows deflect bullets. ** ''Armor Storm'' focuses on wearing heavy armor and making sure you're not hamstrung by it. You naturally gain proficiency in powered armor (literal walking tanks) and giving you the full mileage and then some from your suit. ** ''Battlemaster'' (from ''COM'') is a Vesk-exclusive style, focusing on their instinctive aggression and letting them adapt to their opposition. ** ''Blitz'' is about aggression. You intend to rush in head-first, learning how to ignore pain and throw everything into an attack. ** ''Bombard'' makes you a mix between Demolitions Expert and Heavy Weapons Guy. You can make your own grenades, you can punch harder with heavy guns, and make explosions get more boomy. ** ''Bullet Rain'' (from ''TR'') is a [[dakka]] heavy style made for big guns, eventually letting you lug them around on one hand. ** ''Farshot'' (From ''IS'') is a well-overdue style made for snipers. ** ''Fourfold Tactician'' (from ''COM'') makes use of any additional arms by letting them pull all guns and open fire at the speed normal folk would fire one gun. ** ''Gloom Gunner'' (From Book 3 of the Signal of Screams AP) empowers your weapons with dark magic, paralyzes your enemies with fear, and lets you strike foes in cover (from the shadows, ooOOOoo!) ** ''Guard'' is the defensive style. Extra comfort in the armor is the start, and the end is ignoring conditions and being such a walking tank that you can make yourself a wall to your buds. Power Armor Included. ** ''Hit and Run'' is switch-hitting: the class. Run in, lay a few blows, and hop out before they hit you. ** ''Hunter'' (from ''COM'') is a tracking style akin to how the Ranger works. ** ''Mine Menace (from ''IS'') gives the ability to create improvised mines for you to shove people into. ** ''Powerhouse Style'' (from ''TR'') focuses on compensating for unwieldy weapons, using their weight to your advantage. ** ''Qi Adept'' (from ''COM'') acts as the mystic side of the Monk, letting you spend resolve for personal boosts. ** ''Rover'' (from ''GEM'') has no combat value. Instead, it's a very survivalist path, giving plenty of advantages when stuck in an environment where most would not brave. ** ''Sharpshoot'' is for snipers. You aim so well that you can ignore cover and hit them in their weak points for maximum damage. ** ''Shock and Awe'' (from ''Armory'') [[Noise Marine| emphasizes being loud, bright, and upfront. Bright weapons and powered weapons blind suckers, sonic weapons can demoralize and deafen, and you can eventually blast even harder.]] ** ''Spellbrawler'' (From ''GM'') focuses on a different magic than Arcane Assailant, letting you magically summon analog tools and siphon spells for your own gain. ** ''Squad'' (from ''COM'') is a leadership-oriented style, built for assisting allies. ** ''Wrathful Warrior'' (from ''COM'') is the all-out offense style, a fit for techno-[[Barbarian]]s. *'''Technomancers''': [[Wizards]] in space, with an electronic bound item (and no familiar) and a bunch of special talents that let them crap all over the guardrails that are supposed to keep casters from being walking win buttons. They eventually even have the ability to fuse spellslots together to cast bigger spells. Indeed, whilst still mulling over their PF2E playtests, Paizo released a playtest for three new classes on December 2018 for their upcoming ''Character Operations Manual''. These three would see release almost a year later on November 2019. * '''Biohacker''': A mad doctor who can uniquely key off either Intelligence or Wisdom for certain skills and Will saves. They specialize in needler weaponry and can even create their own injections to either improve allies or cripple enemies based on particular fields of study. And this is before the talents which give you either more ways to deliver syringes or improvements to the injections themselves (some of which are kinda metamagic). In fact, ''Tech Revolution'' provides an alternate class feature that sacrifices your weaker but easier-to-use biohacks for the ability to insert auto-injectors into armor and people's skin. ''Galactic Magic'' instead replaces your most basic biohacks with the ability to make magical grenades that cause minor effects. ''Interstellar Magic'' has a [[Urog]]-specific variation that lets you pull off all your tricks with sonic weapons and a defibrilator due to the species' silicon-based structure. ** ''Anesthesiology'' (from ''TR'') predictably applies their medicine either to dull any pain or to fatigue and wear down the enemy. ** ''Cybermedicine'' (from ''TR'') focuses on the integration of tech and biology, allowing your meds to impact machinery as well through the use of nanites. ** ''Efficiency'' (from ''IS'') influences the speed of biological processes, either making them fast enough to potentially spend resolve without actually spending it or slowing them down. ** ''Genetics'' either strips resistances, grants heightened hearing or delivers gene therapy to heal handicaps ** ''Immunology'' works with the hastening or hampering of the immune system and it's ways of dealing with diseases ** ''Neurochemistry'' has you influence a creature's synapses and how they respond to stimuli ** ''Pharmacology'' gives you drugs, namely painkillers, coagulants, and hallucinogens. ** ''Thaumapathy'' (From ''GM'') focuses on the flow of magic in living things, making you a literal homeopathic healer. ** ''Thermoregulation'' (From ''IS'') focuses on the body's ability to resist extreme heat and cold, including putting out fires. ** ''Toxicology'' is the study of poison. * '''Vanguard''': A big tanky mofo with a special attack that scales like a poor man's monk and hits EAC. They get a pool of Entropic Energy whenever they get hit and can use it to be even tankier, though a variant version in ''Galactic Magic'' increases your power in exchange for any protective abilities. Your subclass abilities all offer an improved maneuver feat and some new way to gain and use Entropy. ** ''Apocalypse'' (From ''GM'') is your most magically-inclined subclass, granting some randomized elemental damage and protecting yourself from spells. ** ''Boundary'' grants allies some of your tank powers. ** ''Cascade'' makes your hits be gradually more devastating by...blinding flashes and a crippling penalty to entropic strike. ** ''Exergy'' makes you the bull in the china shop, running in to trample things under your feet. ** ''Indeterminancy'' (from ''DC'') channels the inherently chaotic nature of particles, improving Reposition checks and an ability to mess with the state of the earth around you. ** ''Inversion'' lets reverse the flow of entropy, granting healing and re-rolling saves. ** ''Momentum'' shows that everything that moves must keep moving, Newton be damned. ** ''Obsolescence'' (from ''TR'') bases your powers on the inevitable decay of all, you just help the enemy along on that journey. ** ''Reaction'' is built on inflicting conditions, with a capstone of building a power. ** ''Rebound'' (from ''GM'') is built upon the ability to recover from any damage, focusing the most upon protecting your allies from harm. ** ''Regression'' (from ''TR'') lets you represent the cycle of all things breaking down and starting anew, especially when dealing with tech. *'''Witchwarper''': At last, the Charisma-based caster...who is literally Elizabeth from Bioshock: Infinite and has the power to twist reality around and influence it based on their visions of alternate timelines. ** ''Plunderer of Worlds'' (from ''DC'') allows you to literally summon parts of alternate planes (randomly chosen, but you can eventually pick which one at level 10) through wormholes instead of merely summoning various effects. * '''Nanocyte''': The class teased for the ''Tech Revolution'' splat, you are essentially [[Metal Gear|Senator Armstrong]]. You can form your nanobots into personal buffs, clouds, weapons or even prosthetics and can improve these and other functions by expending a daily resource of Surges of activity. Alongside the basic talents, you get subclasses which influence how you use your nanomachines...SON. ''Galactic Magic'' gives you an ability that sacrifices some of your nanites' utility to give you a new mode that provides partial Technomancer spellcasting. ** ''Absorption'' (From ''GM'') improves your defensive abilities, improving the surge-based damage reduction ability the class has by making it spit damage back and give you a minor boost. ** ''Discorporation'' lets your nanites make you especially flexible, eventually turning you into essentially a slime made of the buggers. ** ''Infestation'' makes anyone that punches of bites you get infested by your nanites. Best hope they can keep fighting when you're able to eat them alive... ** ''Obliteration'' improves weapons made out of your nanites, making them far better than what they're trying to imitate. ** ''Redirection'' makes enemies trapped in your nano-clouds not only hindered but also more exposed to your fire. ** ''Regeneration'' makes your nanites capable of healing living beings, making you a Con-focused medic of sorts. * '''Precog''': A playtest class from November 2020 before being released in February 2022's ''Galactic Magic'', these guys are [[Time Wizards]] who are Int-Based casters more dependent on Dexterity than Technomancers. They also have the ability to generate a few rolls they can use to replace the rolls of an increasingly expansive list of actions, some of which are based upon your subclasses, the root cause of your time-fuckery powers: ** ''Chronomancy'': The real time wizards, using their powers in ways that either hinder enemies or improve your casting. ** ''Dimension of Time'': Your powers are tied to the dimension of time (apparently not the material plane). Your powers are more to protect yourself from the predations of the world around you. ** ''Doomed Future'': You have been witness to a certain bad end scenario that you will now go to any length to prevent. Your powers center on surviving Fortitude checks and the ability to predict some features of that future. ** ''The Drift Crisis'' (from ''DC''): Your magic was altered by the Drift Crash, a bizarre phenomenon which first saw the not-Warp's effects upon space itself. While it starts with improved casting, it also gives you the ability to turn while charging or teleport unwanted attackers. ** ''Fragmented Past'': Apparently, parts of your past are actually subject to their own sets of paradoxes. Your powers are the most focused on combat. ** ''The Gap'': Your powers are somehow linked to the Gap, that massive period of time the entire setting just...forgot. You can actually harness this ability to vanish from public awareness with the power of the almighty [[Retcon]]. ** ''Memory Echoes'' (From ''IS''): You have the memories of past lives inside you. This provides you with some interesting insights into the present, including some unconventional magic pulled from those lives. ** ''Timewarped'': You are, somehow, a genuine time traveler who has some technological origin to your powers. This has a power that lets you build a literal hut to hide out in. *'''Evolutionist:''' The class for the ''Interstellar Species'' splat. It's best to consider yourself as one part Shifter and one part [[Summoner|Eidolon]] without an owner. By default, you gain an unusual unarmed attack that can be melee or ranged, physical or energy damage, that scales in damage like a Monk's - and you get an item to apply magical properties as part of the class! Rather than mutating as you level up, you instead adapt and mutate your body as the fight progresses, building evolution points to gather general buffs and then spending them for a momentary boost. As you level up, you not only gain the ability to literally drain genetic info for evolution points as well as a focus for what you mutate for (Either shoving all sorts of grafts on yourself, improving your combat prowess, or sharing mutations with friends). Your subclasses sort of focus on specific types of cybernetics and grafts, which you also incidentally can graft onto your body at a lower cost. ** ''Eldritch'': Focused on magitech grafts, meaning your body becomes more magical as it mutates, if at the cost of being weak to mundane weapons. This allows you to get spell resistance as well as the ability to redirect spells you save against as well as a capstone that makes you some other species and immune to one type of damage. ** ''Mechanized'': Focused on good old mechanical grafts, making you into a rapidly-mutating cyborg. While resistant against several types of damage, you gain a noted weakness to only ONE physical and energy type, as well as the drawbacks of becoming a Construct. This lets you make an attack in response to getting hit as well as eventually being able to reset your body, sacrificing a mutation to regain EP and Stamina. The capstone, predictably, turns you into a full machine. ** ''Sepulchral'': Focused on necrografts, those implants built from the undead or necromancy. This improves the damage you make against living creatures but affects your healing (unless you use your own class features to heal) and might force you to gorge upon the flesh of an enemy you just killed (offering no additional benefits). Alongside the mentioned healing, you have a later feature that turns you into a ghost and a capstone that turns you fully undead. ** ''Vital'': Focused on the basic biological implants. This allows you to heal more, but the rapid mutations makes it harder for you to concentrate and impacts your Will save. This gives you a way to heal stamina without using resolve as well as gaining a burst of speed and a capstone that changes your typing and reduces the damage you take from crits.
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