How about we move the previous item to Starfinder? Let’s melt some people!
Genetic Destabilizer, Mk 1
Genetic Destabilizer, Mk 2
Genetic Destabilizer, Mk 3
Genetic Destabilizer, Mk 4
Genetic Destabilizer, Mk 5
This item is a simple black box with a touch screen on the front. You can select a creature species on the menu, and the box will emit a subspace wave out to 30 feet. Creature of the species begin to destabilize at a molecular level. Each round when a creature of that species enters or starts its turn in the area around the box, it must make a Fortitude saving throw or take sonic damage depending on the level of the item. The DC of the save is equal to 12 + half the item’s level. Each time after the first save, increase the DC by 1.
How about we dip between classes a bit with the Operative? Here would be a fun exploit for your operative to get a little bit of tech magic in their day.
Tech Exploit (EX)
Choose a technomancer spell based on your level and the chart below. You can cast the spell two times per day. All saves and attacks are based on your intelligence. You cast this spell at the lowest level for that spell. You may take this exploit multiple times. Each time you do, choose another spell based on the chart below.
How about an interrupt for our technomances in Starfinder?
School evocation (electricity)
Casting Time reaction
Range 20 feet
Targets one creature
Saving Throw Reflex; Spell Resistance yes
As a creature comes within 20 feet of you, you shoot of a bolt of electricity at the target. If the target fails a Reflex saving throw, it takes electricity damage depending on the level of the spell you cast. If it succeeds, it only takes half damage.
1st: 2d6 electricity damage + your Intelligence modifier
2nd: 3d6 electricity damage + your Intelligence modifier
3rd: 5d6 electricity damage + your Intelligence modifier
4th: 7d6 electricity damage + your Intelligence modifier
5th: 9d6 electricity damage + your Intelligence modifier
6th: 11d6 electricity damage + your Intelligence modifier
Casting this spell doesn’t provoke attacks of opportunity.
The ship moves forward up to three quarters its speed in a straight line and turns twice at the end of that movement.To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1 – 1/2 × your ship’s tier). If you fail this check, your starship moves forward half its speed but doesn’t rotate.
The ship moves forward enough spaces to allow a turn and turns twice. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1 – 1/2 × your ship’s tier). If you fail this check, your starship moves forward but doesn’t turn.
Love grenades in Starfinder. Everybody is a wizard with fireball! How about being able to return that back to whoever sent it your way?
Return to Sender (COMBAT)
If you swing just right, you can send what comes at you right back.
Benefit: As a reaction when a grenade is throw at you, you may make an melee attack. If your attack value equals or exceeds the attack value of the person throwing the grenade, you can return the grenade to the targets square where it explodes.