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Today, I am going to continue actual OGL rule examples of some material coming in the Starfinder Infinite ShadowFinder book.

I wanted a class to fill the “modern character with weird powers” niche so common in much of the inspirational media that has influenced the form ShadowFinder took. This is more than being a spellcaster, or even something the psionic themetype I wrote up can represent. I needed a class for firestarters, dead zones, shining, heckspawn, and mutants.

I needed a way for a PC to be an enigma. So that because the class.

Here’s a preview of some elements of this new, 100% Starfinder-compatible, character class.

<figure>(Yes, I have new ShadowFinder art for all 8 classes I’m supporting in the ShadowFinder Core Book. No, this one is not the enigma. Yes, you’ve seen the enigma digitized tease already. Guess which one it is?!)</figure>

Enigma

An enigma has power, but no one (not even the enigma) is sure why. Unlike spellcasters or combatants, it is not a trained or learned power, and unlike warlocks it is not part of some bargain for power from otherworldly forces. That doesn’t mean the enigma can’t train to use their powers more effectively, or that it might not have been bestowed by an entity beyond the enigma’s understanding, but no science or mystic research has yet to understand enigmas’ abilities, and the growing number of enigmas is seen by many groups as a rising threat.

An enigma has often had to hide for much of their life, at least early on. Their powers are hard to control when they first manifest, and can both disrupt the stability of a support group and attract attention from others. It’s not unusual for an enigma to be the product of some mysterious experiment who escaped, and to be hunted by their former keepers. Others seem to bloom with power on their own, but organizations exist who wish to find the source of that power, even if they have to cut it out of the enigma. As a result, many enigmas learn to be self-sufficient when young, both in urban and wilderness settings.

Once enigmas grow into their abilities, most groups consider opposing an enigma directly to be too dangerous, though organizations with more reach and resources may feel differently. An enigma does well to forge bonds with allies to ensure anyone interest in knowing how they manipulate energy, form, or even reality itself sees that the enigma is not alone, and has friends who will come after them if they disappear.

Hit Points: 6Stamina Points: 6

Key Ability ScoreCha

While no one knows where the power that makes enigmas comes from, the fact that it fueled by their own force of personality seems clear. Enigmas may be bold or shy, honest or deceptive, friendly or hostile, but they all have the strong sense of self that makes them naturally apt at interpersonal relationships. Your Charisma determines the save DCs of your various enigma powers, and is thus your key ability score.

Class Skills

The enigma’s class skills are Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Medicine (Int), Mysticism (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand(Dex), Stealth (Dex), and Survival (Wis)Skill Points at each Level: 6 + Int modifier.

Proficiencies

Armor

Light armor

Weapons

Basic melee weapons, small arms.

(Yes, I am ending this preview before the class features table on purpose!)

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