Watching Complex Action and they did a show about interrupt action. Let’s put one more idea out there based on that!
Last Ditch Effort
Cost: 10 Karma
You always come through in a clutch. When you take an interrupt action and it reduces your initiative below 0 before you normal action in an initiative pass, you may still take your normal action at your pre-interrupt action initiative. You may not take any interrupt actions after your initiative has been reduced to zero. If you’ve already acted in an initiative pass and your initiative is reduced to zero by an interrupt action, you do not get an action in the next pass.
Played some Cthulhu over the weekend, and this idea came up.
Some practioners of the art don’t rely on books or scrolls, but etch their foul words on their very skin. Any caster may tattoo the a spell into their skin performing any checks as part of the spell then. The spell deals an additional 1d4 sanity damage and 1d2 hit points of damage in addition to its normal costs. The spell is maintained for a number of days equal to the bearers power divided by 10, rounded down. A caster may active a spell without it being an action on their turn but may only activate one per turn. When a spell is activated, it’s magic is used up, but the spell may be reinked to reactivate the magic. A spell may be learned from a magic tattoo even if the bearer isn’t alive.
How is this not a thing?
You’ve heard the call of the gods, but not quite that strongly.
Prerequisites: Wisdom 15, character level 5th, no levels in mystic.
Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability core for these spells is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
How about a bonus for our space paladins out there in Starfinder today?
Constant Defender (Combat)
You’ve gotten used to hurting yourself to protect others..
Prerequisites: Bodyguard, In Harm’s Way.
Benefit: When you take dame from In Harms way, reduce the damage by half, and gain a +2 bonus to any saving throw against effects caused by the attack..
Let’s keep rolling with Starfinder!
Close Combat Mage (COMBAT)
You’ve specialized in delivering magic up close and personal.
Prerequisites: Ability to cast 4th-level Spells, Combat Casting
Benefit: You gain a +4 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a Spell and against readied actions triggered by your Spellcasting. This bonus stacks with the bonus from Combat Casting.
Well…Pathfinder 2.0! Wow! It’s going to be a lot like Starfinder, so let’s focus our efforts on playing with the Starfinder rules…
You’ve picked up even more as you play with the electronics of magic.
Prerequisites: Intelligence 15, character level 10th, no levels in technomancer, Technomancer Dabbler.
Benefit: Choose two more 1-level technomancer Spells and one 2nd-level technomancer Spell. You can cast the 1st-level Spells once per day for every 3 character levels you have and the 2nd-level spell once per day for every 6 character levels you have. Your caster level is equal to your character level, and the key ability score for these Spells is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
One last SW idea for a bit.
Wanted (Minor or Major)
You bleed…a lot. Maybe its a week constitution, heck maybe your a hemophiliac. Who know, but when you get hurt, you REALLY get hurt.
As a minor hindrance, when you are hit with an attack add a 1d2 to the damage roll to see if it beats your toughness. As a major hindrance, add a 1d4 to the damage roll. If you are wounded, you bleed much more than normal when hurt, so all tracking you gain a +2 bonus if they use the blood to find you.