Starfinder Enhanced Feat Discussions


General Discussion


There's a lot of good feats in this book. Plus the usual bad, but lots of good. I'll categorize them in related groups below.

GRENADES

Antigrenadier: As standard action, sunder with melee or ranged a held grenade, do any damage through its hardness and it detonates at -2 save for the creature holding it. If they aren't just holding one to be ready you'll need to either ready an action for the draw/throw move, or get the Improved version of this feat.

Curveball: Put a 90' turn into a thrown grenade path, it takes a -2 penalty to DC. DC penalties are death to grenades, and cases where I'd need to the turn are...rare.

Gag Gift: Use a dirty trick combat manuever to plant a grenade. It explodes at the end of your turn, target takes -2 penalty to save, and radius is halved. Normally you'll want to Dirty Trick then move away, and in tight spots the radius reduction might even be helpful.

Note there are some dirty trick action enhancers, the 2nd level bonus spell that Delusion mystics get (can't remember or look up the name) and of course Cheat Time if your GM is nice about it.

Improved Antigrenadier: Shoot a drawn grenade as reaction, do any damage it detonates with the -2 save penalty to the guy drawing it.

Midair Detonation: Shoot a grenade in the air to make it detonate early, depriving enemies of a save. Full round action, throw and hit grid intersection, fire and hit AC 25, then compare your hit result to the EAC of everyone in the grenade area. If their EAC is lower treat them as if they'd failed their save, otherwise treat them as if they'd passed. If I was a Bombard Soldier with more than two arms I'd burn a bonus feat on the otherwise useless Multi-Weapon Feat prereq to get this when it's available at level 10. Or maybe I'd wait until the AC 25 check is more automatic, because missing that wastes the grenade.

There's a weird Precog build that uses Midair Detonation and a high paradox attack roll to ensure failed saves against a really nasty grenade.


OFFENSE

Shooting and hacking things. Please note Zero In at the bottom, it's almost like Improved Weapon Focus.

Avenger: Reaction and 1 RP to make a bonus attack against anyone who drops an ally to 0 HP. Once per stamina rest. If you've got a dumb melee always going down and a bunch of ranged backliners, have everyone take this to liquify the first guy who puts him down in a fight. Or a Sharpshooter who needs ranged feats and already took Improved Antigrenadier and the holy blessed Zero In.

Breaking Blasts: Get some bonus damage dice in return for breaking your weapon as a full action. You should be full attacking, and you shouldn't be breaking your energy unwieldy weapon. Maybe there's some "ignore broken condition" stuff out there I've been ignoring.

Combined Strike: Ready an action and choose and ally. Add your attack on to this when he strikes, then sum up your damage and only apply DR/ER once. I recommend just having a backup weapon, or at high level the feats/abilities that bypass DR/ER.

Crushing Followup: Staggering Assault from PF1 - use a bludgeoning weapon on a full attack, if you hit with your first attack you can spend 1 RP to make them save or be staggered for 1 round. DC is 15 + BAB which is...fine? At level 20 that's 35 vs 37-38 for a pretty optimized spellcaster (Spell Focus, +8-9 KAS, no other special DC boosters) using a 6th level slot. Seems like an ok pickup for a late game soldier or maybe melee solarian who is totally bereft of feat ideas.

Death From Above: It's good! Get bonus strength damage, double if wielding a two handed weapon, if you standard action drop from 10-30' above a ground target and then hit him. You take falling damage, but aren't prone. You can just repeatedly do this with Force Soles Mk 2 to walk 10' above a target and then smash them, bring a big unwiedly weapon and some falling damage mitigation if you're a wimp.

Deft Pursuit: HUGE upgrade to Step Up and Strike. You can move up to 30 feet (10 per provoking activity) and make a combat manuever with a +2 instead of an attack of opportunity. Imagine starting your turn with someone already grappled/pinned/tripped after you ruined their turn.

Fend Off: If you're wielding a one handed melee weapon or shield and a small arm, firing the small arm doesn't provoke. Ends for a while if you make a melee attack. Good for operatives who don't want to spend a trick and don't want to use melee attacks.

Lightning Hands: You can drawn a one-handed weapon OR any weapon that benefits from Weapon Focus (WF is not a prereq, this is an alterative use) as part of rolling initiative. Full attack round one with your heavy weapons without having to carry it all the time.

Maestro's Flourish: Add 1d6 to each hit when you full attack with a sonic weapon. Good for triple/quad attackers who like sonic weapons. Also adds/improves deafen to crit effect, but who cares.

Runner Gunner: Good for Hit and Run or other mobile ranged soldiers, if you move half your speed or more towards an enemy you get a +1 to hit on your next attack (once per minute), if you standard action ranged attack first you get get a 5' boost to your speed for the rest of your turn.

Zero In: Get me some smelling salts.

Quote:
When you miss on a ranged attack against a single target, you gain a +1 insight bonus to your next attack against the same target made before the end of your NEXT turn.

It works for everyone given the next turn duration, but extra good for full attackers, especially triple/quad shooters who can leverage their misses into more accuracy faster.


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the flight skin armor line reduces falling damage by 20 feet, so its a good combination with death from above. Thats high enough to go off the top rope.


That sonic biohackers would also value the Maestro's Flourish it sounds like.


Zwordsman wrote:
That sonic biohackers would also value the Maestro's Flourish it sounds like.

I'm Redoing Mom Norveg for a game this week after her training montage: the kids are all out of the house so she's re starting her grunge band. She likes to kick out bipod, park her tail and full attack, so that's definitely on her feat list.

The new magic goggles let you ignore 2 points of cover, so between that and a sharpshooting soldier dip she's scary good at shooting through people's legs.

Wayfinders

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Antigrenadier is cool but only useful if the other side starts using more grenades. I don't ever remember having a grenade being used on me or my party. Antigrenadier gives us a rule for what happens when a grenade goes off in your hand previously I've just been skipping even rolling a save and just taking full damage.

Curveball is supper useful and more like how grenades are really used because you normally don't want to throw a grenade at close range if you don't have cover. To be useful encounter maps would need more cover in them. Would be useful too if the 90 lines can go over objects and not just around them.


Xenocrat wrote:
Deft Pursuit: HUGE upgrade to Step Up and Strike. You can move up to 30 feet (10 per provoking activity) and make a combat manuever with a +2 instead of an attack of opportunity. Imagine starting your turn with someone already grappled/pinned/tripped after you ruined their turn.

How is this a mobility upgrade? Step up and Strike already allowed you to move 10 feet per guarded step taken away from you. The only way you're going to move more than 10 feet in a round with this feat is by using a class mechanic that allows for a second/third reaction in the same round.... which you could already do with Step up and Strike.

The only thing Deft Pursuit meaningfully does is add the ability to make a combat maneuver instead of an attack. But Deft Pursuit still consumes your reaction for the round; without the ability to make multiple reactions in a round (which tend to be very limited where they exist at all) there is no actual way to move 30 feet.

Unless the implication is that, unlike Step Up (the underlying ability it modifies), it can be used on ANY movement away from you that provokes. If that's the case, and it moved out of your first threatened square and then your second or third (if you had long reach), it would provoke three times, allowing you to chase it 30 feet. But that doesn't make any sense, because reactions interrupt and occur before the completion of the other actions.


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Zothor wrote:
Xenocrat wrote:
Deft Pursuit: HUGE upgrade to Step Up and Strike. You can move up to 30 feet (10 per provoking activity) and make a combat manuever with a +2 instead of an attack of opportunity. Imagine starting your turn with someone already grappled/pinned/tripped after you ruined their turn.

How is this a mobility upgrade? Step up and Strike already allowed you to move 10 feet per guarded step taken away from you. The only way you're going to move more than 10 feet in a round with this feat is by using a class mechanic that allows for a second/third reaction in the same round.... which you could already do with Step up and Strike.

The only thing Deft Pursuit meaningfully does is add the ability to make a combat maneuver instead of an attack. But Deft Pursuit still consumes your reaction for the round; without the ability to make multiple reactions in a round (which tend to be very limited where they exist at all) there is no actual way to move 30 feet.

Unless the implication is that, unlike Step Up (the underlying ability it modifies), it can be used on ANY movement away from you that provokes. If that's the case, and it moved out of your first threatened square and then your second or third (if you had long reach), it would provoke three times, allowing you to chase it 30 feet. But that doesn't make any sense, because reactions interrupt and occur before the completion of the other actions.

Step and Strike lets you move up to 10 feet, then either make an attack of opportunity or wait to see if they provoke another attack of opportunity. This "or wait" option was previously only of practical use in case you want to whack them for a spell attempt and interrupt it.

But now Deft Pursuit says "When using the Step Up and Strike feat to follow an adjacent foe, you can move up to 30 feet, though you can never
move more than 10 feet per attack of opportunity that the foe provokes."

They guarded step, you move 10 feet, you can "wait to see if the foe provokes another attack opportunity" per Step Up and Strike. They make a normal move action now, provoking, and allowing you another 10 feet of movement per Deft Pursuit and you can make an attack of opportunity. Clearly the intent is that you can pull this off three consecutive times (one guarded step, second move that provokes, third move that prokes), and deliver an attack at the end of this movement or if they provoke again (via shooting or spellcasting) at the end of the movement.

Normally you wouldn't you wouldn't worry about the third movement option, but Enhanced is jam packed with ways to get a third move action that can be used for a guarded step plus two normal move actions. So it's a published feat to put on NPCs to destroy PC spellcasters who lack Flash Teleport type stuff, or for Soldiers/Vanguards to do hilarious manuever reactions and not worry too much about the second/third chase option.

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