if we can be hot, why not cold?
Thoughts?
if we can be hot, why not cold?
Thoughts?
Still on God of War and I want my bullets to explode more!
Level 2; Price 60 + base price
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity as normal ammo
Bulk L; Special 1d6 additional damage
Concussive ammo adds an additional damage as the round has a small blast charge inside it doing additional damage upon entering the target. Concussive rounds are available for any firearm that fires cartages. On a natural one, the weapon gains the broken condition. You can not use concussive rounds in a weapon that is of a lower level than than the rounds.
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity as normal ammo
Bulk L; Special 2d6 additional damage
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity as normal ammo
Bulk L; Special 3d6 additional damage
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity as normal ammo
Bulk L; Special 4d6 additional damage
Time to store things quickly!
Item Level 5; Price 2,850
Slots 1; Armor Type Any; Bulk –
Utilizing the latest in null space technology, this armor upgrade allows you to store your armor as a bracelet or other small wearable item. As a reaction, you can summon your armor back before you would take environmental damage or an attack. To detect the armor, someone must pass an Engineering or Mysticism check or detect magic used to identify the item.
Thoughts?
You ever want to beat one m*****erF***** with another m*****erF*****?
You’ve gotten good at hurting people with other people!
Prerequisites: Improved Combat Maneuver (grapple)
Benefit: If you start your turn holding another creature, you can slam that creature into a creature in range as a full round action. You must be at least as large as the creature you are holding. Make a melee attack. If you hit, the creature you hit take damage based on the size of the creature you are swinging, and the creature you are swinging take damage based on the size of the creature you hit. The damage below is for for every four levels of CR the creature possess. After the attack, you must make another grapple attempt to maintain the hold as part of the full round action.
| Size | Damage |
| tiny | 1d3 |
| small | 1d4 |
| medium | 1d6 |
| large | 1d8 |
| huge | 1d10 |
| Colossal | 1d12 |
Let’s help you get in close and stay there.
That’s right, draw me in close….
Prerequisites: Ground Fighting
Benefit: The normal penalties to attack rolls from being grappled, pinned, and prone don’t apply to any of your attacks, actions, and saves. The penalties from the pinned condition don’t apply to any of your actions, attacks, or saves as well. You still count as held by the creature.
Let’s complete that Starfinder Ghost Rider!
Item Level 4;Capacity 20; Duration 1 charge /hour
Created by mystics harnessing connections to the elemental planes, this fusion allows a character to spend a move action to choose an elemental damage type and spend a charge. This changes all damage done by that weapon to that elemental damage type for the duration. Critical effects are still determined as normal.
Thoughts?
I have a player who wants to be ghost rider in the worst way. We can help with this.
Through a combination of microlinks to elemental planes and advanced stabilization technology, you can turn this modification on and surround yourself in a haze of elemental fury. When activated as a move action, you choose a particular plane and gain resistance to the damage associated with that type (acid, cold, electricity, fire, sonic). In addition any creature that touches you or deal melee weapon damage takes damage of that type as well.
Item Level 1; Price 100
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 2 to the chosen energy type and does 2 damage of the chosen energy type
Item Level 5; Price 2,640
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 4 to the chosen energy type and does 4 damage of the chosen energy type
Item Level 10; Price 16,800
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 6 to the chosen energy type and does 6 damage of the chosen energy type
Item Level 15; Price 93,600
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 8 to the chosen energy type and does 8 damage of the chosen energy type
Thoughts?
I want a monk/barbarian who heals!
You can for entropy to work toward filling your instead of emptying you.
Aspect Insight (Ex): You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Medicine checks.
Aspect Embodiment (Su): Once per combat, you can spend as many entropic points as you want regaining 1d6 stamina points per point spent without taking an additional action.
Aspect Catalyst (Su): Choose one type of damage, when you take damage of any amount within the next minute from that damage type, you gain a entropy point.
Improved: When you are attacked and missed by an attack that would have done the type of damage you selected you still gain the entropy point when you use your aspect catalyst.
Aspect Finale (Su): As a reaction when you would be dealt enough damage to reduce your hit points to zero, you can spend three entropy points instantly retain all your stamina and gain 1 hit point. You can do this once per combat.
Thoughts?
Let’s help those clerics out there. THERE STILL CLERICS TO ME!
Fill your targets with life.
Prerequisites: Mystic level 1st.
Benefit: When you cast mystic cure, any hit points over the targets maximum are instead converted to stamina gained. Stamina can only be raised to its maximum level however.
Thoughts?
Time to hurt some people!
You’ve got good at hurting people.
Prerequisites: Str 15, base attack bonus +5.
Benefit: When you deal damage entropic strike damage, you increase the additional to damage to 1.5 x Con modifier, rounded down.
Normal: When you deal entropic strike damage, you normally deal additional damage equal to your Con modifier.