Let’s help those starfinders!
Well Trained
You’ve been well trained in what you do.
Benefit: You gain a +1 insight bonus to all class skills. If a skill later becomes a class skill, this feat will apply to that skill as well.
Let’s help those starfinders!
You’ve been well trained in what you do.
Benefit: You gain a +1 insight bonus to all class skills. If a skill later becomes a class skill, this feat will apply to that skill as well.
Playing a game with the Broz. One of them wants to use a skill feat to train into a new skill in between the normal skill upgrades. Let’s make that happen!
General Skill
Prerequisites untrained in a chosen skill
Time to focus up! Choose a skill you are not trained in. You are now considered trained in that skill
Special You can select this feat more than once, up to your Intelligence modifier. Each time, you become trained a new skill.
How about the Michigan Dogman?
dogman
char.
STR 80
CON 65
SIZ 65
DEX 65
INT 65
POW 65
HP: 13
Average Damage Bonus: 1D4
Average Build: 1
Average Magic Points: 13
Move: 8
ATTACKS
Attacks per round: 2
Fighting 40% (20/8), damage 1D3 + 1d4
Bite and hold (mnvr) damage 1D4 per round
Dodge 40% (20/8)
Armor: Firearms and projectiles do half of rolled damage; round down any fraction.
Skills: Climb 85%, Stealth 70%, Jump 75%, Listen 70%, Spot Hidden 50%.
Sanity Loss: 1/1D8 Sanity points to see a dogman.
Thoughts?
The Gods provide!
The gods care for any you bestow a blessing upon.
Prerequisites: Mystic, Mysticism 5 ranks.
Benefit: When you cast a Mystic spell that targets an ally, that ally can choose to gain a +1 divine bonus to AC or a +1 divine bonus to attacks till the end of its next turn.
Thoughts?
How about a punch to heal!
Healing Necromancy Positive
Traditions divine
Bloodlines angelic
Cast 1 action
Range touch; Targets 1 willing living creature
Duration 1 minute
You channel positive energy to prepare a target for the damage it will take. At the completion of the casting, the target is surrounded by a halo of light. If the target takes damage before the duration of the spell is done, the target instantly heals 1d4 hit points and the halo is discharged. If the target is reduced to zero hit points, the target heals damage and does not gain the dying or wounded conditions, nor does it fall down.
Heightened (+1) The amount of healing or damage increases by 1d4.
Thoughts?
Let’s get those heroes moving!
You get moving fast to get the help to those in need.
Prerequisites: Healing channel connection power
Benefit: When you use your healing channel as a full action, you can move up to the your speed before your heal the ally.
I want my biohacker to heal. Let’s work on that!
With enough stimulants, we can make anything possible.
Booster: You push enough chemical into the target to make it’s body things its ready for anything. The target spends a resolve point and the target gains Stamina Points equal to half its total. After 10 minutes, the target becomes fatigued for 1 hour due to the chemical effects on the body. If this booster is used multiple times, extend the fatigued time by one hour for each use.
Inhibitor: You deliver an agent that simples overworks the body to exhaustion with none of the bonues. The target becomes fatigued for one hour if it fails a Fortitude saving throw.
You can use the following ability when you achieve the breakthrough for this field of study.
Chemical Deadening: As a standard action, you create and deliver a formula packed with enough chemicals to prevent the creature from feeling the effects of anything that happens to it for one minute. The target ignores any negative effects or conditions on it for one minute that don’t physically prevent from moving. After this minute, the target is fatigued for one hour. You can’t use the effects of Chemical Deadening to prevent this fatigued state from occurring.
I’ve been reading a bit about old school Christian magic and some of the old amulets to heal.
Healing Necromancy Positive Magical
Usage worn
This small holy symbol is full of folded divine scripture invoking the mercy of a god.
Activate envision, Interact; Frequency once per day; Effect You grip the amulet and ask for the god’s help. You gain the effect of casting heal at 1st level using two actions. This can only be used to heal you, not harm an undead.
Price 50 gp
Price 150 gp
The heal spell is cast at 2nd level.
Price 450 gp
The heal spell is cast at 3rd level.
Price 1,350 gp
The heal spell is cast at 4th level.
Price 6,000 gp
The heal spell is cast at 5th level.
Thoughts?
Best laid plans….
Exploration
Prerequisites expert in Stealth
Let’s set an ambush! When you spend at least one minute preparing to set an ambush, you can roll stealth twice for initiative and take the better result.
Thoughts?