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* AnatomyArsenal: Evolutionists can transform a part of their body into a weapon of some sort called an Adaptive Strike, damage type and range decided at character creation.


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* HealingFactor: Vital Evolutionists gain extra stamina or HP from healing effects and can spend MP to regain stamina. The Regenerative Form adaptation available at 18th level grants temporary troll-like Regeneration.
* MadeOfIron: Mechanized Evolutionists take reduced damage of all types but one kinetic and one energy damage type they chose at character creation, those two types instead inflict extra damage.
* SelfDuplication: The 18th-level adaptation Fission Form allows an Evolutionist to create a duplicate with considerably less HP than themself once per day.


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* SuperSenses: The 2nd-level adaptation Ocular Advantage gives the Evolutionist constant darkvision, low-light vision, or the unflankable ability, and can spend 1 MP to gain whichever two they didn't select for one minute. The 6th-level Extraordinary Sense adds some form of blindsense.


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* VampiricDraining: At 5th level Evolutionists gain a touch attack called Evolution Drain that temporarily sickens the target and grants the Evolutionist extra Evolution Points. At 11th level it gets upgraded to Evolution Drinker, which allows them to Drain after a critical hit with their Adaptive Strike.
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!!Interstellar Species
[[folder: Evolutionist]]
A mutative being in pursuit of physical perfection through cybernetics, magic, genetic engineering, or undeath. The Evolutionist is a light but highly adaptable combatant capable of creating weapons from their own flesh who becomes more powerful the longer combat lasts. Evolutionists grow to fill one of several ''Niches'', including:
** ''Eldritch'': Magical energy flows through their veins as they metamorphose into a fantastical being. But the mundane becomes increasingly harmful to them as they change.
** ''[[{{Cyborg}} Mechanized]]'': The flesh is weak, when stressed their body becomes partially mechanical.
** ''Sepulchral'': Empowered by unliving energies, but must be careful not to succumb to the bloodlust of the undead.
** ''[[BioAugmentation Vital]]'': A riot of biological potential, driven by instinct but heals quickly.

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* AntiMagic: Eldritch Evolutionists have spell resistance while they have Mutation Points, but they can also enhance the spells of their allies.
* FragileSpeedster: Depends on the adaptations they choose, but by default they have only median hit points and stamina and are only proficient with light armor and have a speed bonus that increases with their MP.
* SquishyWizard: Eldritch Evolutionists take extra damage from non-magical attacks as long as they have mutation points.
* {{Transhuman}}: Or trans-whatever species they are, one of their main features is that they get a discount on augmentations of one type determined by their niche. By level 20 they no longer count as their original creature type.
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* BackStab: Their trick attack, which deals bonus damage and can impose some serious debuffs. Unlike the traditional "sneak attack" they don't necessarily have to make it from hiding, each specialization has a different set of skills they can use.

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* BackStab: Their trick attack, which deals bonus damage and can impose some serious debuffs. Unlike the traditional "sneak attack" they don't necessarily have to make it from hiding, as each specialization has a different set of skills they can use.



* SniperRifle: Besides the Soldier, Operatives are the only core class to be proficient in sniper weapons. One sixth-level exploit allows them to make trick attacks with sniper weapons but only for the debuffs, no extra damage.

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* SniperRifle: Besides the Soldier, Operatives are the only core class to be proficient in sniper weapons. One sixth-level exploit allows them They're not able to make use their trick attacks with them by default, however, requiring one of two specialized abilities in order to do so: the sixth-level ''Debilitating Sniper'' exploit, which allows a sniper weapons but only for weapon to be used with the debuffs, no debuffing effects of trick attacks at the cost of the extra damage.damage trick attacks normally provide; or the first-level ''[[ExactlyWhatItSaysOnTheTin Sniper]]'' alternate class feature, which replaces the trick attack function entirely with a slightly harder-to-land variant that otherwise enjoys all the benefits of the original.

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* BackStab: Their trick attack, which deals bonus damage and can impose some serious debuffs.

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* BackStab: Their trick attack, which deals bonus damage and can impose some serious debuffs. Unlike the traditional "sneak attack" they don't necessarily have to make it from hiding, each specialization has a different set of skills they can use.
* BladeEnthusiast: Most melee weapons that they can use to make trick attacks are knives.



* SniperRifle: Besides the Solider, Operatives are the only core class to be proficient in sniper weapons.

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* SniperRifle: Besides the Solider, Soldier, Operatives are the only core class to be proficient in sniper weapons.weapons. One sixth-level exploit allows them to make trick attacks with sniper weapons but only for the debuffs, no extra damage.
* UtilityPartyMember: Like the Envoy they also get a baseline of 8 skill points per level plus an Operative's Edge ability that gives a bonus to ''every'' skill, though Envoy Expertise can give a higher bonus to a limited selection of skills.
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* KnifeNut: Knives are one of the only weapons they can use to deliver trick attacks, so expect to see these a lot.
** The Armory and Pact Worlds sourcebooks expanded their options on this front, allowing them to use different weapons for the purpose, including {{Sword Cane}}s.
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* {{Expy}}: They're essentially Starfinder's version of [[StarWars Jedi]] or [[Characters/DungeonsAndDragonsClasses Soulknife]].

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* {{Expy}}: They're essentially Starfinder's version of [[StarWars [[Franchise/StarWars Jedi]] or [[Characters/DungeonsAndDragonsClasses Soulknife]].
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!!Galactic Magic
[[folder: Precog]]
With powers over the temporal forces of the universe and the ability to nudge fate to their favor, Precogs mix in magical spells with a proficiency in weaponry that makes them able to stand their ground on the battlefield. Their ''Anchors'', how they interact with time, are:
** ''Chronomancy'': Empowered by an otherplaner force, this anchor allows them to slow down enemies and speed up their own spellcasting.
** ''Dimension of Time'': Empowered by the Dimension of Time itself, this anchor allows the Precog to unfetter both objects and themselves from the shackles of time.
** ''Doomed Future'': Empowered by visions of a terrible future, this anchor gives more chances of survival by more chances of changing fate and toughing against terrible effects.
** ''Fragmented Past'': Empowered by a moment in their history that they realize that really shouldn't have been, this anchor allows them to stay in the fight and redirect missed attacks.
** ''The Gap'': Empowered by the mysterious event known as The Gap, this anchor smudges electronical recordings and even obscures sapient memories.
** ''Timewarped'': Empowered by time-altering technology, this anchor can regain energy from spent batteries and can transport the Precog into a safe shelter far into the future.

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* MagicKnight: Since their key ability score is actually ''Dexterity'' and they start out with their choice of longarms, sniper rifle, or advanced melee training, Precogs are usually more capable in combat than the other spellcasters.
* TimeMaster: Their foremost trait is their ability to manipulate time, starting with the power to change a die roll from one they've already rolled.
* WindsOfDestinyChange: All Precogs start with the ability to swap out a dice roll with another they rolled at the start of the day.
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!!Tech Revolution
[[folder: Nanocyte]]
With nanites infusing their whole body, nanocytes are able to manipulate these machines in order to wreck devistation on the battlefield, solve obstacles off the battlefield, and have a tech item for any and every problem. While every nanocyte can configure their nanites into a ''sheathe'', ''gear'', or ''cloud'' array, the specializations they can take are:
** ''Discorporation'': With their nanites breaking down and reforming their body, these nanocytes can meld into a flexible series of forms.
** ''Infestation'': These nanocytes infest their foes with their nanites, eating them alive from the inside.
** ''Obliteration'': Pushing weapons formed by their nanites to their limit, these nanocytes are able to devistate anything that lies in their path.
** ''Redirection'': With forceful and energetic nanites, these nanocytes are able to push and redirect objects to gain an edge in combat.
** ''Regeneration'': With nanites that can stitch together the worst of wounds, these nanocytes are able to stay in the fight longer, and eventually make sure that their friends can do so too.

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* JackOfAllTrades: One of the Nanocytes strengths is their flexibility. With their choice of arrays, pick of weapons from their gear array, and certain knacks, Nanocytes are easily able to fill out a party's weaknesses and/or switch their combat style on the fly. The only downside is that, compared to the Operative, they're more focused on combat abilities than skills.
* MadeOfIron: [[IncrediblyLamePun Pun aside]], having Constitution as their key ability score means that a nanocyte is hard to bring down. Paired with their high stamina and health, and the ability to spend a nanite surge to gain resistance to incoming damage, nanocytes are often able to bring down enemies by sheer attrition.
* {{Nanomachines}}: The bread, butter, and three-meal course for the nanocyte, as being infested with them (either intentionally or accidentally) allows them to come up with all sort of useful abilities.
* SpontaneousWeaponCreation: Their gear array allows them to literally form a weapon from nanites in midair, already loaded (if the nanocyte has the appropriate ammo on their person, of course).
* VoluntaryShapeshifting: ''Discorporation'' nanocytes obtain new forms to transform into, from a nanite blob to a nanite smoke cloud.
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* HeavyEquipmentClass: The Soldier is the only class that's starts with proficiency to longarms and heavy weapons, and along with being one of two classes that has innate heavy armor proficiency. On top of this, they are able to use advanced melee weapons.


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* HeavyEquipmentClass: The Vanguard is one of two classes innately capable with heavy armor and is the only class that can use shields from the get go. While the only guns they can use are small arms without feats expanding their weapon range, they make up for it with their capability with advanced melee weapons.

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* VoluntaryShapeshifting: Envoys with the Polymorphic Disguise alternate class feature can shapeshift into a multitude of forms, the types increasing as they level up.



Mechanics come in two flavors: those who built a robotic drone and those who augment themselves with technology in the form of an exocortex. The former has a potent sidekick capable of providing additional fire support, scouting ahead, and a number of other uses depending on how they're specialized. The latter gets increased combat and hacking capabilities as their exocortex becomes more sophisticated. In the party, they're the one to turn to if you need something hacked, hotwired, or cobbled together.

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Mechanics come in two flavors: those who built a robotic drone and those who augment themselves with technology in the form of an exocortex. The former has a potent sidekick capable of providing additional fire support, scouting ahead, and a number of other uses depending on how they're specialized. The latter gets increased combat and hacking capabilities as their exocortex becomes more sophisticated. In the party, they're the one to turn to if you need something hacked, hotwired, or cobbled together.together. Masters of the technological, Mechanics have some avenues in which they use their tech on the battlefield and elsewhere:
** ''Drone'': Partying along with a drone that they've constructed themselves, these mechanics can choose on whether it focuses on being a combat drone, a stealth drone, or a flying hover drone as its chassis.
** ''Exocortex'': Implanting an advanced artificial processor into their brains, these mechanics are proficient in longarms, and have a host of abilities to help them use their gone as well as enhance their mind.
** ''Experimental Armor Prototype'': Focuses on buffing up an enhancing a singular piece of armor well beyond what normal protective gear can do, creating powerful armor that can be tweaked to their own needs.
** ''Experimental Weapon Prototype'': Much like the Armor Prototype, though with a singular weapon instead; gaining proficiency in it, this mechanic can double its ammo capacity, and can even compact it down to use in one hand, among other abilities.

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* PlayingWithSyringes: They must inject their subjects either by a melee touch or a dart gun to administer their various serums.

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* LiquidCourage: One of their late level Theroms is this trope almost verbatim: Liquid Bravery makes them immune to being shaken, and gets rids of some of the penalties to the frightened and panicked staus conditions.
* OneDoseFitsAll: As long as their biohacks hit, it'll affect the target no matter the size, whether it's a tiny creature to a Huge dragon, lasting as long and debilitating/buffing them the same amount.
* PlayingWithSyringes: They must inject their subjects either by a melee touch or a dart gun to administer their various serums. They're helped by the fact that automatically gain proficiency in any weapon that naturally (meaning without seals or mods) has the injection property on it, gaining bonuses to attack with it as they level up.

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* {{Druid}}: The Xenodruid connection is a space-based version.



* PsychicPowers: Tends to carry elements of this regardless of how their magic is interpreted, thanks to the class's access to various telepathic and mind-controlling spells. The Mindbreaker and Overlord vocations in particular pay homage to this trope.

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* PsychicPowers: Tends to carry elements of this regardless of how their magic is interpreted, thanks to the class's access to various telepathic and mind-controlling spells. The Mindbreaker Empath, Mindbreaker, and Overlord vocations in particular pay homage to this trope.


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* TheSocialExpert: Empaths not only have a constant bonus to Sense Motive, but their signature Empathy ability gives them a bonus to all social skills against a specific creature for one hour. At higher levels they become a LivingLieDetector.
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* CriticalStatusBuff: They gain Entropy points simply by getting hurt hard enough; with their larger health pool and abilities to actually *suppress* buffs to damage resistance and armor bonuses given to them, Vanguards are actively encouraged to get hit to gain more points.
* EntropyAndChaosMagic: All Vanguards are able to utilize entropy in order to power-up their strikes and to fuel their other abilities; while most of the Aspects deal with how entropy slowly corrodes and destroys various forces, some Aspects play with it, either negating or inverting how much entropy acts on certain property.


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* TheSocialExpert: While not as good at it as Envoys, a Witchwarper's focus on Charisma gels well with other social skill checks that might come up.

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* EnemyScan: While technically any class can do a skill check to figure out some traits of the enemy they're facing, Biohackers have the special ability to automatically take twenty on their skill check (as long as the enemy is close enough to them), ensuring that they'll know more than any other class on what they're facing.



* BarrierWarrior: Part of their gameplay style is taking hits to their shields in order to unleash an Entropy attack.

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* BarrierWarrior: Part of their gameplay style is taking hits to their shields in order to unleash an Entropy attack.attack.
* GoodOldFisticuffs: While not necessary, Entropic Strikes have the unique property of simply needing a conduct to do damage by, meaning that a Vanguard's strikes could hurt even worse than a base maul or sword could do.

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