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.
More Savage Worlds fun!
Requirements: Veteran, Brawler, Bruiser
When you get a raise on bare-handed attacks, roll an extra d10 instead of the normal die.
Check out our review of Draconis Invasion!
We did it for Pathfinder, so let’s do it for DnD!
When they are not looking at you, you spring into action. Gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you attack an enemy that you have advantage against or an enemy that you and an ally are engaged with, you apply double your ability modifier to damage instead of your normal ability modifier.
Why not lay on the damage when you can?
If they are not looking right at you, twist the knife harder!.
Benefit: When you attack an enemy that is flatfooted or an enemy you are flanking, you can add you strength modifier to damage in addition to your normal damage bonuses from strength for using a melee weapon.
I have players fighting a dragon now. Some of them want this ability…
You can shake off the hardest frights in a moment.
Benefit: When you are subject to a Fear effect or the frightened or shaken condition because you failed a saving throw, you can reroll that saving throw. You must use the second result, even if it is lower. If you fail the second saving throw, you cannot use this feat for 24 hours. If you succeed, you may continue to use this feat until you fail a saving throw.
I had a few friends playing pathfinder, and this came up. Let’s see what you think.
You cast your healing spells on the wind to your allies.
Prerequisite: Spell Focus (conjuration).
Benefit: When you cast a spell that has the school and subschool of conjuration(healing), the range of the spell can be the normal spell or up to 30 feet.