Classes Mystic 1-6 School conjuration (healing) Casting Time 1 standard action Range touch Targets one living creature Duration 2 rounds /level Saving Throw Will half (harmless); Spell Resistance yes (harmless)
Life Infusion
Description
With a touch, you create a channel from the plane of positive energy to the creature and begin to funnel life into the target. At the start of the creatures turn, it gains 2 temporary hit points. Each round this can continue until it has temporary hit points equal to 3 times your level.
1st: 2 temporary hit points per level 2nd: 3 temporary hit points per level 3rd: 4 temporary hit points per level 4th: 5 temporary hit points per level 5th: 6 temporary hit points per level 6th: 7 temporary hit points per level
I got little guys and big guys working together so let’s help them.
Master Blaster (Combat, Teamwork)
Why not be a mobile firing platform?.
Prerequisites: Base attack bonus +6
Benefit: When you are riding on a ally who is at least one size catagory larger than you, you flank a foe with an ally who’s a different size category than you, you can reroll one damage die with a result of 1. To gain this benefit, the foe can’t be larger than the larger of you and your ally, or smaller than the smaller of you and your ally.
Teamwork Benefit: If your ally also has this feat, you’re both considered to be flanking an enemy as long as you both threaten that enemy, no matter your actual positions.
Benefit: If you learn enough about how computers work, you see the truth at the soul in the machine. When you converse with any machine, computer, or any creature that is a robot construct, you are considered to share a language with that machine that it also shares with you. Those without this feat will not understand your conversation unless that pass a computer check (DC 15 + creatures CR or level of item).
You’ve worked out how to use your finesse instead of muscle for a specific combat maneuver.
Prerequisites: Base attack bonus +1.
Benefit: Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You use dexterity for the attack roll instead of strength to resolve that combat maneuver.
Special: You can take Deft Combat Maneuver multiple times. The effects don’t stack. Each time you take the feat, it applies to a new combat maneuver.
Basics– To the stars! The Starfinder Beginner Box is the intro box for the Starfinder RPG, walking players through some basic character generation, how to play, and an intro adventure. It also provides dice, maps, and cardboard standees.
Mechanics or Crunch– What’s here is good, but is is missing a few key things. The walkthrough of how to play is a solid introduction to the game. But, and it’s a big but, it does leave out several things like starship combat. I LOVE Starfinder so that’s something that I think needs to be shown off. Also, as the GM, some of the skills are mislabeled. The skills that are used are simplified versions of the main skills to make life a bit easier for new players and GMs, but I feel that kind of handicaps the learning experience. That all said, it does work well and is a decent introduction to the system. 4.25/5
Theme or Fluff– The box set gives a solid introduction to the world and system, if a bit stifled. You get enough, but the adventure is a dungeon crawl. Not bad, but a bit simplified for an adventure. There are some social interactions, but I’d like more. The Pathfinder 2nd ed. Beginner box has two whole levels of dungeon, and I feel this was just a bit short. It works well, but I wanted more. 4.25/5
Execution– What’s here is fantastic. I love the maps, standees, and books. Everything that is included is done well. Solid work! 5/5
Summary-This is a good, if short, introduction to Starfinder. I like what’s here, but just need more. I want a short space shootout. I want more social. I want full skills,not simplified ones. But those are small wants compared to my friends who learned the system quickly from the box, and myself who was able to GM a game on the fly with minimal prep using this starter set. It’s good, but you will learn more when you buy the full book. 90%
Classes Technomancer 1 School evocation (cold) Casting Time 1 standard action; see text Range medium (100 ft. + 10 ft./level) Targets one creature or object Duration instantaneous Saving Throw Fortitude half, see text; Spell Resistance yes
Description
You remove the energy from a point in frange dropping temperatures down to near absolute zero. The target takes 3d6 cold damage and is staggered for one turn. S successful save results in half damage and the target is not staggered.
Benefit: Choose one energy type you are immune to. You now heal damage equal to the damage that would have been inflicted when attacked by that energy type.
Classes Mystic 0 School evocation Casting Time 1 standard action or reaction Range touch Targets one object and one creature Duration instantaneous Saving Throw none; Spell Resistance no
Description
You focus your mental might onto your fist and punch at a foe, making a melee spell attack against the target’s KAC. If you hit, you deal 1d8 bludgeoning damage to the target. This spell does not provoke an attack of opportunity, but this spell can be used for attacks of opportunity.
Choose a class skill in which you have at least 1 rank and have the additional skill expertise expertise talent. As a swift action, you can spend a resolve point when an ally uses that skill and fails to grant them a reroll on that attempt.
Choose a class skill in which you have at least 1 rank and have the additional skill expertise expertise talent. As a swift action, you can spend a resolve point when an ally uses that skill and grant them your expertise die for that attempt.