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Player > Class > Archetypes > Deep Cultures Specialist
Starfinder Adventure Path #17: Solar Strike (Dawn of Flame 5 of 6) p.53
Some scholars devote their lives to understanding
the rare and bizarre creatures and civilizations that
reside within the stars, known to many as Deep
Cultures. Such a pursuit requires not only academic devotion
but also physical resilience, as any kind of field research
involves traveling to some of the most dangerous places in
the universe. Nevertheless, those who persevere discover
amazing secrets about both these unusual creatures and the
stars themselves, and they soon find themselves capable of
withstanding the power of suns and even harnessing it for
their own use.
Within the Pact Worlds system, Deep Cultures specialists
are highly sought after by many organizations, notably
including the Corona Artifact Divers, the Sun Atlas, and the
Deep Cultures Institute.
The majority of Deep Cultures specialists are scholarly
types—often envoys, mystics, or technomancers, though
members of many other classes may follow this path.
Solarians in particular can be drawn to the secrets of Deep
Cultures, and other martially oriented types may seek
to understand the raw power of suns and their peoples.
Typically, Deep Cultures specialists have the scholar,
solar disciple, xenoarchaeologist, xenoseeker, or
similar themes.
To learn about Deep Cultures, you must frequently gather information from strange sources. You can use identify as a spell-like ability three times per day. At 16th level, you can also use retrocognition once per day as a spell-like ability, as long as the location you are attempting to gain information about is on or within a sun. Your caster level for these spell‑like abilities is equal to your character level.
You have spent so much time studying residents of various suns that you can add their often-fiery power to your and your allies’ weaponry. One per day in a process that takes 10 minutes, you can temporarily add the flaming weapon fusion to up to four weapons of 5th level or higher that don’t already deal fire damage. You must have access to these weapons during the entirety of the process, and the time doesn’t count as a 10-minute rest to regain Stamina Points. This bonus fusion doesn’t count toward the total level of fusions the weapon can have at once. In addition, a weapon with this bonus fusion gains the burn critical hit effect (dealing 1d4 fire damage for every 6 character levels you have); if the weapon already has one or more critical hit effects, the wielder must choose one of the critical hit effects to apply when scoring a critical hit. These bonus fusions last for 1 hour.
You have spent so much of your life around stars that you’ve developed resistance to the worst of their effects. You gain fire resistance 20 and you always treat radiation as 1 step lower than it is for the purpose of saving throws and effects. When you take fire damage, you can lower you fire resistance as a reaction, such as to take advantage of the solar disciple’s heat transfer ability; this lasts until the start of your next turn.
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