It’s a starfinder week!
IMPROVED ADAPTIVE FIGHTING (COMBAT)
You’re a master of rolling with the punches!
Prerequisites: Adaptive Fighting
Benefit: You can one additional use of each of feats you selected from adaptive fighting.
Thoughts?
It’s a starfinder week!
You’re a master of rolling with the punches!
Prerequisites: Adaptive Fighting
Benefit: You can one additional use of each of feats you selected from adaptive fighting.
Thoughts?
Ok, time for starfinder feats!
Any idiot can put a round down range, but you’ve focused on making sure one target stays down!
Benefit: When you make a full attack and only target one target with both ranged attacks, reduce the penalty for making a full attack by 1.
Thoughts?
Ok, one more technomancer/solarian hybrid for Starfinder!
prerequisite: level 14
Once per day as a full action, you can spend 2 Resolve Points to grant all allies within 60 feet a Solar Manifestation for three rounds. If an ally has a Solar Manifestation, they gain one point of attainment in any stellar mode they qualify for.
Thoughts?
Let’s make some more stuff for the technomancer/solarian!
prerequisite: level 11
You can spend 1 Resolve Point and one spell slot to instantly provide 3 attunement points in a solar mode any character is in as a free action.
Thoughts?
More technomancer/solarian magic hacks! Let’s use some solar revelations….
prerequisite: level 8
As part of your move action to use Gift of the Sun or Spell-Powered Sun, you can expend a second unused level spell slots to give or gain the stellar mode ability and a stellar revelation of a Solarian of your level to another ally you can touch or yourself. When the solar manifestation ends, so this this ability. You use your technomancer spell save DC to determine the DC of any effect, but any ally touched would determine DC using their class level and their Charisma as normal for a Solarian.
Let’s keep up the fun for the Solarian/Technomancer. Now, how about we share the love!
prerequisite: level 5
As a move action, you can expend one of your unused level spell slots to give the solar manifestation of a Solarian of your level to another ally you can touch. This manifestation lasts for one minute.
Time for Technomancer spell hacks that mix in the Solarian!
As a move action, you can expend one of your highest level spell slots to gain the solar manifestation of a Solarian of your level – 2, minimum level 1, . This manifestation lasts for one minute.
More fun for Starfinder! Here is a feat for solarians.
Dual Manifestation
You wield the power of a star, but have found a way to get power from another.
Benefit: A solarian may choose a second solar manifestation. You gain the powers of that solar manifestation at 1/3 your solarian level.
Thoughts?
A few more operative exploits for Starfinder. Here is one to help the rogue who wants everything…
Prerequisite: 6th Level, Star Cutter
You gain the opposite level 1 solar manifestation of whatever you choose when you chose Star Cutter. This second manifestation can not be increased and manifests when you active your other power.
Thougths?
Let’s add a few more Solarian/Operative exploits to the game!
prerequiste: Star Cutter
Any target that you hit with you Solar Weapon is set on fire, taking damage every turn equal to dice you roll for your solar weapon till it puts the fire out at the start of each turn. As an example if you roll 3d6 damage, it would take 3 fire damage each turn. This may be combined with other effects.
Thoughts?