Now the level 3 bonus skills for the Void!
Void Skills: Intimidate (Cha), Mysticism (Wis), Perception (Wis), Piloting (Dex), Slight of Hand (Dex)
Now the level 3 bonus skills for the Void!
Void Skills: Intimidate (Cha), Mysticism (Wis), Perception (Wis), Piloting (Dex), Slight of Hand (Dex)
Let’s keep working on more Solarian 2nd level stellar revelations for the void!
The Distance of the Stars (Su)
As a standard action, you can force a foe to see how insurmountable the true cosmos is. Choose an enemy within 30 feet of you must succeed at a Wisdom saving throw. On a failure, the creature is confused for two rounds.
Thoughts?
More 2nd level madness for solarians!
As a move action, you can cause all of your attacks to deal psychic damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave void mode.
When you are attuned or fully attuned, your attacks with agony of the void deal additional psychic damage equal to half your level.
Thoughts?
How about some 2nd level stellar revelations for Starfinder and the void?
As a move action, you can cause all you can see to want the end to occur. All creatures you see have damage increased against them by 1 from you. This increases to 2 at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave void mode.
When you are attuned or fully attuned, the extra damage from this stellar revelation is equal to half your solarian level.
Let’s keep going with embracing the void!
When you’re fully void-attuned, as a standard action, you can unleash the true horror of nothingness upon any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Will save or become panicked. If the targeted is already panicked, it becomes frightened. The range of this Revelation increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability. After you use this Revelation, you immediately become unattuned. Emptiness between stars functions as a zenith Revelation for the purposes of abilities that reference them.
Thoughts?
I want to make a Solarian book. Let’s make our own revelation! Time for the gap between the stars!
Void Mode When you enter void mode, you gain 1 void attunement point and become void-attuned. Some of your stellar revelations are void powers and get stronger if you’re void-attuned. While void-attuned, you gain a +1 insight bonus to attack rolls. This bonus increases by 1 for every 9 solarian levels you have.
Let’s do something completely different! How about some starfinder feats!
You charge your ability by spending of yourself.
Prerequisites: Base attack bonus +5.
Benefit: At the start of any combat, you may spend 1 Resolve Point as a reaction to gain one attunement to any mode with which you are able.
Thoughts?
School abjuration
Casting Time 1 standard action or reaction
Range touch
Targets one piece of armor
Duration see text
Saving Throw none; Spell Resistance no
You supercharge a piece of armor with a protective shield of energy. If the spell is cast as a standard action, the armor gains a 1d6 armor bonus to EAC and KAC for 1d6 rounds. If cast as an reaction, the armor gains +6 armor bonus to EAC and KAC for 1 round. This may be cast as a reaction on any target within reach before an attack hits.
How is this not a thing?
Mystic Dabbler
You’ve heard the call of the gods, but not quite that strongly.
Prerequisites: Wisdom 15, character level 5th, no levels in mystic.
Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability core for these spells is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.
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..