Classes
Far-Star Victoria is a steampunk-themed setting for Pathfinder 2e without magic, at least not in the traditional way. Therefore, some classes are particularly well-suited for a steampunk setting, and other Pathfinder classes are not available for Far-Star Victoria setting due to their inherently magical nature.
The following Pathfinder 2e Classes are compatible with Far-Star Victoria (click on the class for more info):
Alchemist
There’s no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You’re fascinated by uncovering the secrets of science and the natural world, and you’re constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.
Research Field:
Animist
You are the interlocutor between the seen and unseen, the voice that connects the mortal and the spiritual. You bond with spirits, manifesting their distinct magic and allowing their knowledge to flow through you. You may favor apparitions that grant you healing magic, others that grant you spells of destructive power, or pick and choose between different apparitions as your environment and circumstances demand. You may consider your powers part of a sacred trust or see your unique abilities as a sign that you've been chosen as a champion of two worlds. Whether you advocate for mortals in the planes beyond or whether you represent the spirits' interests, you provide the bridge between realms.
Practices:
Barbarian
Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most.
Instincts:
Cleric†
Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity’s favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.
Doctrines:
Commander
You approach battle with the knowledge that tactics and strategy are every bit as crucial as brute strength or numbers. You might have trained in classical theories of warfare and strategy at a military academy, or you might have refined your techniques through hard-won experience as part of an army or mercenary company. Regardless of how you came by your knowledge, you have a gift for signaling your allies from across the battlefield and deploying commands to rout even the most desperate conflicts, empowering your squad to exceed their limits and claim victory.
Druid
The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it— and an agonizing death to those who take it too lightly. You are one of those who hear nature’s call. You stand in awe of the majesty of its power and give yourself over to its service.
Druidic Orders:
Fighter
Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.
Guardian
Death and danger from all manner of enemies threaten all that you and your companions hold dear. But you are the shield, the steel wall that holds back the tide of opposition. You’re clad in armor you wear like a second skin and can angle it to protect yourself and your allies from damage and keep foes at bay. Allies look to you to safeguard them, whether they stand beside you on the battlefield or remain on the back lines, and enemies see you for the imposing threat you are. Be it to friend or foe, your presence is difficult to ignore.
Gunslinger
While some fear projectile weapons, you savor the searing flash, wild kick, and cloying smoke that accompanies a gunshot, or snap of the cable and telltale thunk of your crossbow just before your bolt finds purchase. Ready to draw a bead on an enemy at every turn, you rely on your reflexes, steady hand, and knowledge of your weapons to riddle your foes with holes.
Ways:
Inventor
Any tinkerer can follow a diagram to make a device, but you invent the impossible! Every strange contraption you dream up is a unique experiment pushing the edge of possibility, a mysterious machine that seems to work for only you. You're always on the verge of the next great breakthrough, and every trial and tribulation is another opportunity to test and tune. If you can dream it, you can build it.
Innovations:
Investigator
You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly formulates solutions to complicated problems and your honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers you encounter to exploit their weaknesses.
Methodologies:
Kineticist*
The power of the elements flows from within you. Roaring fire, pure water, fleeting air, steadfast earth, twisting wood, slicing metal. A kinetic gate inextricably tied to your body channels power directly from the elemental planes, causing elements to leap to your hand, whirl around your body, and blast foes at your whim. As your connection to the planes grows, you attain true mastery over your chosen elements.
Elements:
Monk
The strength of your fist flows from your mind and spirit. You seek perfection, honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You're a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. While the challenge of mastering many fighting styles drives you to great heights, you also enjoy meditating on philosophical questions and discovering new ways to obtain peace and enlightenment.
Psychic*
The mind can perceive truths hidden to fine-tuned instruments, house more secrets than any tome, and move objects and hearts more deftly than any lever. By delving into both the conscious and subconscious aspects of your inner self, you have awoken to the might of psychic magic, allowing you to cast spells not through incantations or gestures but by the power of your will alone. While the thin line between your mind and reality means that a single errant thought could have unintended consequences for yourself and your companions, you know that anything is possible if you can imagine it.
Conscious Mind:
- The Distant Grasp
- The Infinite Eye
- The Oscillating Wave
- The Silent Whisper
- The Tangible Dream
- The Unbound Step
Subconscious Mind:
Ranger
Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.
Hunter's Edge:
Rogue
You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.
Rackets:
Swashbuckler
Many warriors rely on brute force, weighty armor, or cumbersome weapons. For you, battle is a dance where you move among foes with style and grace. You dart among combatants with flair and land powerful finishing moves with a flick of the wrist and a flash of the blade, all while countering attacks with elegant ripostes that keep enemies off balance. Harassing and thwarting your foes lets you charm fate and cheat death time and again with aplomb and plenty of flair.
Styles:
Witch†
You wield potent and unpredictable magic, not through rigorous study or devotion, but as a conduit for enigmatic forces that blur the boundaries of science and superstition. Your patron might be a disembodied fragment of an ancient artificial intelligence that presents itself as a deity or an entity beyond understanding, a restless psychic entity born of the Psionic Holocaust, or an awakened aberration from Elysium’s depths—its true nature shrouded even from you. Through a special familiar, your patron channels versatile spells and hexes for you to wield, though you can never be certain if these powers are a gift, a test, or part of a hidden agenda.
Patron Themes:
The classes with an asterisk (*) are Psionics. Mental powers in the Far-Star Victoria worlds are an emerging phenomenon. Few psionics exist and many people see them as freaks of nature to be feared, avoided, or persecuted. Only about 0.001% of the global population is estimated to be psionic. Since there are not many psionics, there shouldn't be more than one player character with a Psionic class.
It should be noted that some races have mental abilities that are psionic by nature, but their abilities are minor and nowhere near the power of true psionics.

















