The Transcendent Evolutionist


Evolutionist Class


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I am pleased to be submitting a variation on the evolutionist that more matches the kind of thing I would like to play. I can't claim that this is balanced or in any way playtested, but it represents something that would FEEL better to me. Note that I baked in some of my Reverse Evolutionist ideas.

Transcendent Evolutionist

Stamina Points: 6+Con modifier/level
HP: 6/level
Key Ability Score: Str or Dex
Skill Ranks per Level: 6+Intelligence Modifier
Class Skills: Acrobatics (Dex) Perception (Wis) Athletics (Str) Profession (Cha, Int, or Wis)
Culture (Int) Stealth (Dex) Disguise (Cha) Survival (Wis) Intimidate (Cha)
ARMOR PROFICIENCY
Light armor
WEAPON PROFICIENCY
Basic melee weapons and small arms

BAB: 1/level
Good Saves: Fort/Reflex
Poor Save: Will

Level Class Features
1st Adaptive Strike, Transformation Pool, Flexible Skill, Niche
2nd Augmented Form, adaptation, fulcrum
3rd Weapon Specialization, Transcendent Form, Skill Boost +1
4th Adaptation
5th Evolution Drain
6th Adaptation, Skill Boost +2
7th Transcendent Form
8th Adaptation
9th Flexible Skill, Skill Boost +3
10th Adaptation, Niche Ability
11th Accelerated Evolution, Transcendent Form
12th Adaptation, Skill Boost +4
13th Minor Apotheosis
14th Adaptation, Evolution Drinker
15th Transcendent Form, Skill Boost +5
16th Adaptation
17th Flexible Skill
18th Adaptation
19th Transcendent Form
20th Adaptation, Transcendent Apotheosis

Class Abilities:

1st Level:
Adaptive Strike: (as written, but add:) At 2nd level, as long as you have at least 1 TP in your Transformation Pool (see below), your adaptive strike gains a critical hit effect based on its damage type: arc (electricity), bind (cold), bleed (piercing or slashing), burn (fire), corrode (acid), or knockdown (bludgeoning). Critical hit effects that deal damage deal 1d6 damage, increasing to 1d10 at 7th level, 2d10 at 13th level, and 3d10 at 19th level.

1st Level:
Transformation Pool: Your body overflows with transformative potential, and manifests as a pool of potential energy available during a crisis. You gain Transformation Points when involved in a combat encounter that includes a significant enemy (Core Rulebook 242). During combat, you start with a full pool of Transformation Points. Your starting pool is 5 at first level. This increases by 1 at each of 7th, 14th, and 20th levels, to a maximum of 8.

Gaining TP
At the start of your turn, if you have less than your maximum pool, you gain 1 TP. Once per turn, you can spend 1 Resolve Point to gain 1 TP. Other class features may provide additional ways of gaining TP.

Spending TP
During your turn, you may spend TP as needed to perform impressive feats, enhancing your capabilities in battle.

1 TP – Manifest Adaptive Strike without taking an action
1 TP – Activate 1st level Instinct (see niche, below) for 3 rounds
1 TP – +1 AC (light armor) or +1 EAC (heavy or powered armor) until the start of your next turn (R)
5 TP – +2 AC (light armor) or +2 EAC (heavy or powered armor) (does not stack with previous entry) until the start of your next turn (R)
2 TP – +1 enhancement bonus to one saving throw until the start of your next turn (R)
4 TP – +1 enhancement bonus to all saving throws until the start of your next turn (R)
1 TP – +5' movement until the start of your next turn
3 TP – +10' movement until the start of your next turn (does not stack with previous entry)
6 TP – +20' movement until the start of your next turn (does not stack with previous entries)
2 TP – Gain Climb or Swim speed equal to half your land speed for 3 rounds

Abilities designated with an (R) may be used as a Reaction outside of your turn.

While you can gain considerable abilities by spending TP, there are risks for spending your pool too quickly. If you spend 2 or more points in one round, you gain your niche's vulnerability for 3 rounds. If you spend 4 or more TP in one round, you gain both your niche's vulnerability and drawback for 3 rounds. See your niche for details.


1st level:
Flexible Skill: Add any one skill to your class skill list. At each of 9th and 17th levels, add another skill to your class skill list. For all purposes, these skills are considered to be retroactively on your class skill list from 1st level, such as for theme bonuses and other effects. Further, if you choose a skill that you gained through the Skill Synergy feat, you may choose to apply Skill Synergy a different skill instead.

1st level:
Niche: (as written, but replace 20th level ability with Transcendent Apotheosis, below; also distinguish between 1 point drawbacks as Vulnerabilities and 3 point drawbacks as Drawbacks - see the modifications to the niches below for examples)

2nd level:
Augmented Form: Your transformation has left some permanent mark on your body, resulting in a free augmentation of a type associated with your niche of your level or less. At 8th level you gain a second free augmentation of your level -6 or less. At 15th level you gain a third free augmentation of your level -13 or less. These free augmentations can be placed in any open slot on your body, and may be changed to new augmentations each time you gain a level.

In addition, your body eagerly accepts new augmentations, even creating some of the components from your own flesh. You reduce the cost of augmentations associated with your niche by 10%. This applies only to augmentations whose item levels are no greater than your evolutionist level. If you receive a discount on an augmentation from another source (not counting the augmentation evolutionary focus below), you instead increase that discount by 5%.

Unlike most recipients of augmentations, you can remove your genetic marker from augmentations you no longer wish to use, leaving an augmentation with a clean genetic base suitable for use by any other creature. As a result, you may sell any augmentations you buy with the discount associated with this class featurefor 10% of their discounted price.

2nd level:
Evolutionist Adaptation: (as written, though I'd still like some out-of-combat utility here, somehow)

2nd level:
Fulcrum: (as written)

3rd level:
Weapon Specialization: (as written)

3rd level:
Skill Boost: (as written)


3rd level
Transcendent Form: You can now change your form to reveal a fraction of your power. Choose a creature type associated with your niche [editor's note: I added "Associated Types" to the niches, see below]. Once chosen, the creature type does not change regardless of how many Transcendent Forms you gain. As a move action, you can spend 1 Resolve to initiate a transformation that will complete at the start of your next turn. This change lasts until the end of your next combat, spending 1 Resolve to take a 10 minute rest to regain Stamina, or immediately upon being reduced to 0 TP.

Your form reflects that creature type in some way (such as powerful limbs for a Monstrous Humanoid, an ethereal radiance for an Outsider, a certain liquid flow to the skin for an Ooze, etc.). You gain a +1 circumstance bonus to Diplomacy checks to Change Attitude, Bluff checks to Lie, and Intimidate checks to Bully creatures matching the chosen type. This bonus goes up to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level. You also do not take the +10 DC to Disguise checks for attempting to emulate a creature of the chosen type. Note that your type does not change as a result of gaining this feature.

While in Transcendent Form, you automatically manifest your Adaptive Strike (if you hadn't already revealed it) and gain a damage bonus with your Adaptive Strikes equal to half of your current pool of TP. In addition, choose a Transcendent Form from the list below. You have access to the form's ability while in your Transcendent Form in or out of combat. At 7th, 11th, 15th, and 19th level you gain another Transcendent Form from the list.

Flight: Whether ponderous batlike wings, arcane fire launching out of your hands and feet, a sturdy jet engine emerging from your body, or some other means, you are able to fly. You gain a Fly speed equal to your land speed with average maneuverability. You may take this Form a second time to gain Perfect maneuverability and +10' Fly speed.

Brachiation: Your limbs, whether long arms or tentacles or by shooting spider webs, are well-suited to swinging from tree limbs, building outcroppings, or other protrusions. You gain a climb speed equal to your land speed; when you jump while climbing, you are always considered to have a running start. You may take this Form a second time. If you do, you may always Take 10 on Athletics rolls when jumping or climbing, even in a dangerous or distracting situation.

Leviathan: You are a terror of the depths. You gain a swim speed equal to your land speed, water breathing, and immunity to damage from extreme depths. Your attacks with your Adaptive Strike do not suffer a penalty even if they do electricity damage, and their damage is not reduced to half (or one-fourth, for fire damage).

Packmaster: You are able to anoint your comrades and followers with a portion of your power. When you spend TP for an adaptation or an effect listed under Spending TP, above, you may spend 1 extra TP to also affect an allied creature within your reach. If the duration of the effect is measured in rounds, the duration is reduced by 1 round for both your ally and yourself. If the effect is measured in minutes, the duration is halved. Effects with an hour or longer duration cannot be shared. You may take this Form up to three times; the second time it is taken, you may bestow an ability on one more allied creature as long as all affected creatures are within 15', and the duration of all effects is no longer reduced. The third time it is taken, you may place the effect on all allies within 20'.

Secondary Adaptive Strike: Whether you are becoming a fearsome chimera, a powerful dragon, or some other dangerous creature, your arsenal of Adaptive Strikes grows. Choose a second type of damage from the available list of Adaptive Strike damage types. You may now alternate freely between these strikes when attacking, although the damage die for the secondary strike is calculated as if your Evolutionist level were 4 lower. When you make a full attack and make one attack with each of your Adaptive Strike and Secondary Adaptive Strike, you only take a -3 penalty to each attack. You must be 7th level to select this Form. You may take this Form a second time. If you do, you choose a third type of damage from the available list. The damage of this attack is also calculated as if your Evolutionist level were 4 lower. When you make a full attack, you may make three attacks as long as you are using each of your Adaptive Strike damage types, and you take a -5 penalty to each attack.

Fulcrum Armor: Your Fulcrum emits a shimmering forcefield, covers you in protective draconic scales, or layers ablative plates of durable steel atop your chassis. Whatever the method is, you gain Temporary Hit Points equal to your level, which you can replenish by using a Move action to restore 1d4 points, up to once per round.

Augmentation Cornucopia: Your Transcendent Form is a chromed-up street slasher or a genetic marvel or something entirely different but equally enhanced; your body spontaneously generates extra enhancements when you enter your Form. You may spontaneously generate up to your level in augmentations associated with your niche whenever you take your Form; you may split these levels among two or more augmentations, or select a single augmentation of your level. You also permanently gain one augmentation slot in a single system; once chosen this cannot be changed, and no system can have more than two augmentations. You may select this Form a second time; if you do, you gain two bonus augmentations instead of one, though no system may have more than two augmentations. Further, you may choose your spontaneous augmentations from any list, instead of the list associated with your niche.

Magical Font: Your latent magical powers emerge in swirling magic eddies while you are in your Transcendent Form. Choose one spell list; once chosen this choice cannot be changed. Choose one spell from that spell list of an appropriate spell level based on your evolutionist level: at 3rd level, you may choose a first level spell, at 6th level, you may choose a second level spell. At 9th level, you may choose a third level spell. At 12th level, you may choose a fourth level spell. At 15th level you may choose a fifth level spell. Finally, at 18th level and above, you may choose a sixth level spell. You may cast your chosen spell three times per day, though you may spend 1 Resolve to cast the spell again even after you have run out of daily spells. For the purposes of saving throws and spell penetration, you are considered a spellcaster using your Key Ability Score as your casting statistic. You may also use spell gems from your selected spell list. You may choose this form a second time; if you do, choose a second spell from your chosen spell list; you may cast that spell three times per day as well. Each time you gain a level, you may change your selected spell (or spells), even from a higher level spell list if available. Those with the Eldritch niche may enhance their own spells cast using this Form.

The True Tongue: You can communicate with any creature of a type familiar to you. You are considered to have Truespeech, as per the universal creature rule, when communicating with a creature of any type associated with your niche (not just the type associated with your Transcendent Form). In addition, your circumstance bonus to influencing your chosen type now applies to all creatures of a type associated with your niche. Those with the Mechanized niche also gain the effects of a Technopathy Node without using an augmentation slot.


5th level
Evolution Drain: (as written)

11th level
Accelerated Evolution: (as written)

13th level
Minor Apotheosis: You no longer need to spend RP to enter your Transcendent Form. You are now considered to have both the creature type selected for your Transcendent Form and your regular type. Effects that affect either type affect you; if an ability used on you were to have a greater effect against one of your types, you may choose whether you want to be treated as your new type or your original type for the purposes of that effect.

14th level
Evolution Drinker: (as written)

20th level
Transcendent Apotheosis: You no longer leave your Transcendent Form after battle, resting, or upon reaching 0 TP, though you are able to revert to your original form if desired. You are no longer considered to be your original type, though you maintain any subtypes that you might have had. You do not gain any creature grafts associated with your new type, but you do become immune to one or more effects based on your niche, plus two additional effects of your choice from the following list: bleed, death effects, disease, fatigued (including exhausted), negative levels, nonlethal damage, paralysis, poison, sleep, or stun.


Niches

Eldritch: (as written, but clarify that the bonus damage taken is a “Vulnarability” while not being able to lower SR is a “Drawback” Clarify that the Associated Types for Transcendent Form are dragon, fey, magical beast, or outsider) [editor's note: added magical beast to types]

Mechanized: (as written, but clarify that the bonus damage taken is a “Vulnarability” while gaining the construct type is a “Drawback” Clarify that the Associated Type for Transcendent Form is construct) [editor's note: this niche's drawback should be re-worked, since Minor Apotheosis effectively neutralizes it completely]

Sepulchral: (as written, but clarify that the lowered healing is a “Vulnarability” while potentially being forced to waste actions on a kill is a “Drawback” Clarify that the Associated Types for Transcendent Form are undead, vermin, or aberration) [editor's note, swapped the Vulnerability and the Drawback for thematic reasons... the Drawback is now slightly harder to get, and a bit less crippling. Also added vermin and aberration to types to expand creative options. Also clarify that only listed necrografts can be used as part of the niche's Augmentation Type, not necrograft versions of any augmentation]

Vital: (as written, but remove Species Grafts from Augmentation Type and clarify that the bonus lowered Will saves is a “Vulnarability” while not being able to use casting, Int skills, or Cha skills is a “Drawback” Clarify that the Associated Types for Transcendent Form are animal monstrous humanoid, ooze, or plant) [editor's note: swapped aberration for animal for thematic reasons, and to give aberration to Sephulchral. Removed Species Grafts from Augmentation Type to give to The Stranger, below. Also clarify that Adaptive Biochains cannot be used to let the character use cybernetics as part of the niche's Augmentation Type]

The Stranger
You may be a wanderer, but you are welcomed everywhere you go. You are strangely nondescript, while at the same time being extremely familiar to those you meet, and especially to those that would do you harm. You may be an infiltrator, an insidious doppelganger, or simply a freeloader; most people know you as “just a regular person.”
Associated Types: humanoid, monstrous humanoid, or outsider
Augmentation Type: Species grafts
Class Skill: Bluff
Instinct: You can project waves of uncertainty and false sensations, making foes easier marks. You project a 15' aura which causes enemies to take a penalty to their Will saves equal to half your TP.
Vulnerability: Whenever you fail a Feint, or an enemy beats you with a Perception check verses your Stealth in a contested roll, you are flat-footed until the start of your next turn.
Drawback: Sometimes you just can't help yourself. When you use Clouded Minds, select either yourself or an ally within 15'. The selected character must also make a Will save to avoid being confused for 1 round.
Clouded Minds (1st Level): You are always unconsciously manipulating the minds of those around you. As a standard action, or as a reaction when you are struck in combat by an enemy within 15' of you, you may spend 1 TP as a reaction to force the attacker to make a Will save or become confused for 1 round. This duration increases to 2 rounds at 7th level, 3 rounds at 13th level, and 4 rounds at 19th level.
What's in Their Pockets? (10th Level): Wait, when did you have time to take that? As a standard action, you may spend 2 TP to interdimensionally steal an item off of one enemy within 30'. The target must make a Will save; if they succeed, they are still unsettled by the sensation and are off-target for 1 round. If the save is failed, the GM selects one item from their inventory that could normally be produced with a move or swift action. It cannot steal an item currently held in the enemy's hands or attached to them or their armor, such as an armor upgrade.
Niche Metamorphosis (20th Level): Your creature type becomes humanoid, monstrous humanoid, or outsider, based on your selection for Transcendent Form. You become immune to blindness, deafness, and stunned effects.


I wouldn't do a niche that is specifically species grafts, 1 because the grafts can explicitly be of any type, so that's silly since everyone else can already use them as part of their niche., and 2, they stop at level 11. So the ability/benefit is very limited past that level.


C4M3R0N wrote:
I wouldn't do a niche that is specifically species grafts, 1 because the grafts can explicitly be of any type, so that's silly since everyone else can already use them as part of their niche., and 2, they stop at level 11. So the ability/benefit is very limited past that level.

That's a fair point, but I believe some clarification is in order anyway because necrografts can mimic biotech or cybernetics, and biotech essentially gets all of cybernetic with adaptive biochains. I don't think the intent is to make Sepulchral the king of augments, and stating that Vital gets species grafts is completely redundant if they can be of any type anyway.

And just because there's no species grafts over level 11 now, doesn't mean that there will never be higher level grafts.


Dracomicron wrote:
C4M3R0N wrote:
I wouldn't do a niche that is specifically species grafts, 1 because the grafts can explicitly be of any type, so that's silly since everyone else can already use them as part of their niche., and 2, they stop at level 11. So the ability/benefit is very limited past that level.

That's a fair point, but I believe some clarification is in order anyway because necrografts can mimic biotech or cybernetics, and biotech essentially gets all of cybernetic with adaptive biochains. I don't think the intent is to make Sepulchral the king of augments, and stating that Vital gets species grafts is completely redundant if they can be of any type anyway.

And just because there's no species grafts over level 11 now, doesn't mean that there will never be higher level grafts.

On the other hand, Sepulchral getting the worst deal also isn't great- necrografts come with a drawback, and jump from 1 to 6 to 12 to 18 with nothing at all in between.

Maybe allow off-list grafts at a one- or two-level penalty.

Also just including this as a consideration for if Paizo does any sort of cross-category graft clarification.


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QuidEst wrote:
On the other hand, Sepulchral getting the worst deal also isn't great- necrografts come with a drawback, and jump from 1 to 6 to 12 to 18 with nothing at all in between.

Not true. Technically necrografts cover ALL cybernetic and biotech augmentations at 90% of the price to boot.


Dracomicron wrote:
C4M3R0N wrote:
I wouldn't do a niche that is specifically species grafts, 1 because the grafts can explicitly be of any type, so that's silly since everyone else can already use them as part of their niche., and 2, they stop at level 11. So the ability/benefit is very limited past that level.

That's a fair point, but I believe some clarification is in order anyway because necrografts can mimic biotech or cybernetics, and biotech essentially gets all of cybernetic with adaptive biochains. I don't think the intent is to make Sepulchral the king of augments, and stating that Vital gets species grafts is completely redundant if they can be of any type anyway.

And just because there's no species grafts over level 11 now, doesn't mean that there will never be higher level grafts.

They’ll be in the same book that adds more alien summon options.


Garretmander wrote:
QuidEst wrote:
On the other hand, Sepulchral getting the worst deal also isn't great- necrografts come with a drawback, and jump from 1 to 6 to 12 to 18 with nothing at all in between.
Not true. Technically necrografts cover ALL cybernetic and biotech augmentations at 90% of the price to boot.

I mean, if the proposed solution of "disallow all substitutions" were adopted, that would leave necrografts in a particularly bad spot.


Pathfinder Starfinder Roleplaying Game Subscriber

hmm, so what I like about the evolution that this just abandons is not having full control over your mutations. the evo changes slowly as the fight goes on for both good and bad, and in order to exert control over it, you have to spend resources to do so (actions, resolve, EP). In this case, it's more of a soft limitation to what you can actively do rather than lacking total control over how you change.


1 person marked this as a favorite.
Skabb wrote:
hmm, so what I like about the evolution that this just abandons is not having full control over your mutations. the evo changes slowly as the fight goes on for both good and bad, and in order to exert control over it, you have to spend resources to do so (actions, resolve, EP). In this case, it's more of a soft limitation to what you can actively do rather than lacking total control over how you change.

In some games I don't want full control over my powers. Those are games like Vampire: the Masquerade and Werewolf: The Apocalypse.

In Starfinder there's no real precedent for not having full control over your character.


Pathfinder Starfinder Roleplaying Game Subscriber
Dracomicron wrote:
Skabb wrote:
hmm, so what I like about the evolution that this just abandons is not having full control over your mutations. the evo changes slowly as the fight goes on for both good and bad, and in order to exert control over it, you have to spend resources to do so (actions, resolve, EP). In this case, it's more of a soft limitation to what you can actively do rather than lacking total control over how you change.

In some games I don't want full control over my powers. Those are games like Vampire: the Masquerade and Werewolf: The Apocalypse.

In Starfinder there's no real precedent for not having full control over your character.

there doesn't have to be a precedent. This class being that is exciting to me because it DOESN'T exist yet in Starfinder.

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