Welcome to The Hidden Truth! When the going gets tough, you hide behind allies. To Do: Mystic Archetypes Drone and Exocortex Mods Star Ship Actions Pact Worlds Weapons, Items, Feats, Archetypes Note: The Feats, Items, and Weapon Crit xml is the same one as in this post. You’ve mastered a method of using your bodily fluids to negate poison and venom. Command Robot (Sp): At 5th level, a technomancer can issue a command to a robot within 30 feet as a standard action once per day.The command must be in a language the robot can understand. You have to buy off the Int penalty, but str and con bonuses are useful. Stamina Points per Level: 5 + Constitution modifier Hit Points per Level: 5 HP To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. You know how to withdraw with great caution. Boost your charge attacks with jets to move farther, Move faster when running, double height and distance when jumping, Prerequisites: Dex 13, Mobility or trick attack, Avoid all attacks of opportunity when you withdraw, Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage, Key ability score 17, Minor Eldritch Lore, caster level 7th, 7 levels in a class with a class spell list, Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone, Your critical hits with piercing weapons cause foes to be fatigued, Increase reach of melee attacks by 5 feet until the end of your turn, Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 16th, 16 levels in a class with a class spell list, Cha 15, Minor Psychic Power, Psychic Power, character level 7th, Cast a 2nd-level spell as a spell-like ability 1/day, Cha 15, Minor Stage Magic, Stage Magic, character level 7th, You use your many limbs to counter combat maneuvers, With your face concealed, you can be inscrutable, Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks, Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank, Treat deadly wounds more quickly, and provide long-term care without a medical lab, On a critical hit, cause further attacks against a foe to target EAC. If you have any suggestions I would love to hear from you at [email protected]. Battlemage Theme: Mercenary Source Starfinder Core Rulebook pg. Gain extra Hit Points from magical healing, Str 13, proficiency with light armor and heavy armor, base attack bonus +5, Cha 13, Int 13, or Wis 13 (see text); Profession (any) 1 rank, cultural fascination racial trait, Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect, Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions, Anassanoi, any non-chaotic and non-evil alignment. Mobility and Agile Casting: start and end your turn in total cover to save your squishy butt. Make an additional melee attack if the first one hits, Gain a climb speed equal to your land speed, Gain a +2 bonus to AC against ranged attacks when are in melee combat, +2 bonus to AC and saves against attacks of opportunity when casting spells, Life Science 5 ranks, early stage adaptation racial trait. Toughness: technomancers are usually pretty squishy. A scholarly academic? Welcome to The Hidden Truth, an unofficial system resource document for Paizo’s science fantasy tabletop roleplaying game, Starfinder. You know how to use coercion to change people’s minds without suffering the consequences. Cha 13, Minor Psychic Power, character level 4th, Cast a 1st-level spell as a spell-like ability 1/day. Improvisations. sfrpgtools is a suite of tools built with HTML and javascript for use with the Starfinder roleplaying game. Social skills are the focus here -- getting a full 8 skill points per level with access to 16 class skills -- with the trusty laser pistol as a backup. Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic. You can run through winding corridors and weave your way through grasping claws without pause. To qualify to become a technomancer, a character must fulfill all the following criteria. Wis 15, character level 5th, no levels in mystic, Gain the ability to cast minor mystic spells, Reroll your initiative check and automatically win ties, Time your release of a grenade to increase its effectiveness, Allies gain a +1 bonus to ranged attacks against foes you threaten, Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds. Additional +2 bonus to caster level checks to overcome SR, Increase the saving throw DCs of grenades you use, Ignore penalties to unarmed attacks when grappled, pinned, or prone, Healing channel connection power, mystic level 1st, Expend a spell slot for healing channel to also damage undead, Str 13, proficiency with longarms and small arms, Communalism or hive defense racial trait, limited telepathy or telepathy racial trait, You’re able to provide uncanny support to your allies, The DC to resist the critical effects of your critical hits increases by 2. Construct type, constructed racial trait, exocortex, or head slot augmentation, +2 insight bonus to skill checks to identify creatures and recall knowledge, Key ability score 15, caster level 4th, 4 levels in a class with a class spell list, Cast a 0-level spell as a spell-like ability 3/day, +4 bonus to AC against attacks of opportunity from movement, Dimorphic racial trait, character level 9th, Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits, Reduce the penalty for full attacks when using multiple small arms or operative melee weapons, Character level 3rd, constructed racial trait or construct type, Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats, Ignore 20 feet of difficult terrain when you move, +2 bonus to a melee attack against a target you damaged with a ranged attack, Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP, Dex 15, Mobility, Shot on the Run, base attack bonus +6, Make a single ranged attack when withdrawing, Reduce enemy's DR and energy resistance against your weapons by 5, Reduce enemy's DR and energy resistance against your spells by 5, Reroll checks for engineer crew actions in starship combat and engineering checks to repair items, Gain the benefit of a full attunement with only 1 or 2 attunement points, Reduce the distance your thrown weapons travel when they miss, Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure, Racial trait with “poison” or “slime” in the name. 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