Remember to stretch!
Armor Flexibility
you move much more flexible than they think you can!.
Prerequisites: Armor Adjustment
Benefit: Decrease your armor check penalty by 2.
Thoughts?
Remember to stretch!
you move much more flexible than they think you can!.
Prerequisites: Armor Adjustment
Benefit: Decrease your armor check penalty by 2.
Thoughts?
Let’s get better at armor!
Just got a stretch a bit!.
Prerequisites: Character level 5th.
Benefit: Increace the maximum dexterity of any armor you wear by 1.
Thoughts?
Let’s move this idea to Starfinder!
Your magic power extends beyond yourself
Prerequisites: Spell casting, Spell casting ability score 15
Benefit: Any spell that you cast that has a range of personal can be cast as a touch spell on a willing target. All other aspects off the spell remain the same.
Thoughts?
Take command of your minions!
You have enough force of personality to bend both man and bot to your will!.
Prerequisites: Cha 15.
Benefit: A number of times per day equal to your Charisma modifier you can use a swift action instead of a move action to command a drone or summoned creature.
Thoughts?
Ed’s been angry lately, so let’s get angry with a purpose!
Rage Spray
Rage Spray is a single use can containing a spray nozzle and a mixture of hormones and adrenal compounds. The spray increased user strength and blocks pain, but prevents higher brain functions for the duration. While under the effect of rage spray, you can not cast spells nor do any action requiring concentration. You can use this item as a swift action. You can resist this effect by making a Fortitude save.
Rage Spray, Mk 1
Level 3; Price 250; Bulk —
Description- You gain a +1 circumstance bonus to melee attacks, DR 1/-, and an extra 3 temporary hit points until the end of your next turn. DC 14 to resist the effect.
Rage Spray, Mk 2
Level 6; Price 650; Bulk —
Description You gain a +1 circumstance bonus to melee attacks, DR 2/-, and an extra 6 temporary hit points for three turns. DC 17 to resist the effect.
Rage Spray, Mk 3
Level 9; Price 2,000; Bulk —
Description You gain a +2 circumstance bonus to melee attacks, DR 3/-, and an extra 9 temporary hit points for three turns. DC 20 to resist the effect.
Rage Spray, Mk 4
Level 12; Price 5,000; Bulk —
Description You gain a +2 circumstance bonus to melee attacks, DR 4/-, and an extra 12 temporary hit points for three turns. DC 23 to resist the effect.
Rage Spray, Mk 5
Level 15; Price 16,000; Bulk —
Description You gain a +3 circumstance bonus to melee attacks, DR 5/-, and an extra 15 temporary hit points for three turns. DC 25 to resist the effect.
Rage Spray, Mk 6
Level 18; Price 49,000; Bulk —Description You gain a +3 circumstance bonus to melee attacks, DR 6/-, and an extra 18 temporary hit points for three turns. DC 28 to resist the effect.
DON’T MAKE ME ANGRY!
Classes Mystic 1, Precog 1, Witchwarper 1
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell causes a single creature to become enraged for one round. It will spend that round attacking with melee or ranged weapons with a full attack if possible at a random target it can see. It will not use any consumable weapons save ammunition, nor will it cast spells except if a cantrip is the best option for attacking based on attack bonus.
Thoughts?
Let’s port this to Starfinder!
You get the most out of manipulating your enemies.
Prerequisites:base attack bonus +5
Benefit: Foes that have the flat-footed condition relative to you have. -3 penalty to AC instead of the normal -2 penalty . Your allies do not gain this benefit without this feat.
Thoughts?
Plants are friends not food!
People like you for …. some reason….
Prerequisites: plant based species.
Benefit: You gain a +2 circumstance bonus to Diplomacy checks.
Thoughts?
Let’s see what this does…
Sometimes messing around the cargo bay with your gear yields better options.
Prerequisites: Engineering 5 ranks.
Benefit: choose a weapon or an armor. You can spend 1/5 the items cost and spend a day working on it. If you do, the item gains a +1 circumstances bonus to attack rolls, damage rolls, EAC, or KAC. You can perform this check multiple times on the same item, but you must choose a different thing to give a circumstance bonus too.
Thoughts?
Right to the dome!
The explosion is just extra.
Prerequisites: Proficiency with grenades.
Benefit: When you throw a grenade, instead of targeting a square, you can aim for a target hitting its KAC. If you hit, you do bludgeoning damage equal to your Strength modifier and 1/2 the grenades level, rounded down. If you miss, you roll as if you missed with a thrown weapon. In either case, the grenade explodes after it lands.
Thoughts?