Glitch (Sorcerer Archetype)

A glitch is an individual who realizes that, on some level, reality is a simulation. Maybe it’s literally a computer simulation, a divine play where all the players dance about on marionette strings tugged by the gods, the world is the dream of a sleeping ancient, or something else of that ilk. Glitches can “hack” reality, modifying snippets of the code of reality on the fly and exploiting system loopholes. In some ways they are akin to a player - somewhat metacognisant of the rules of the game.

GM'ing for a Glitch: Allowing a player to play as a glitch invests in them a degree of narrative power not normally seen in Pathfinder. A GM should work with their glitch to not upset the normal narrative flow or intention of the game. A glitch’s power should never get in the way of the enjoyment of the players or the GM. For example: If the GM has set up a unique encounter he worked hard on and the glitch wants to switch the monster on him, the GM could request that he not but perhaps offer him an alternative.

Class Skills: A glitch adds Knowledge (Planes) to their list of class skills.

What This Replaces: This replaces a sorcerer’s bloodline class feature. Unlike a standard sorcerer a glitch does not receive bonus spells, bonus feats, or bonus arcana.

Reality Hacking (Ex): The glitch can begin to tug at the underpinnings of reality modifying things in subtle ways and outright breaking the rules in other instances. At 1st level, 2nd level and every even level thereafter a glitch gains a “hack” they can perform in order to modify reality to fit their whim. This typically revolves around modifying the fundamental nature of creatures or objects.

Performing a hack causes a glitch to accrue a certain number of recoils. See, the universe doesn’t like to be messed with and if a glitch flexes the rules one way the universe flexes them back the other way (often to the misfortune of the glitch themselves). Recoils are points that can be expended by the GM to cause misfortunes or “bad luck” to befall the glitch. Recoils never go away unless expended by a GM (unless otherwise stated). See the “recoil” section later in this class for more information on them.

Unwilling creatures targeted by a hack receive a Will save (DC 10 + 1/2 glitch level + Charisma modifier) to negate them. If the creature makes the save the action is still expended and the glitch accrues 1 recoil (rather than the listed cost). Willing creatures do not receive a save.

Note: Ex? This ability is fundamentally bizarre and, though it would normally be listed as a supernatural or spell-like ability it is listed as an extraordinary (Ex) ability due to the fact that it circumvents the normal rules of “magic” and would thusly function in an antimagic field and not be impeded by things like spell resistance.

Swap (Hack): As a full-round action that provokes an attack of opportunity a glitch may, once per encounter, swap one creature within 30 feet of her with another creature of equivalent CR. When she does this she selects 4 creatures of the same CR or of a CR no more than 2 higher than the CR of the creature it is being swapped for and the GM selects which of the 4 creatures it should be swapped for. It occupies the same square as the creature swapped, only remains swapped for a number of minutes equal to the level of the glitch, and this ability may only be used to target enemy creatures. Killing a creature automatically swaps it back to it’s original form.

The creature’s soul remains the same and, thus, their intentions towards the glitch (regardless of alignment) remain the same. Likewise, a creature’s HP is reset (the swapped creature has full HP) though it retains any spells, conditions, etc currently affecting it.

Effects that could not affect the new creature (such as an angel who is suffering from a curse that only affects evil creatures) is suppressed for the duration of this hack. The 4 creatures selected must be able to fit into the space presented without harm, must not be placed in an environment they could not survive in. For example: A young adult black dragon (CR 10) could not be swapped for a whale (CR 10) if they were not in water. It could, however, turn it into a fire giant (if the dragon was on the ground).
Recoil: Equal to the CR of the original creature swapped.
Required Level: 6th

Edit Resistance (Hack): As a standard action that provokes an attack of opportunity a glitch may modify the type of energy resistance of one enemy creature within 30 feet of her has. She may do this as many times per day as she likes, though each time she incurs recoils. She may convert acid, electricity, fire, or cold resistance into another one of the aforementioned 4 resistances (10 fire resistance could become 10 cold resistance). This has no effect on other kinds of resistance (such as Spell Resistance or an energy resistance of another type) or on creatures with elemental immunity/absorption.
Recoil: 1 per 5 Resistance

Damaged Reduction (Hack): As a standard action that provokes an attack of opportunity a glitch may cause an enemy creature within 30 feet with DR overcome in a certain way to instead have it overcome in a different way. A creature whose DR is overcome by slashing, piercing, or bludgeoning may be hacked to be overcome in one of the other two fashions. A creature whose DR is overcome by a certain kind of material (cold iron, silver, adamantine, etc) can be switched to being overcome by a material whose cost is more expensive than the material. A creature whose DR is overcome by alignment-oriented damage (DR/good) may be hacked to be overcome by a different kind of alignment-oriented damage. This has no effect on damage reduction overcome in another fashion. This lasts for a number of minutes equal to the glitch’s level.
Recoil: 1 per 5 Resistance

Invert Immunity (Hack): As a standard action that provokes an attack of opportunity a glitch may modify the energy immunity of one enemy creature within 30 feet of her has and cause it to become a vulnerability. She may do this as many times per day as she likes, though each time she incurs recoils. She may convert any form of energy immunity into a vulnerability (1.5x damage) to that energy type. This has no effect on other kinds of resistance (such as Spell Resistance) or on creatures with elemental absorption. This lasts for a number of minutes equal to the level of the glitch. The glitch must have the edit resistance hack before selecting this hack.
Recoil: 1 per 3 HD of the creature
Required Level: 6th

Reselect Race (Hack): As a standard action that provokes an attack of opportunity a glitch may change her race or the race of another willing creature within 30 feet of her. The new race selected must be of an equivalent race points (+ or - 3 of the race she selected at character creation). She may only do this once per day to a given creature. On herself the change is permanent but on a willing creature other than herself the change lasts for 24 hours.
Recoil: 3

Warp Weapon (Hack): As a swift action that provokes an attack of opportunity a glitch may change the kind of manufactured weapon wielded by a creature within 30 feet of her into another manufactured weapon. This can only turn a weapon into another of its same handedness (a one-handed weapon could only be changed into another one-handed weapon though it may change from a martial weapon to an exotic weapon for example). If the weapon is magic it retains all special qualities, materials, and enhancement bonuses even if those would not make any sort of sense (a vorpal non-slashing weapon for example). This has no effect on natural weapons, on improvised weapons, or on ammunition. This change lasts for a number of rounds equal to the glitch’s level.
Recoil: 3
Required Level: 2nd

Meta Hack (Hack): Any hack may be cast as an immediate action but the glitch takes double the recoil. If the spell is a full-round action they take x3 the recoil instead.
Recoil: N/A
Required Level: 4th

Hack Hardness (Hack): As a swift action that provokes an attack of opportunity a glitch may change the hardness of an unattended, non-magical object less than 10x10x10 ft. within 30 feet. This may be done to pieces of a contiguous structural material (walls, dirt, doors, etc). The hardness of the material is divided by 2 or multiplied by 2 to a minimum of 1 or a maximum of 20 (as per adamantine). This has no effect on the HP per inch of the material.
Recoil: x3 the initial hardness of the material

Systemic Swap (Hack): As a swift action that provokes an attack of opportunity a glitch may swap equipment with a creature within 30 feet. This is limited to easily visible things worn or wielded by the other creature. The object swapped must be of the same slot (only a ring could be swapped for a ring for example). The other creature must be able to wear or wield the piece of equipment (examples: A glitch could not swap a two-handed weapon for a creature’s one-handed weapon if that creature was also holding a shield. A glitch could not swap their ring that can only be worn by good creatures to an evil outsider. A large glitch couldn’t give a small glitch his armor.). A glitch who tries to do this suffers 1/2 the normal recoil and the hack fails. A glitch may, however, swap equipment that is unfavorable to the other creature (example: The glitch could swap a spoon he is holding for the dagger an opponent is). The willingness of a creature also play a factor (example: A cursed weapon that can only transfer hosts by being willingly taken could not be swapped in this fashion) and there is greater recoil inflicted upon the glitch if the creature is not willing.
Recoil: 3 if the other creature is willing, CR of the creature (minimum 3) if they are not.

Mask Creature Type (Hack): As a swift action that provokes an attack of opportunity a glitch may swap the creature type of an enemy creature within 30 feet. This does not have any mechanical effect on the creature beyond its type being changed. Do not grant it new abilities based on its creature type, recalculate ability scores or HD, grant it new traits, etc. All that changes is the creature’s type for the purposes of effects dependent on creature type (such as bane, a ranger’s favored enemy, etc). There are also superficial visual changes. A horse made into a creature of the dragon type might gain scales instead of hair and is easily identifiable as being draconic in appearance but retains all of its normal abilities. This effect lasts for 1 hour.
Recoil: 2 + HD of the creature

Magical Manipulation (Hack): As a swift action that provokes an attack of opportunity a glitch may allow a prepared spellcaster within 30 feet of them to re-prepare their remaining spells. This may only be used once per day on a given spellcaster.
Recoil: 1/2 caster level of prepared spellcaster (minimum 4)
Required Level: 4th

Location Break (Hack): As a move action that does not provoke an attack of opportunity, a glitch may swap places with another enemy creature within 30 feet of them. The glitch may only swap places with a creature of it’s own size category.
Recoil: 3 if willing, CR of the creature if unwilling
Required Level: 4th

Unglue Reality (Hack): As a full-round action that provokes an attack of opportunity a glitch can set the personal gravity of a single creature within 30 feet. They can cause the creature to fly up into the air (as per reverse gravity) or treat a certain direction as “down” (such as north is now down so each round they “fall” north each round). This affects objects on their person (such as trying to fire a crossbow or dropping a rock) but not other creatures in contact with them. A glitch may target themselves with this hack. This lasts for a number of rounds equal to 1/4th glitch level.
Recoil: 1/2 CR of the creature
Required Level: 10th

Lag (Hack): As a full-round action that provokes an attack of opportunity a glitch can remove a creature from reality until the start of the creature’s next turn. The creature is removed from time and space, existing ahead of time and only reappearing in the normal flow of time once its next turn has started. To the creature they simply skip forward in time a few seconds. However this removes them from play, allowing foes to not make attacks of opportunity, allies to avoid what would normally be a deadly attack, etc.
Recoil: 1/2 CR of the creature
Required Level: 10th


Recoil: A GM is in charge of expending a glitch’s recoil. Recoil is the unintended consequences suffered by a glitch for mucking around with the source code of reality. It’s very karmic, coming back to bite the glitch in the butt after they’ve messed with things. The glitch has no maximum recoil but a GM is encouraged to expend recoil so they never get more than x2 their level in recoil. Spending recoil is a non-action that can interrupt any other action at any point. A GM should point out the expenditure of recoils to the glitch as he is aware on some level that the universe is snapping back to reality in a way that punishes him. A GM is by no means limited to the following options to spend recoil. They should be creative and come up with their own unique ways of paying back the glitch for messing with reality. Use the following examples are a baseline to construct your own recoils:

Glitched Social Order: The next town, hamlet, or city the party comes across has its starting attitude moved 2 towards hostile (to a maximum of hostile) towards the party. The amount of recoil this costs is dependent on the size of the population. This lasts for 3d4 days and starts when the party enters the town.
Recoil: 2 per 10,000 people (1 for 5,000 or less)

Glitched Misfortune: Reduce the number the glitch has rolled on any dice by 1/2 the amount of recoil spent. The new amount rolled is considered as what was naturally rolled (if it is reduced to 1 it is considered a critical failure for example).
Recoil: 2 per number reduced by.

Glitched Favor: Treat the result of an attack roll made against the glitch as a critical threat regardless of the actual number rolled.
Recoil: 1/2 HD of glitch

Glitched Weather: Change the local weather patterns as per control weather for 1 day. This is a 2-mile-radius circle centered on the glitch. Typically this is something unpleasant (rain, storms, etc) and is often comically unhelpful (a rainstorm just as he starts to try to make a fire for example).
Recoil: 3

Plant: The glitch suddenly finds himself in possession of a stolen good or contraband item that was otherwise secure and the local authorities have been alerted in some fashion. The glitch himself does not have the item on his person until the authorities search him. This might be a local lord’s prized painting, a minor relic from a church, illegal drugs, or something of that sort. The nature of the contents should be enough to get the glitch thrown in jail or fined a great deal but not enough to cause immediate assault or imminent death.
Recoil: 1/2 CR of glitch

Glitched Object: When a glitch draws a weapon it gains the broken condition (regardless of if it is magical or not) upon its first successful hit, causing it to miss retroactively. This can also be used to cause a piece of defensive equipment (such as armor or a shield) to gain the broken condition right before it is struck (dropping the AC of the glitch). This cannot effect magic equipment but can instead render it completely non-magical for 1d6 rounds.
Recoil: 1/2 CR of glitch

Glitched-Out: When engaged in combat with a glitch a creature may inexplicably gain a new template if the GM spends recoils on this.
Recoil: x3 the level increase of the template (+0 templates are considered +1 templates for the purpose of determining the number of recoils it costs).

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