Starfinder Playtest Preview: Witchwarper

Friday, July 12, 2024

Hello again from the Starfinder team! With the launch of the Starfinder Second Edition Playtest right around the corner, it won’t be long until you can dive in, build characters, and try the new classes for yourself. Still, we couldn’t resist one last, brief glimpse into the sixth class from the Playtest Rulebook: we’re talking, of course, about the witchwarper!



Zemir, the iconic witchwarper
Art by Kent Hamilton
Zemir, The starfinder iconic witchwarper, dressed in purple layers, holding a staff with a lantern at the top

Witchwarpers are reality-bending spellcasters whose lives are defined by a paradoxical event that forever warped their existence. Origins in an alternate reality? A trip along a parallel timeline? A quantum experiment gone awry, or a malfunctioning alien device? The Gap itself? Whatever the cause, each witchwarper’s exposure to paradoxical reality has given them tremendous magic abilities.

Beyond affecting reality with mere spellcasting, witchwarpers can create a reality-warping quantum field. In another reality (which is to say, in Starfinder First Edition, insert wink emoji here), witchwarpers had to expend spell slots to use their reality-altering infinite worlds ability. Witchwarpers had to choose between altering reality through spells, or through infinite worlds. Later, in Starfinder Enhanced, the enhanced witchwarper gained additional spell slots to use for infinite worlds.

While a witchwarper’s spellcasting and quantum field are still mechanically intertwined, we’ve taken a new approach. In Starfinder Second Edition, witchwarpers can use the Warp Reality action as often as they want. This brings their quantum field into existence, and the effects of this quantum field depend on the paradox that defines the witchwarper’s magic power. Witchwarpers gain additional abilities through their paradox (and feat selections) that allow them to manipulate or interact with their quantum field, whether by moving it, applying additional zone effects to it, or targeting creatures inside it with reality-altering powers.

Of course, warping reality requires focus. While witchwarpers can create their quantum field as often as they like, they must Sustain it if they want it to stick around. Thankfully, witchwarpers have a new option at their disposal: abilities with the anchoring trait, such as a witchwarper’s focus spells, signature spells, and certain feats, automatically sustain the quantum field in addition to any other effects they may have.

If you think you’ve heard the concept of an “anchor” somewhere in Starfinder before—you’d be correct! An anchor was an important part of the time-bending precog class from Starfinder First Edition. Precog is part of the witchwarper class now—in fact, precog is one of the paradoxes you can choose for your witchwarper character! Anchors aren’t just for precogs anymore: every witchwarper has an anchor, which is a memory, concept, or object that keeps them grounded in true reality. A witchwarper can sustain their quantum field through a special “anchoring action” granted by their anchor, granting them greater flexibility from round to round, rather than forcing them to sustain their quantum field by casting specific anchoring spells. Witchwarpers can even gain the ability to anchor their quantum field through their Strikes!

Witchwarpers have a big impact. Conjuring zones of otherworldly darkness. Infusing spells with energy from another reality, or even borrowing spells and ancestry feats from other realities. Altering the flow of time. Erasing enemies from existence. When every reality is at your disposal, the possibilities are infinite.

We’re especially keen to receive your feedback on the witchwarper class, as it’s gone through multiple different realities during the course of development. The Starfinder Playtest site is the place to watch for news and info about the playtest and feedback process, and we’ll have more Starfinder Second Edition news at GenCon 2024. Which is to say—quite soon!

— The Starfinder Team

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Tags: Starfinder Starfinder Playtest Starfinder Roleplaying Game Starfinder Second Edition
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Xenocrat wrote:
Post Field Test reaction, Mystic will also have some Occult connections in the Playtest (because the majority of SF1 connections were much more occult than divine or primal in orientation).

By that same token, I could see the witchwarper eventually getting some primal or even divine paradoxes, overlaying strange biologies from divergent realities or superimposing sections of other planes over the Universe.

Should be a cool time, and I think that will also help keep Starfinder casters feeling a bit like the SF1E ones do. Yeah magic is no longer so universal, but classes can all be a bit more pick-a-listy, instead.

Grand Lodge

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Pathfinder Adventure Path Subscriber
Kishmo wrote:

I'm so stoked to see the final release, and sink my teeth into the new witchwarper and precog!!

I really don't like calling their "alternate [reality / timeline / spatiality / whatever]" schtick a Quantum Field. I have said it before, but, the word "quantum" is so overused and diluted in sci fi, it's lost all meaning. Especially given that quantum science and quantum computing are still burgeoning fields in real life, the more that those fields develop and mature (and usage of the word "quantum" along with that), the more that using "quantum" as a stand-in for "something weird, spooky, and/or high tech" will feel quaint and outdated.

Fun fact: There was a "Radio Cleaners" in downtown Minneapolis in the 1930s. It had nothing to do with radio, just a dry cleaner shop, but "radio" had connotations of new, modern, and high-tech.

In the 1940s-60s it was anything to do with aviation and space (jet-, strato-, rocket-, space-age...) In the 1970s-90s it was computer tech. Same as it ever was, same as it ever was.


I love the way the witchwarper sounds like it is going to play, but the character art just looks so clunky. Why all the chonk?

-Beta

Silver Crusade

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So happy someone convinced Zemir to exchange his sword for the staff of lamplighting.


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Greydoch wrote:

I love the way the witchwarper sounds like it is going to play, but the character art just looks so clunky. Why all the chonk?

-Beta

If I had to guess, Zemir took Medium armor proficiency


Pathfinder Adventure, LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber
Thurston Hillman wrote:


Speaking from the Org Play perspective... having a pregen with a weapon that they can't innately use in their class is _tricky_. Zemir's sword was always a huge drawback from the overall feel of the class and we wanted to evolve that in this new version!

If only Zemir could get Weapon Proficiency as a level 1 feat...


Pathfinder Adventure, LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber
Everrick158 wrote:
QuidEst wrote:
Ancestry feats from another reality? Heck yeah. This all sounds great! Int-based will take some adjustment, of course, but all the stuff here sounds amazing.
I'm with you on that, I kind of wish they were like the 2e psychic and had a choice between Int or Cha.

Honestly, feel the same on this with both Witchy, but also Solarian and Operative. Operative seems to be the new 1e soldier from the previews we've got, and Solarian Flare/Shield/Armor/Lunar outside of the beatstick DPR meta all tended to focus opposite of what we've seen their key stat to be. I feel both of those two should be STR/DEX if tied to a physical stat at all.


Ravien999 wrote:
Thurston Hillman wrote:


Speaking from the Org Play perspective... having a pregen with a weapon that they can't innately use in their class is _tricky_. Zemir's sword was always a huge drawback from the overall feel of the class and we wanted to evolve that in this new version!

If only Zemir could get Weapon Proficiency as a level 1 feat...

It would be way out of line with historical SFS pregen build competency.

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