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Thread: [Starfinder Conversion] Medium
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2017-10-23, 10:33 AM (ISO 8601)
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- Feb 2013
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[Starfinder Conversion] Medium
MEDIUM
Stamina Points: 6 + Constitution Modifier
6 HP
KEY ABILITY SCORE
Your Charisma determines your spellcasting ability, the saving throw DCs of your spells, the number of bonus spells you can cast per day, and benefits any spirits you channel, so Charisma is your key ability score.
CLASS SKILLS
SKILL RANKS PER LEVEL
4 + INTELLIGENCE MODIFIER
Acrobatics (Dex)
Bluff (Cha)
Culture (Int)
Diplomacy (Cha)
Intimidate (Cha)
Medicine (Int)
Mysticism (Wis)
Perception (Wis)
Profession (Cha, Int, or Wis)
Sense Motive (Wis)
PROFICIENCIES
ARMOR PROFICIENCY
Light armor
WEAPON PROFICIENCY
Basic melee weapons
Small arms
THE MEDIUM
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Special 1st 2nd 3rd 4th 1st +0 +0 +0 +2 Spirit, spirit bonus +1, spirit power (lesser), spirit surge 1d6 - - - - 2nd +1 +0 +0 +3 Shared seance, taboo - - - - 3rd +2 +0 +0 +3 Haunt channeler, weapon specialization - - - - 4th +3 +1 +1 +4 Spirit bonus +2 1 - - - 5th +3 +1 +1 +4 Location channel 1 - - - 6th +4 +2 +2 +5 Spirit power (intermediate) 1 - - - 7th +5 +2 +2 +5 Connection channel 1 1 - - 8th +6 +2 +2 +6 Spirit bonus +3 1 1 - - 9th +6 +3 +3 +6 Propitiation 2 1 - - 10th +7 +3 +3 +7 Spirit surge 1d8 2 1 1 - 11th +8 +3 +3 +7 Spirit power (greater) 2 1 1 - 12th +9 +4 +4 +8 Spirit bonus +4 2 2 1 - 13th +9 +4 +4 +8 Ask the spirits 3 2 1 1 14th +10 +4 +4 +9 Astral journey 3 2 1 1 15th +11 +5 +5 +9 Trance of three 3 2 2 1 16th +12 +5 +5 +10 Spirit bonus +5 3 3 2 1 17th +12 +5 +5 +10 Spirit power (supreme) 4 3 2 1 18th +13 +6 +6 +11 Spacious soul 4 3 2 2 19th +14 +6 +6 +11 Spirit mastery 4 3 3 2 20th +15 +6 +6 +12 Astral beacon, spirit bonus +6, spirit surge 1d10 4 4 3 2
MEDIUM BONUS SPELLS
CHA SCORE 0 1st 2nd 3rd 4th 1-11 - - - - - 12-13 - 1 - - - 14-15 - 1 1 - 16-17 - 1 1 1 - 18-19 - 1 1 1 1 20-21 - 2 1 1 1 22-23 - 2 2 1 1 24-25 - 2 2 2 1 26-27 - 2 2 2 2 28-29 - 3 2 2 2 30-31 - 3 3 2 2
MEDIUM SPELLS KNOWN
Level 0th 1st 2nd 3rd 4th 1st 2 - - - - 2nd 3 - - - - 3rd 4 - - - - 4th 4 2 - - - 5th 5 3 - - - 6th 5 4 - - - 7th 6 4 2 - - 8th 6 4 3 - - 9th 6 5 4 - - 10th 6 5 4 2 - 11th 6 5 4 3 - 12th 6 6 5 4 - 13th 6 6 5 4 2 14th 6 6 5 4 3 15th 6 6 6 5 4 16th 6 6 6 5 4 17th 6 6 6 5 4 18th 6 6 6 6 5 19th 6 6 6 6 5 20th 6 6 6 6 5
MEDIUM CLASS FEATURES 1st-20th level
All medium class features function identically to their Pathfinder version.
WEAPON SPECIALIZATION (EX) 3rd level
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
SPIRITS
The following are spirits available to mediums. Entries that simply say Normal function as they did in pathfinder. Due to differences in systems, naturally, some of these will have to change in function.
ARCHMAGE Functions as Archmage except where noted otherwise. This is intended to function based on the port of the Wizard class published in the Starfarer's Companion
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Choose one: You eschew all faith, so you must not be the willing target of spells or abilities used by a mystic (or starfinder cleric, or starfinder paladin) or a creature of the outsider type and you must attempt a Will saving throw even against harmless spells and abilities of either origin; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Computers, Culture, Engineering, Life Science, Mysticism, or Physical Science check with a Difficulty Class of 20 or higher) when the opportunity is directly present; You must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available.
Technomage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table: Technomancer. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the starfinder wizard spell list to add to your medium spell list and spells known until you lose contact with the technomage.
Arcane Surge (Intermediate, Su): Normal
Wild Arcana (Greater, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast any starfinder wizard spell of a level you can cast. You must expend a spell slot of the appropriate level.
Legendary Archmage (Supreme, Su): Once per day, you can cast any spell on the wizard spell list as if using the wild arcana ability, except the archmage doesn't gain 1 point of influence over you, the spell doesn't require a spell slot, and you can select a spell of any level.
CHAPLAIN Functions as the Hierophant
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Normal
Divine Surge (Lesser, Su): This power functions as the technomage arcana spirit power, except you add spells from the mystic list instead of the technomancer list.
Healing Channel (Intermediate, Su): You gain the Healer Connection's Healing Channel ability.
Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your healing channel, that creature gains a +1 divine bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Legendary Chaplain (Supreme, Su): Normal: Legendary Hierophant
CUSTODIAN Functions as the Guardian
Spirit Bonus: Normal
Seance Bonus: You gan a +1 bonus against combat maneuvers.
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Normal
Guardian's Shield (Lesser, Su): Normal
Absorb Blow (Intermediate, Su): Normal
Sudden Block (Greater, Su): Normal
Legendary Custodian (Supreme, Su): Normal; As Legendary Guardian
HIEROPHANT Functions as the Hierophant. This is intended to function based on the port of the Cleric class published in the Starfarer's Companion
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Normal
Divine Surge (Lesser, Su): This power functions as the technomage arcana spirit power, except you add spells from the starfinder cleric list instead of the technomancer list.
Divine Channel (Intermediate, Su): You gain the starfinder cleric's Channel Divinity ability. You choose one domain from which to take the default adjustments to Channel Divinity from each time you contact a hierophant spirit; this choice must match the spirit's faith.
Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your divine channel, that creature gains a +1 divine bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Legendary Hierophant (Supreme, Su): Normal: Legendary Hierophant
MARSHAL Functions as normal
TECHNOMAGE Functions as Archmage except where noted otherwise
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Choose one: You eschew all faith, so you must not be the willing target of spells or abilities used by a mystic or a creature of the outsider type and you must attempt a Will saving throw even against harmless spells and abilities of either origin; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Computers, Culture, Engineering, Life Science, Mysticism, or Physical Science check with a Difficulty Class of 20 or higher) when the opportunity is directly present; You must use your own magical or technological solution to a challenge if you can, even if a mundane solution that would require fewer resources is available.
Technomage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table: Technomancer. For each level of spell you can now cast (including level 0), each time you channel a technomage spirit, select a single spell of that level from the technomancer spell list to add to your medium spell list and spells known until you lose contact with the technomage.
Arcane Surge (Intermediate, Su): Normal
Wild Arcana (Greater, Su): You can allow the technomage spirit to gain 1 point of influence over you in order to cast any technomancer spell of a level you can cast. You must expend a spell slot of the appropriate level.
Legendary Technomage (Supreme, Su): Once per day, you can cast any spell on the technomancer spell list as if using the wild arcana ability, except the technomage doesn't gain 1 point of influence over you, the spell doesn't require a spell slot, and you can select a spell of any level.
TRICKSTER Functions as normal
TROOPER Functions as the Champion
Spirit Bonus: Normal
Seance Bonus: Normal
Favored Locations: Normal
Influence Penalty: Normal
Taboos: Choose one: you are superstitious about magic and technology, so you must not be the willing target of spells or abilities used by a technomancer and you must attempt a Will saving throw even against harmless spells and abilities; you may not make an attack with any weapon except a specific manufactured weapon that you choose when you take the taboo, and you may not use unarmed strike for this taboo; you must accept any challenge to prove your prowess in battle, including challenges of single combat-if you or an ally breaks the rules of the challenge, you break this taboo.
Trooper's Prowess (Lesser, Su): You gain proficiency with all advanced melee weapons and long arms, as well as one other weapon of your choice, which you choose each time you channel a champion spirit. Starting at 3rd level, you also gain Weapon Specialization with these weapons while channeling this spirit.
Sudden Attack (Intermediate, Su): Normal
Fleet Charge (Greater, Su): Normal
Legendary Trooper (Supreme, Su): Normal; as Legendary Champion
Medium Spell List
0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Grave Words, Psychokinetic Hand, Stabilize, Telepathic Projectile, Token Spell
1st: Command, Comprehend Languages, Fear, Lesser Confusion, Disguise Self, Flight, Identify, Mind Link, Share Language, Summon Creature, Unseen Servant, Wisp Ally
2nd: Augury, Darkvision, Daze Monster, Fear, Flight, Hold Person, Invisibility, Knock, Mirror Image, Spider Climb, Summon Creature, Zone of Truth
3rd: Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fear, Flight, Slow, Speak with Dead, Suggestion, Summon Creature
4th: Deathward, Dismissal, Fear, Hold Monster, Planar Binding, Summon Creature, Reincarnate, Telepathic Bond
Last edited by Xuldarinar; 2018-01-12 at 02:48 AM.
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2018-01-12, 02:37 AM (ISO 8601)
- Join Date
- Feb 2013
- Gender
Re: [Starfinder Conversion] Medium
Update: Re-added the Archmage and Hierophant spirits. Though slightly redundant next to the Technomage and Chaplain spirits, having both sets as options seemed like the right thing to do.
Also corrected some typos.
Considered additions:
Legendary Spirits: I thought about it and, if there is call for it i'll port them but.. Why?
PF Archetype optional rules: You don't want to channel spirits but insteadvestigesemissaries? You rather conjure demons rather than ghosts? Kami? Well, I considered adding a section for rules for such but it didn't seem right as things stand. If you want to use one, go for it. Some should work pretty much as is (Voice of the Void), while others may need some serious overhauls.
Starfinder Archetype Rules: Unfortunately, the structure of the class as converted does not lend itself to the 'Altered or Replaced' rules. Though there is a distinct 9th level ability, there is nothing acquired consistently at 2nd, 4th, 6th, 12th, and 18th. initial thought though:
2nd: Delay Taboo until 3rd, remove Haunt Channeler.
4th: Delay Spirit Bonus increase until 5th, remove Location Channel
6th: Delay Spirit Power (intermediate) until 7th, remove Connection Channel
9th: Remove Propitiation.
12th: Delay Spirit Bonus increase until 13th, remove Ask the Spirits.
18th: Remove Spacious Soul.Last edited by Xuldarinar; 2018-01-12 at 02:47 AM.