How about some quick love for a technomancer?
ROCKET JUMP T0
Casting Time part of move action
You cause your boots to help you run faster and jump higher. You increase your horizontal jump by 10 feet or increase your vertical jump by 5 feet as you cast this spell as part of a move action.
You can double top for extra damage, but how about wailing away with those extra cartrages into the body!
Put more rounds center mass means that center mass hurts more!
Benefit(s): Any time you use a weapon that allows you to fire multiple times before a reaload, you may spend one additional round or charge to add an additional die of damage to the damage upon a hit. As an example if a weapon does 1d4, this feat would allow you to do 2d4. If your weapon would do 5d4, you would do 6d4. You can do this as part of a burst, automatic, and full attack action, but you must choose to do so before you roll your attack.
I’ve been enamored with blast and automatic weapons lately, so WHY NOT MAKE THEM ALL AUTOMATIC!
FULL AUTO T1
Casting Time 1 standard action
Targets one weapon
Duration 1 round
Saving Throw none; Spell Resistance no
You supernaturally speed up the operation of a weapon. The weapon gains the automatic property for one round.
Sometimes ya got to dig deep to win.
RAPID RELOAD (COMBAT)
Your practiced hands just make the gun never run empty.
Benefit(s): As a free action after you fire all the ammunition a weapon holds, you can spend a Resolve Point reload the weapon instantly if you have more ammunition for the weapon.
People who focus on blasting shouldn’t take a penalty to blasting!
Blast Practice (COMBAT)
You know how to hold the big guns!
Prerequisites: Base attack bonus +4, weapon focus(weapon that can make a blast attack)
Benefit: You make an attack with a blast weapon, you do not take the -2 penalty.
I’m learning to love the full auto and flamethrower weapons. Let’s work with those.
Double Sweep (COMBAT)
You spray enough at a target and eventually it!.
Prerequisites: Base attack bonus +1
Benefit: When you use a ranged weapon and make a blast attack such as a flamethrower or automatic attack, you can forgo hitting multiple targets and instead focus on one target. If you do, you may reroll the attack roll on the target taking the second result.
How about some holidays in space!
HEROES FEAST M4
School conjuration (creation)
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level
Duration 1 hour plus 12 hours; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits remove afliction, and gains 1d8 temporary hit points and stamina points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and will saves and a +4 morale bonus on saving throws against against poison, radiation, and fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.