It’s always only me, but I’m mad that monk weapons don’t track with level. Don’t get me wrong, you get bonuses, but I want damage that scales more. So stance time!
Earth Stance one action Feat 1
MonkStance Archetype Martial Artist* Requirements You are unarmored. * This archetype offers Earth Stance at a different level than displayed here as a level 4 monk feat.
You you root yourself into the ground to smash with the power of a rock fall and enter the earth stance. You can make earth smash attacks that deal 1d10 bludgeoning damage. This attack are in the brawling group and have the backswing, nonlethal, and unarmed traits.
All unarmed attacks you make while in this stance add half your level, minimum 1, to your damage.
These two hoops are created in pairs and indicated with a scannable code. Each hoop can expand up to 25 feet in length and won to a synched bag opening. Each hope is then spread across an opening to the full circumference of the opening such as a door or a bag. When powered on on both ends, using 25 changes, the two Einstein-Rosen bridge between the two points allowing instantaneous maintained gateways between the two at the cost of one charge per hour. The two continue their operation until one gate is powered off in which case anyone caught in between is allowed to choose which gate it is ejected out of or in the case of no choice or unintelligent objects or creatures, randomly.
This bag can be crafted of any material with the only limits being it must have a draw string and the edge of the bag must be inscribed with runes as part of its creation. If a person knows the combination of runes can inscribe them onto a door over the course of an hour and link the bag and the door. The bag can be opened nearly impossibly size up to a size of the linked door. As an action, you can open the bag and it opens a portal to the linked door. Anyone one or thing can move freely from the door frame to the bag and back and forth. When the bag is closed or runes removed anyone in the doorframe or bag entrance are ejected. They may choose which open they are ejected from.
Christmas is coming. Santa has to have WAY more than just a bag of holding IV!
Linked Bag Item 16
Conjuration Extradimensional Magical Price 8000 gp Usage held in 2 hands; Bulk 3
The bag is made of any material you so desire, but one factor is always true- each bag is inscribed with a series of runes upon creation. When these runes are inscribed upon a doorframe, the opening of the bag and the doorframe are linked in such a way you can stretch the bag to allow up to a large creature to walk through the bag and through the door frame. Furthermore, items can be handed from the door to the bags opening and from the opening to the door. The bag and door are linked until the runes are removed. As a safety feature, when the runes are removed, anything in between the bag and door is ejected randomly toward one side.
No wild shape for Starfinder? I want to be an alien!
Wild Shape Classes Mystic 1-6 School conjuration (summoning) Casting Time 1 round Range Self Duration 1 hour/ 3 levels Description With a flick a few words and a few gestures your contort your body and change into another creature’s shape. Your mental statistics change to that of the creature, but your mental statistics remain unchanged. While in wild shape your hit points change to the maximum of the creature. If you exit the wild shape a s swift action, you return to the hit point total you had before your changed. If in wild shape you are reduced to zero hit points, any addition damage is transferred to your body as damage to your stamina and hit points you had before for you changed. You can change to any beast, elemental, plant, or magical beast based on the spell level below.
1st: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 1/2 or lower.
2nd: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 1 or lower.
3rd: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 3 or lower.
4th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 5 or lower.
5th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 7 or lower.
6th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 9 or lower.