Thursday, September 28, 2017

Advanced Solarian Feats


All solarians manage to harness a portion of the power of the stars. Channeling photons and gravitons into weapons, armor, and acts of amazing stellar power. For some, that basic training is enough. Others demand more however, pushing themselves harder to learn tricks that put them in a class of their own, becoming true masters of sidereal power.

The following feats are designed to help improve the versatility of solarians.

Binary Mote

You manifest a second solar mote, and are capable of forming both weapon and armor simultaneously.

Prerequisites: Solarian level 10+
Benefit: You gain a second mote of solar energy, which can either be the same color or different than your original one. One mote may form solar armor and one a solar weapon at the same time, however your solar weapon causes two less dice of damage than normal, and the armor bonus from your solar armor never exceeds +1, although the energy resistance advances as normal.
Normal: You may only have a solar weapon or solar armor, never both.


Eternal Armor (Manifestation)

The stars are the oldest, most enduring objects in the galaxy. Even when they pass, their don't die, but change into new, stranger forms yet. They outlast all life, and you tap this eternal nature to protect yourself.

Prerequisite: Solar Armor class feature
Benefit: You may spend 1 Resolve Point as a swift action to reinforce your armor against the deadliest of blows for one minute. During this time anyone striking you with a critical hit must roll their attack again. Only if both attack rolls hit do you suffer a critical hit, otherwise damage is rolled as normal. Additionally should you fall to 0 hit points, this effect immediately ends, but you are in stable condition. You can only be stabilized by this feat once per day.
Special: You may only benefit from the effects one Manifestation feat at a time. If you activate a second manifestation feat, the first effect immediately ends.


Horizon Manifestation (Manifestation)

As the sun cresting over the distant horizon, or the pull of a black hole influences stars out to the edge of the galaxy, your solar weapon may reach further than most. You may form your solar weapon into a spear, whip, or other weapon with reach; or perhaps your weapon orbits your body, striking further than your limbs alone could.

Prerequisite: Solar Weapon class feature
Benefit: You may spend 1 Resolve Point as a swift action to grant reach to your solar weapon for 1 minute.
Special: You may only benefit from the effects one Manifestation feat at a time. If you activate a second manifestation feat, the first effect immediately ends.


Massive Manifestation (Manifestation)

Be it red giant or super-massive black hole, enormous stellar objects dominate the galaxy around them. By borrowing that power your solar weapon takes on tremendous size and striking ability, appearing as a doshko, greatsword, or simply an oversized fist, but its swings become sluggish.

Prerequisite: Solar Weapon class feature
Benefit: You may spend 1 Resolve Point as a swift action to improve the damage die on your solar weapon from d6s to d10s; but your weapon gains the unwieldy property. This effect lasts for one minute.
Special: You may only benefit from the effects one Manifestation feat at a time. If you activate a second manifestation feat, the first effect immediately ends.


Neutrino Manifestation (Manifestation)

Born in the heart of stars, and even escaping from black holes, neutrinos are so tiny and fast that they are hard to detect. Borrowing this near mass-less state and speed your solar weapon becomes lighter, allowing it added grace at the cost of power.

Prerequisite: Solar Weapon class feature
Benefit: You may spend 1 Resolve Point as a swift action to grant your solar weapon the operative trait, but the damage dice are decreased to d4s. This effect lasts for one minute.
Special: You may only benefit from the effects one Manifestation feat at a time. If you activate a second manifestation feat, the first effect immediately ends.


Sidereal Enlightenment

You've learned to tap into the either the crushing power of gravity or the speed of light to overcome some of your physical short comings.

Prerequisite: Solar Manifestation class feature
Benefit: When wielding a solar weapon you may use your Charisma bonus instead of your Strength bonus on attack (but not damage) rolls. When manifesting solar armor you made add your Charisma bonus to your armor class instead of your Dexterity bonus, but this bonus is still limited by your armors maximum Dexterity bonus.


Solarian Radical

While most Solarians demand balance of themselves, not straying too far to either energy or entropy, you've found power in the extremes of darkness or light.

Prerequisite: 3 more photon revelations known than graviton revelations, or 3 more graviton revelations known than photon.
Benefit: You always are considered attuned in either photon or graviton mode, whichever you have the most revelations for. Even out of combat or unconscious you maintain this attunement. Additionally improve the bonus to either reflex saves (graviton mode) or damage rolls (photon mode) from your attunement by +1. However you can never enter or become attuned to the opposite mode.


Stardust Armor (Manifestation)

Suns blast solar wind to the edges of their systems, and black holes are surround with accretion disks. Just the same your armor can emit a field out from you, absorbing damage even before it strikes you.

Prerequisite: Solar Armor class feature
Benefit: You may spend 1 Resolve Point in order to gain the effects of a Force Field with a level equal to or lower than your Solarian level for 1 minute. After using this Manifestation you cannot use it again until you take a 10 minute rest and spend Resolve to regain stamina.

Special: You may only benefit from the effects one Manifestation feat at a time. If you activate a second manifestation feat, the first effect immediately ends.


Tachyon Armor (Manifestation)

Faster than light, and able to even escape even the gravity of a black hole, tachyons everywhere, blazing through the universe invisibly. Capturing a portion of their essence you increase your speed, being a blur.

Prerequisite: Solar Armor class feature
Benefit: You may spend 1 Resolve Point as a swift action to accelerate for 1 minute. While accelerated you gain a +10 foot bonus to all your movement speeds and on any turn in which you move at least 10 feet you gain concealment.

Special: You may only benefit from the effects one Manifestation feat at a time. If you activate a second manifestation feat, the first effect immediately ends.

Tuesday, September 26, 2017

Eoxian Deadeye Sniper Rifles

Based on the necromantic power generators of Eoxian bone ships, the damaging cores of these rifles condense deathly energy into a fine, ultra precise beam of black energy that freezes its targets to to bone, not unlike the touch of a ghost. In fact, each classification of these rifles is named after a form of such incorporeal undead, from the umbral shadow to the dreaded grim reapers of legend.

If these long ranged instruments of death were not enough to contend with alone, the Wraith class and above is often packaged with a Evenating infusion, capable of draining the very life force from it's unfortunate victims.


EOXIAN DEADEYE SNIPER RIFLE
TWO-HANDED WEAPONS
LEVEL
PRICE
DAMAGE
RANGE
CRITICAL
CAPACITY
USAGE
BULK
SPECIAL
Deadeye Rifle, Shadow
3
1,420
1d8 C
60 ft.
20 charges
4
1
Sniper (200 ft.), unwieldy
Deadeye Rifle, Wraith
8
8,420
2d8 C
60 ft.
20 charges
2
1
Sniper (400 ft.), unwieldy
Deadeye Rifle, Spectre
14
74,200
5d8 C
70 ft.
40 charges
4
1
Sniper (600 ft.), unwieldy
Deadeye Rifle, Reaper
18
904,200
9d8 C
80 ft.
80 charges
8
1
Sniper (800 ft.), unwieldy




WEAPON FUSION
ENERVATING - LEVEL 7
A weapon with the enervating fusion is imbued with negative energy. The weapon gains energy drain as a critical hit effect.  I
f the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the energy drain effect. A target affected by the energy drain critical hit effect suffers one temporary negative level (Fortitude save negates). This negative level is removed in a number of hours equal to the weapons level, maximum 15. 


Welcome to the outpost

 - Docking procedure complete. Welcome traveler. Please enjoy your stay at Uchuujin's Starfinder Outpost. - 

 - Within you will find a variety of home brew options, from new equipment, to new feats, new themes, even modifications to some of the basic rule systems. Feel free to use what you like and leave the rest behind. And enjoy your stay. -