Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions
Feats
Coordinated Shot (Combat)
Source Starfinder Core Rulebook pg. 156
You can maneuver a foe to be in the direct line of an ally’s fire.
Prerequisites: Base attack bonus +1.
Benefit: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe
Languages Common, Brethedan, Signed Common
Other Abilities
Combat Gear Other Gear
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Class Abilities
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ENTROPIC POOL (SU) 1st Level:
You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier. You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy (Starfinder Core Rulebook 242). When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the following ways.
While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level).
Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP.
If you take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack's normal damage.
If you score a critical hit on a significant enemy, you gain 1 EP.
If you take a full action to charge, you gain 1 EP.
If you take two move actions on the same turn to move your speed each time, you gain 1 EP.
As a move action, you can designate a willing adjacent ally as an entropic focus. They remain an entropic focus until the beginning of your next turn, unless they cease to be adjacent to you or you designate a new entropic focus (both of which end this effect). If your entropic focus takes damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. If you are at least 6th level, you can expend a Resolve Point to designate an adjacent, willing ally as your entropic focus as a reaction when they take damage (and gain EP from damage they take from the triggering attack, if appropriate). Entropy Points can be expended in various ways, some of which you gain through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.
As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have).
As a move action, you can expend EP to boost the damage of the next entropic strike attack you make before the start of your next turn. You must decide how many EP to expend when you take this move action, and you can't expend more EP than your level. If the boosted entropic strike hits, you deal +1d4 damage for every EP expended.
ENTROPIC STRIKE (SU) 1st Level:
At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe's EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.
Momentum You embody energy states that are preserved in ongoing motion, isolated from entropy.
Aspect Insight (Ex): You gain Improved Combat Maneuver (bull rush) as a bonus feat and a +2 insight bonus to Culture checks.
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Special Abilities
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Anosmatic: Bantrids have no sense of smell and are immune to sense-dependent effects that rely on smell.
Balanced: Bantrids receive a +2 racial bonus to AC against trip combat maneuvers and can stand up from prone as a swift action.
Daredevil: Bantrids receive a +2 racial bonus to Acrobatics checks.
Darkvision: Bantrids can see up to 60 feet in the dark.
Sensate Theme Knowledge (1st Level): Always in search of new sensations, you have spent significant time learning about the cultures of the Pact Worlds and have gained a breadth of cultural knowledge, from the composition styles of Vercite ether-ballads to quantum-flavored Idaran cuisine or the latest textiles in Kalo-Mahoi fashions. Reduce the DC of Culture checks to recall knowledge about artistic innovations and traditions by 5. Given your propensity for trying new things, you’ve also found it prudent to understand the distinction between delightful experiences and those that are ill-advised, permanently injurious, or even fatal. Reduce the DC of Life Science checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink.
Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.