Time for some Starfinder in the same area as I’ve been playing. Let’s do some learning!
SPEED LEARNING M1 T1
School divination
Casting Time 1 standard action
Range touch
Target one creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell allows you to teach another something you know quickly. For the duration of the spell, the target gains ranks in a skill with which you are trained equal to your to your ranks and that skill is considered a class skill for the target.
More ideas for all the knowledge based characters out there!
Pedagogy
Knowledges is power, but power not shared is useless. Knowledge must flow and be told. You and your god specialize in teaching others all the things you know. These insights will help you better understand the world around you and help all you serve better understand themselves and others. Go cleric spread the good words to others!
When you choose this domain at 1st level, you gain proficiency in a number of tools or languages equal to your Wisdom modifier.
Disciple of Knowledge
Also starting at 1st level, your wisdom helps with your knowledge. When you make a Intelligence skill check, add your Wisdom modifier as well..
Channel Divinity: Speed Learning
Starting at 2nd level, you can use your Channel Divinity to deliver a bold of knowledge to another. As an action, you choose one skill or tool you are proficient in and touch a creature. For 10 minutes, the target has proficiency with the chosen skill or tool.
Assistant
Beginning at 6th level, when you do the help action with another character, in addition to advantage, they add your Wisdom modifier to the roll as well.
Mind Strike
At 8th level, you learn how to now directly strike to a foes mind. Gain the eldritch blast cantrip as a cleric spell but instead of force damage it does psychic damage instead.
Fail Forward
Starting at 17th level, when you see someone attempt a skill check with which you are proficient, you can spend a spell slot of the highest you have available so long as its level one, to give the target a reroll on the check. This may only be attempted once per check.
How about instead of a save we use a skill check? What do people say?
Debilitating Learning
1st-level enchantment
Casting Time:1 action Range:30 feet Components:V, S, M (a book) Duration: Concentration, up to 1 minute
You impart your knowledge to three creatures with an Intelligence score of 5 or higher and possibly overwhelm the target. Choose nature, religion, arcana, or history, and make an Intelligence check for that skill. Each target must make the check as well. If their check is lower then your check, they are stunned.
At the start of each of its turns, the target can make another skill check with the DC equal to your check to end the effect. On a success, the spell ends. Damaging the target instantly ends the effect.
When the effect ends, the next check the target makes using that skill is made with advantage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number off affected targets increases by one for each slot level above 2nd.
None know what you found, but it offered you knowledge. Dark, fel knowledge that no one else knew. Knowledge is power and power corrupts, and this creature offered you enough knowledge to give you all the power you ever need. May you stay strong enough to not be completely corrupted by it.
Advanced Learning
Starting at 1st level, you gain a spell book and two 1st level spells and two cantrips from the wizards spell list. You can add more spells to the book as a wizard does from the wizard spell list. When you take a short rest you can prepare as many spells are you are able, but you must prepare individual uses of each spell. To cast a spell multiple times, you must have prepared it multiple times. You are still limited to your maximum spell level based on your level.
Learn Through Experience
Starting at 6th level, if you succeed against a save from the wizards spell list that spell appears in your spell book. You need not be able to cast the spell yet to add it to your spell book this way.
Knowledge Application
Starting at 10th level, up to a number of times per day equal to your Intelligence modifier, when you cast a spell you can gain advantage on the spell attack or cause one target to suffer disadvantage on a save against the spell.
Advanced Application
Starting at 14th level, the dark master blesses you far beyond others that it controls and other warlocks who follow lesser masters. You can prepare one additional wizard spell that you know that is at the maximum level of a wizard of your level per day. You must have this spell in your spell book.
Been thinking about alchemist fire and bottles of acid. Let’s make them more useful.
Equipment Expert
You’ve gotten good at throwing around your toys. Gain the following benefits:
Increase your damage of alchemist fire by 1d4 for every other character level you have starting at 2nd level and the DC of your alchemist fire is 8 + proficiency bonus + your Dexterity Modifier.
Increase your damage of acid flasks by 1d6 for every other character level you have starting at 2nd level.
I want to splash lots of damage around in Pathfinder.
Splash Critical Feat 4
General When you hit your target, every around feels it! When you critically hit a target and the weapon does splash damage and effects, treat the splash damage and effects as if it was a critical hit for modifying damages and effects, typically doubling the damage. Other feats, abilities, and items that modify critical hits and effects are applied to splash damage and effects as well
Played some Starfinder this weekend, and had a player hit the target intersection of for a grenade TWICE with a natural 20! They were not amused… Let’s fix that!
Right on Target (COMBAT)
Your grenades hit home with the most force.
Prerequisite(s): Proficiency with grenades.
Benefit(s): When you throw a grenade at a group of targets and one of the targets is in one of the four squares at the intersection you throw the grenade in to and you score a critical hit, the grenade does double damage to that one target. The target is still allowed a save as normal.
I pay way too many video games with heads up displays. Time for that in Starfinder!
Heads Up Display Ocular Implant
Item Level 5; Price 2,825; System Eyes This small implant is placed into your eye but leave most of your eye intact. You gain access to your computer at all times assuming that you have linked the computer to this augment. You can move the display in your vision to be full view or occupy a small area. This does not distract you but you must still use normal actions to interact with your display. This enhancement can be linked to any non-archaic weapon you have to also allow you to gain a +1 bonus to attack rolls as you network and analyze your attacks with telemetric and biometric data with your weapon and computer.
Construct Required Number of Abilities 4 Granted Abilities flier, skilled (stealth), Precognition
This small paper doll flies around like it is controlled by the wind. This small spirit helps those it chooses to, but can lead others to their doom..
Constructed
Source Pathfinder Society Guide pg. 123 Your shikigamis immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It’s destroyed at 0 HP.
Flammable
Source Pathfinder Society Guide pg. 123 Your shikigamis paper body make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet’s construction, removing this weakness.
Building my paper doll familiars and here is a power they need! This is a master ability you can gain for a familiar.
Precognition: Your familiar helps by giving you hints of the future. Choose a saving throw. Whenever you attempt that save, if your familiar is nearby, it gives you a small mental image of the future. This grants you a +1 circumstance bonus, or +2 if you’re a master in the save.