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Anomaly Hunter

Source Starfinder #48: Masters of Time and Space pg. 50
There are parts of space that are undefined, unexplained, and sometimes even impossible. While most stay far away from these dangerous places, some actively seek them out. Whether to feel the thrill of harnessing the unknown, to understand what’s at the heart of such a phenomenon, or to simply make a profit, anomaly hunters risk their lives in these pursuits. These anomaly hunters live dangerously, but they are devoted to their cause and are driven, resilient individuals.

Alternate Class Features

The anomaly hunter grants alternate class features at 2nd, 4th, 6th, and 12th levels.

Expedition Leader (Ex) - 2nd Level

An expedition into unknown and dangerous parts of space needs to be well outfitted or it’s doomed before it even starts. As an experienced explorer, you know where to look for the best deals, whom to shake down for pieces of equipment, and whom to sweet-talk for research grant money. Three times per day when you attempt one of the following skill checks, you can roll 1d6 and add the result to your skill check as an insight bonus. At 10th level, you can roll a 1d8 instead of a 1d6.
  • Culture checks to recall knowledge about local laws, customs, merchants, research institutes, or universities
  • Diplomacy checks to gather information about the route you’re planning, space ports, merchants, and goods
  • Profession checks to help outfit your expedition, gather supplies, ready your starship, arrange for enough credits, or any other use of a Profession skill the GM approves
  • Bluff, Diplomacy, or Sense Motive checks to negotiate the price for goods and services

Anomaly Expert (Ex) - 4th Level

You excel at extrapolating from little information, and space anomalies are your specialty. When studying an anomaly, you keep an open mind and try multiple approaches to find a theory that fits in explaining it. Life Science, Mysticism, and Physical Science become class skills for you, if they aren’t already. Once per day when you attempt a Life Science, Mysticism, or Physical Science skill check, you can roll twice and use the better result. You can use this ability additional times per day by expending 1 Resolve Point for each use after the first.

Miracle Worker (Ex) - 6th Level

You’ve been in enough tough spots that you’ve picked up a trick or two, through a mix of careful study and a little exposure to strange phenomena. You gain access to the spell jury-rig. If you have the spells class feature, you add jury-rig to your list of spells known and treat it as a spell on your class spell list. If you already know jury-rig, you instead gain an additional 2nd-level spell of your choice from your class spell list. If you don’t have a class spell list or spells known, you gain jury-rig as a spell-like ability that you can cast three times per day.
In addition, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to twice your class level to one vehicle, piece of equipment, or creature if you have sufficient materials or tools at hand (at the GM’s discretion). This doesn’t count as resting to restore Stamina Points.

Vacuum Inoculation (Ex) - 12th Level

Throughout your career as an anomaly hunter, you’ve been exposed to unknown types of radiation, wild magic, or even strange experiments. This has altered your body in unforeseen yet beneficial ways. You’re immune to the harmful environmental effects of outer space and of vacuum.