And now to starfinder!
Starting Line (Combat)
Fast out of the gate means there is no round two.
Benefit: You gain a +2 bonus to all attack rolls and skill checks in the first round of combat.
Thoughts?
And now to starfinder!
Fast out of the gate means there is no round two.
Benefit: You gain a +2 bonus to all attack rolls and skill checks in the first round of combat.
Thoughts?
Better to be lucky than good.
There is always a reason they keep you around.
Prerequisites: Diplomacy 5 ranks
Benefit: When an ally or yourself spends a resolve point to do an action, that action either gains a +2 luck bonus any d20 roll or the target of the ability gains a -2 penalty any associated d20 roll.
Thoughts?
Let’s go make friends!
Making friends anywhere you go!
Prerequisites: Diplomacy 5 ranks
Benefit: If you do not share a language with a creature, you can still make a diplomacy check with no penalty. You can not communicate complex ideas but ideas of friendly and general help can be communicated with ease.
Thoughts?
I saw a different version of this, but I feel we can do better!
You’ll be watching, always watching
Benefit: When you ready an action in combat, you gain +2 circumstance bonus when the readied action is triggered. If readied action causes damage, deal an additional damage equal to 1 per 4 levels, rounded down, .
thoughts?
Something I LOVE from Call of Cthulhu is if a target has to dodge multiple times in a turn, it gets harder and harder until its impossible. Let’s make this happen in Starfinder!
You tell your allies to give it all they got at one weak point in the enemies defenses.
Prerequisites: Base attack bonus +5.
Benefit: As a swift action, choose an enemy and either KAC, EAC, reflex saves, fortitude saves, or will save. From the start of your turn to the end of your next turn, each time an attack is made against that defense past the first the attack gains a cumulative +1 circumstance bonus to that attack, or if a save is chosen, the enemy has a gains a cumulative -1 penalty past the first save.
Thoughts?
I got those hit points and I’m gonna use them!
Why waste?
Prerequisites: base fortitude save +5.
Benefit: When you are healed hit points over your maximum hit points, those additional hit points are converted to stamina up to your maximum stamina.
Thoughts?
I had a player decide he REALLY wanted to play with fire!
Prerequisites: Grenade Proficiency, base attack bonus +7
Move like a butterfly, sting like a bomb.
Benefit: When you make an unarmed melee attack, you can pull a grenade from an available location like drawing a weapon and stick it to the target of the melee attack on a hit. The target will not receive a reflex saving throw to avoid damage and effects, and it will the the only target dealt damage and effects of the grenade.
Thoughts?
One last time for our Starfinder Mystics!
Classes Mystic 0
School evocation (force)
Casting Time 1 standard action
Range touch
Targets one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your faith bring force a solid representation of your connections will to assault your enemies in the form of a melee weapon, requiring a melee attack against the target’s EAC. If your attack hits, the spirit weapon deals 1d8 damage to your target.
Casting this spell doesn’t provoke attacks of opportunity.
I want some MREs that I can self reproduce in a bag of holding!
Level 5; Price 3,050; Bulk L
This anklet fits snuggly around one leg. With one charge, the device utilizes a null space chamber and nanobots to produce a meals of one pound of food with 16 ounces of fresh water three times per day for up to one month with cutlery and containers provided. The cutler and containers are reabsorbed by the device after completion of the meal. You can use a comm to communicate with the device to choose what meal is made next.
Ok, one last version of this one.
Classes Mystic 1-6
School abjuration (force)
Casting Time 1 standard action
Range touch
Duration 10 minutes/level
The target in enveloped in a warm, protective glow gain damage resistance depending on the level of the spell cast.
1st: When you cast lesser protection as a 1st level spell, the target gains DR 2.
2nd: When you cast lesser protection as a 2nd level spell, the target gains DR 4.
3rd: When you cast lesser protection as a 3rd level spell, the target gains DR 6.
4th: When you cast lesser protection as a 4th level spell, the target gains DR 8.
5th: When you cast lesser protection as a 5th level spell, the target gains DR 10.
6th: When you cast lesser protection as a 6th level spell, the target gains DR 12.