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![]() You can use Skill Synergy to get a +2 bonus to Stealth, which is not much but still at least something. If you multi class in Operative for 10 levels you can pick the cloaking field exploit that gives you +10 to stealth. The charge time for the cloaking field takes a while so you wouldn't be able to use it often. ![]()
![]() I think to optimize magic usage you should multi class 1 or 2 levels in a spell caster. I think that is the better option than picking the psychic power feats since they only grant you spells a number of times per day, when the spell casters can use 0 level spells at will. I also think you should choose the eldritch knight fighting style as it is basically made for what you are trying to do. ![]()
![]() Read below and tell me what you think like what should be buffed, de-buffed, removed, added, or changed. lvlBabFortRefWill Special
HP: 5 SP: 5 + Constitution Modifier
Spells (1st): You get all the spells a Technomancer gets at the corresponding levels. You also get a number of spells per day, and spells known as the Technomancer. Spellsling (1st):
Deft Hands(5th):
Gun Mod(5th):
Agile Casting(8th):
Magic Reserves(10th):
Rapid-fire(13th):
Improved Deft Hand(16th):
Deadeye(18th):
Semi-Auto Shooting(20th):
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![]() I think that is to powerful since operative melee weapons aren't that powerful because of all the abilities they can use. I think what you could do for the first one is basically the monk conversion (pg505) but without the trick attack bonus. Even now it is pretty powerful, but I think the D4s are the way to go. ![]()
![]() I was just recently building a tier 3 starship with a friend, when I realized that the ship had super low HP in comparison to my level 3 party members. We were laughing at how many hits it would take to destroy the ship with melee when I thought, shouldn't there be a conversion chart for when a PC wants to shoot a starship (like the Sarcesian). Is there any conversion charts people have made? ![]()
![]() lvl BAB Fort Will Ref Special
HP: 7 SP: 7 + Constitution Modifier
Basic Fear Powers:
Terror: Intimidate DC 13. Target is frightened for 1D6 + Cha rounds. Will Save DC 10 + Cha. If target succeeds at Will Save: target is instead shaken for 1 round. Terror 4 + Cha times/day 20ft Range. Frightening Strength: Gains 1 Str and Dex per person afraid of you within 40ft of you. FS Powers:
Transfixion: If a Disciple of Fear makes eye-contact with target he may transfix them as a standard action. If he does target must succeed at a Will DC 10 + Cha Save to negate the effects. If the target fails they skip their next turn. Every target’s turn the target is still transfixed, he may attempt a Will Save. The Disciple of Fear can do this as long as sustains eye-contact and doesn’t make a role that would require her to break eye-contact with the target. Frightening Aura: All target creatures within 40ft of you must succeed at a Will DC 10 + Cha Save or be frightened for a number of rounds equal to your Cha modifier. After a creature is subject to your Frightening Aura, he is immune to said same aura for 10 min. Whenever a Disciple of Fear induces fear it works like this: Creature afraid gets -2 on bluff, diplomacy, intimidate, and attack roles against the Disciple of Fear that made them afraid. ![]()
![]() lvlBABFortWillRef Special
HP: 5 SP: 5 + Constitution Modifier
Element Familiar: Pg 46 of Alien Archive. Element graft must match up with element path. 1st-3rd lvl: tiny. 4th-6th lvl: small. 7th-10th: medium. Element Path: Pick one of the following paths: Air, Earth, Fire, or Water. This is your element path. Air Path: 1st lvl: Sonic Resistance 5. Air Blast: Attempt a Wisdom check against target’s EAC within 30ft of you as a standard action to deal 1D6 + Wis SO damage. This damage increases at 3rd, 6th, and 9th lvl. 5th lvl: Hurricane: Deal 5D6 SO to all target creatures within 20ft of you 2/day. 10th lvl: One with the Wind: Gain an Extraordinary flight speed of 60ft Earth Path: 1st lvl: Bludgeoning Resistance 5. Rock Launch: Attempt a Wisdom check against target’s KAC within 30ft of you as a standard action to deal 1D6 + Wis B damage. This damage increases at 3rd, 6th, and 9th lvl. You must have a rock within 30ft of you to use this. 5th lvl: Earthquake: Deal 5D6 B to all target creatures within 20ft of you 2/day. You must be touching ground to use this ability. 10th lvl: Burrow: Gain an Extraordinary burrow speed of 60ft. Fire Path: 1st lvl: Fire Resistance 5. Fireball: Attempt a Wisdom check against target’s EAC within 30ft of you as a standard action to deal 1D6 + Wis F damage. This damage increases at 3rd, 6th, and 9th lvl. You must have a oxygen within 30ft of you to use this. 5th lvl: Explode: Deal 5D6 F to all target creatures within 20ft of you 2/day. You must have 10 cubic ft of oxygen within 20ft of you to use this. 10th lvl: Fight Fire with Fire: Fireball and all melee attacks that don’t already have a critical now have burn 2D4. You also gain immunity to fire but not lasers. Water Path: 1st lvl: Cold Resistance 5. Water Blast: Attempt a Wisdom check against target’s KAC within 30ft of you as a standard action to deal 1D6 + Wis C damage. This damage increases at 3rd, 6th, and 9th lvl. You must have 1L within 30ft of you to use this. 5th lvl: Wave: Deal 5D6 C to all target creatures within 20ft of you 2/day. You must be near a water source to use this ability. 10th lvl: Master of Water: You gain an Extraordinary swim speed of 60ft. You also gain water-breathing and Darkvision 60ft. ![]()
![]() lvlBABFortWillRef Special
HP: 8 SP: 8 + Constitution Modifier
Improved Unarmed Strike: See Monk conversion pg 505 of Starfinder Core Rulebook. The Unarmed Master’s Unarmed Strikes also level up as per Monk conversion. Flurry of Blows: See Monk. The Unarmed Master’s Flurry of Blows also levels up as per Monk. Gauntlets: At 4th level and Unarmed Master gets a special set of gauntlets that let him deal extra damage with his fists. A Unarmed Master and his gauntlets cannot be separated. For every two levels the Unarmed Master has attained, he gets +1D4 to damage roles with his fists. Knock back: At 5th level a Unarmed Master gets knock back 5ft/5lvls with his fists. Army of One: A Unarmed Master can now make an unarmed strike with any part of his body. Uppercut: A Unarmed Master can make an unarmed strike as a full action to deal 1D6/3lvls extra damage. EPIC!: A Unarmed Master at 10th level no longer needs food or sleep. In addition he doesn’t age, nor needs breath. He can also survive in space. ![]()
![]() Demi-God: Apollo 6HP +2 Wis +2 Dex -2 Con
Ares 10HP +4 Str +2 Con -2 Int -2 Wis
Athena 7HP +2 Int +2 Wis -2 Con
Demeter 6HP +2 Wis
Hephaestus 5HP +2 Str +2 Int -2 Cha
Zeus 8HP +2 Str +2 Cha -2 Int
Poseidon 7HP +2 Str +2 Dex -2 Int
Hades 2HP +2 Wis +2 Int -2 Str
Aphrodite 5HP +4 Cha -2 Con
Dionysus 6HP +2 Con +2 Cha -2 Int
Hecate 6HP +4 Wis -2 Str
Mind Master 5HP +4Int -2Str
Sharggle 6HP +4 Str -2 Int
6-10ft Tall. They tend to live on Castrovel. The Nameless:
They look like humans except they are more fit. They live to about 1000 years of age. They tend to lean towards being Monks, Wizards, and the like. They live in fantastic cities made up of sages and the enlightened. They are not allowed to have more than one child, with punishment of death. The most common punishment is exile. Children are kept separate from the rest of the tribe until they are 18 when they must go on a “walk of enlightenment” where the young adult leaves until he/she finds spiritual enlightenment. Another common punishment is to look after all the children. The most common reason why you would find a Nameless outside of his/her tribe is because he/she was exiled. War Beast 6HP +4Str -2Int
15-20ft tall. Typically live on Castrovel. They have wings which lets them fly. ![]()
![]() Demi-God: Apollo 6HP +2 Wis +2 Dex -2 Con
Ares 10HP +4 Str +2 Con -2 Int -2 Wis
Athena 7HP +2 Int +2 Wis -2 Con
Demeter 6HP +2 Wis
Hephaestus 5HP +2 Str +2 Int -2 Cha
Zeus 8HP +2 Str +2 Cha -2 Int
Poseidon 7HP +2 Str +2 Dex -2 Int
Hades 2HP +2 Wis +2 Int -2 Str
Aphrodite 5HP +4 Cha -2 Con
Dionysus 6HP +2 Con +2 Cha -2 Int
Hecate 6HP +4 Wis -2 Str
Mind Master 5HP +4Int -2Str
Sharggle 6HP +4 Str -2 Int
6-10ft Tall. They tend to live on Castrovel. The Nameless:
They look like humans except they are more fit. They live to about 1000 years of age. They tend to lean towards being Monks, Wizards, and the like. They live in fantastic cities made up of sages and the enlightened. They are not allowed to have more than one child, with punishment of death. The most common punishment is exile. Children are kept separate from the rest of the tribe until they are 18 when they must go on a “walk of enlightenment” where the young adult leaves until he/she finds spiritual enlightenment. Another common punishment is to look after all the children. The most common reason why you would find a Nameless outside of his/her tribe is because he/she was exiled. War Beast 6HP +4Str -2Int
15-20ft tall. Typically live on Castrovel. They have wings which lets them fly. ![]()
![]() lvlBABFortWillRef Special
HP: 8 SP: 8 + Constitution Modifier
Improved Unarmed Strike: See Monk conversion pg 505 of Starfinder Core Rulebook. The Unarmed Master’s Unarmed Strikes also level up as per Monk conversion. Flurry of Blows: See Monk. The Unarmed Master’s Flurry of Blows also levels up as per Monk. Gauntlets: At 4th level and Unarmed Master gets a special set of gauntlets that let him deal extra damage with his fists. A Unarmed Master and his gauntlets cannot be separated. For every two levels the Unarmed Master has attained, he gets +1D4 to damage roles with his fists. Knock back: At 5th level a Unarmed Master gets knock back 5ft/5lvls with his fists. Army of One: A Unarmed Master can now make an unarmed strike with any part of his body. Uppercut: A Unarmed Master can make an unarmed strike as a full action to deal 1D6/3lvls extra damage. EPIC!: A Unarmed Master at 10th level no longer needs food or sleep. In addition he doesn’t age, nor needs breath. He can also survive in space. ![]()
![]() lvlBABFortWillRef Special
HP: 5 SP: 5 + Constitution Modifier
Element Familiar: Pg 46 of Alien Archive. Element graft must match up with element path. 1st-3rd lvl: tiny. 4th-6th lvl: small. 7th-10th: medium. Element Path: Pick one of the following paths: Air, Earth, Fire, or Water. This is your element path. Air Path: 1st lvl: Sonic Resistance 5. Air Blast: Attempt a Wisdom check against target’s EAC within 30ft of you as a standard action to deal 1D6 + Wis SO damage. This damage increases at 3rd, 6th, and 9th lvl. 5th lvl: Hurricane: Deal 5D6 SO to all target creatures within 20ft of you 2/day. 10th lvl: One with the Wind: Gain an Extraordinary flight speed of 60ft Earth Path: 1st lvl: Bludgeoning Resistance 5. Rock Launch: Attempt a Wisdom check against target’s KAC within 30ft of you as a standard action to deal 1D6 + Wis B damage. This damage increases at 3rd, 6th, and 9th lvl. You must have a rock within 30ft of you to use this. 5th lvl: Earthquake: Deal 5D6 B to all target creatures within 20ft of you 2/day. You must be touching ground to use this ability. 10th lvl: Burrow: Gain an Extraordinary burrow speed of 60ft. Fire Path: 1st lvl: Fire Resistance 5. Fireball: Attempt a Wisdom check against target’s EAC within 30ft of you as a standard action to deal 1D6 + Wis F damage. This damage increases at 3rd, 6th, and 9th lvl. You must have a oxygen within 30ft of you to use this. 5th lvl: Explode: Deal 5D6 F to all target creatures within 20ft of you 2/day. You must have 10 cubic ft of oxygen within 20ft of you to use this. 10th lvl: Fight Fire with Fire: Fireball and all melee attacks that don’t already have a critical now have burn 2D4. You also gain immunity to fire but not lasers. Water Path: 1st lvl: Cold Resistance 5. Water Blast: Attempt a Wisdom check against target’s KAC within 30ft of you as a standard action to deal 1D6 + Wis C damage. This damage increases at 3rd, 6th, and 9th lvl. You must have 1L within 30ft of you to use this. 5th lvl: Wave: Deal 5D6 C to all target creatures within 20ft of you 2/day. You must be near a water source to use this ability. 10th lvl: Master of Water: You gain an Extraordinary swim speed of 60ft. You also gain water-breathing and Darkvision 60ft. ![]()
![]() lvl BAB Fort Will Ref Special
HP: 7 SP: 7 + Constitution Modifier
Basic Fear Powers:
Terror: Intimidate DC 13. Target is frightened for 1D6 + Cha rounds. Will Save DC 10 + Cha. If target succeeds at Will Save: target is instead shaken for 1 round. Terror 4 + Cha times/day 20ft Range. Frightening Strength: Gains 1 Str and Dex per person afraid of you within 40ft of you. FS Powers:
Transfixion: If a Disciple of Fear makes eye-contact with target he may transfix them as a standard action. If he does target must succeed at a Will DC 10 + Cha Save to negate the effects. If the target fails they skip their next turn. Every target’s turn the target is still transfixed, he may attempt a Will Save. The Disciple of Fear can do this as long as sustains eye-contact and doesn’t make a role that would require her to break eye-contact with the target. Frightening Aura: All target creatures within 40ft of you must succeed at a Will DC 10 + Cha Save or be frightened for a number of rounds equal to your Cha modifier. After a creature is subject to your Frightening Aura, he is immune to said same aura for 10 min. Whenever a Disciple of Fear induces fear it works like this: Creature afraid gets -2 on bluff, diplomacy, intimidate, and attack roles against the Disciple of Fear that made them afraid. |