Feats (Starfinder)
| Name | Prerequisite | Description |
|---|---|---|
| Accelerated Recovery† | Con 13. | Recover more quickly during an 8-hour rest. |
| Add Leverage†© | Str 15. | Grip your weapon with more hands to move foes farther with combat maneuvers. |
| Advance Warning†© | Cha 15. | Shout a warning to your allies, causing them to stop being flat-footed. |
| All Hands on Deck† | Four or more arms. | Many hands make light work. |
| Ambuscade†© | — | When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage. |
| Ambush Awareness†© | — | If you fail the Perception check to act in the surprise round, you can still take a full defense action. |
| Antagonize† | Intimidate & Diplomacy 5 ranks. | Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more. |
| Apt Mentor† | Life Science or Physical Science 5 ranks. | Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication. |
| Arm Extensions† | Construct or Constructed. | You have special devices installed into your arms that allow you to extend them great distances. |
| Armor Proficiency, Shield†© | — | Gain proficiency with shields. |
| Armor Proficiency, Light†© | — | No penalty to attack rolls while wearing light armor. |
| Armor Proficiency, Heavy†© | Str 13; Light Armor prof. | No penalty to attack rolls while wearing heavy armor. |
| Armor Proficiency, Powered†© | Str 13; BAB +5; Light & Heavy Armor prof. | No penalty to attack rolls while wearing powered armor. |
| Armor Upgrade, Adaptive† | Engineering 10 ranks; Int 19. | Temporarily create low-level armor upgrades. |
| Barricade†© | Engineering 1 rank. | Create your own fragile cover. |
| Blind-Fight†© | — | Reroll miss chances from concealment. |
| Blood in Their Eyes†© | — | Your critical hits with slashing attacks make foes dazzled. |
| Blood of the Spider† | A Spell-like ability racial trait. | Something in your ancestry has strengthened your innate magic and given it an arachnid twist. |
| Bodyguard†© | — | Add a +2 bonus to an adjacent ally’s AC as a reaction. |
| Bud Drone | Drone class feature; Adaptation or Early Stage Adaptation. | You have used your unique biology to bud off a biological drone you can more easily integrate with. |
| Casting, Adaptive† | Caster level 7th; Key ability score 19. | Select three additional spells known; cast one of them once a day. |
| Casting, Agile† | Caster level 4th; Key ability score 15; Dex 15, Mobility. | Cast a spell at any point during movement. |
| Casting, Combat†⚔️ | Ability to cast 2nd-level spells. | +2 bonus to AC and saves against attacks of opportunity when casting spells. |
| Cleave†© | Str 13; BAB +1. | Make an additional melee attack if the first one hits. |
| Climbing Master† | Athletics 5 ranks. | Gain a climb speed equal to your base speed. |
| Close Combat†© | BAB +1. | Gain a +2 bonus to AC against ranged attacks when are in melee combat. |
| Combat Maneuver, Improved†© | BAB +1. | +4 bonus to perform one combat maneuver. |
| Complex Adaptation | Life Science 5 ranks; Early Stage Adaptation. | With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects. |
| Communalism, Enhanced | Character level 5th; Communalism. | You’re able to benefit from your allies’ presence more often. |
| Connection Inkling† | Character level 5th; Wis 15; No levels in mystic. | Gain the ability to cast minor mystic spells. |
| Constant Alert†© | Character level 5th; Wis 11. | Reroll your initiative check and automatically win ties. |
| Cook Grenade†© | Grenades prof.; Dex 11. | Time your release of a grenade to increase its effectiveness. |
| Coordinated Shot†© | BAB +1. | Allies gain a +1 bonus to ranged attacks against foes you threaten. |
| Corruption’s Gift† | One or more Corruptions Manifestations. | You have embraced your corruption. |
| Cosmic Truth† | Mysticism & Bluff 5 ranks; Wis 15. | Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds. |
| Craven Ploy†© | Cha 13. | When the going gets tough, you hide behind allies. |
| Critical, Improved†© | BAB +8. | The DC to resist the critical effects of your critical hits increases by 2. |
| Deadly Aim†© | BAB +1. | Take a −2 penalty to weapon attacks to deal extra damage. |
| Deadly Boast† | 10 ranks Bluff; Cha 19. | Make an attack or effect sound so impressive that foes have a harder time defending against it. |
| Defensive Roll© | Dex 19, Acrobatics 10 ranks. | Attempt an Acrobatics check in place of a Reflex save or to dodge an attack. |
| Defensive Striker†© | Dex 13; BAB +1; Armor Training. | You were born to fight your enemies, and nobody does it better. |
| Deflect Projectiles†© | BAB +8. | Spend 1 Resolve Point to attempt to avoid a ranged attack. |
| Demoralize, Improved† | — | You are skilled at quickly demoralizing your foes. |
| Diehard† | — | You can spend Resolve Points to stabilize and to stay in the fight in the same round. |
| Diligent Searcher | Perception 1 rank. | Your ordered mind allows you to thoroughly search an area in less time. |
| Dire Straits†© | Con 15. | Stabilize when you have no Hit Points or Resolve Points left. |
| Disease Adaptation† | Con 11. | +2 enhancement bonus to saves against disease. |
| Disease Rejection† | Con 17; Disease Adaptation. | Recover from diseases much more swiftly. |
| Dispelling Strike† | 10 ranks Mysticism; BAB +10. | Spend 1 Resolve Point to make a melee attack act as dispel magic. |
| Dive for Cover†© | Base Reflex save bonus +2. | Fall prone in an adjacent square to roll a Reflex save twice. |
| Diverse Conditioning | Character level 5th; Eternal Hope or Ecstatic Joy. | Your broad experience has made you better at avoiding danger. |
| Diversion† | — | Use Bluff to create a distraction so that your allies can hide. |
| Divine Blessing† | Worship a deity of an alignment within one step of your own alignment. | Gain a boon from your patron deity. |
| Double Draw†© | Four or more arms. | Your limbs allow you to manipulate multiple weapons. |
| Double Tap†© | Weapon Focus (small arms); Small Arms prof. | Expend double the normal ammunition to gain bonuses to attack and damage with a small arm. |
| Drag Down†© | — | When you are tripped, you can attempt to trip an adjacent foe. |
| Echolocation Attack† | Perception as a class skill. | Use the echo of sonic attacks to better sense your surroundings. |
| Eldritch Lore, Minor† | Caster level 4th; Key ability score 15. | Gain an additional 0-level spell known. |
| Eldritch Lore, Lesser† | Caster level 7th; Key ability score 17, Minor Eldritch Lore. | Gain an additional 1st-level spell known. |
| Eldritch Lore† | Caster level 10th; Key ability score 19, Lesser Eldritch Lore. | Gain an additional 2nd-level spell known. |
| Eldritch Lore, Greater† | Caster level 13th; Key ability score 21, Eldritch Lore. | Gain an additional 3rd-level spell known. |
| Eldritch Lore, Major† | Caster level 16th; Key ability score 23, Greater Eldritch Lore. | Gain an additional 4th-level spell known. |
| Enclose Serums | Adaptation, Early Stage Adaptation, or Ooze. | Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency. |
| Environmental Adaptation† | Con 13. | Gain immunity to a number of environmental and weather effects. |
| Extra Resolve† | Character level 5th. | Gain 2 additional Resolve Points. |
| Far Shot†© | BAB +1. | Reduce penalty due to range increments. |
| Fast Talk† | Bluff 5 ranks. | Baffle a potential foe, causing it to be surprised when combat begins. |
| Feint, Improved†© | — | Use Bluff to feint as a move action. |
| Feint, Greater†© | Improved Feint; BAB +6. | Foes you feint against are flat-footed for 1 round. |
| Fighting Balance† | — | You know how to fight while off-balance or prone. |
| Fighting, Adaptive†© | Three or more combat feats. | Once per day as a move action, gain the benefit of a combat feat you don’t have. |
| Fleet†© | — | Increase your base speed. |
| Focused Sense† | Blindsense. | Temporarily gain blindsight with a limited range. |
| Focused Spellcaster†© | Ability to cast 4th-level spells; Combat Casting. | Spend a resolve point to successfully cast a spell after you take damage during the casting. |
| Fouling Reposition†© | Improved Combat Maneuver (reposition). | Reposition a foe to throw it and another creature off balance. |
| Four-Handed Hacker† | Computers 1 rank; Implanted hacking kit or 4+ hands. | When you hack a computer, it’s a two-front war. |
| Frightening Injection† | Intimidate 3 ranks. | Intimidate your foes when you inject them. |
| Frightful Display† | Intimidate 5 ranks; Cha 15; ability to cast spells. | Intimidate a foe as a reaction after they fail a save against your spell. |
| Fusillade†© | Four or more arms; BAB +1 | Make an automatic-mode attack with multiple small arms. |
| Glitch, Amplified†© | Computers & Intimidate 3 ranks. | Disrupt devices, causing targets to become shaken for 1 round or more. |
| Grab Attention†© | Intimidate 5 ranks. | Make a foe you hit in melee off-target when attacking anyone other than you. |
| Grappler Pull†© | Str 11. | Use a grappler to draw your foes closer to you. |
| Great Cleave†© | Str 13, Cleave; BAB +4. | Make an additional melee attack after each melee attack that hits. |
| Great Fortitude† | — | +2 bonus to Fortitude saves. |
| Great Fortitude, Improved† | Character level 5th; Great Fortitude. | Spend 1 Resolve Point to reroll a Fortitude save. |
| Grenade Proficiency†© | — | No penalty to attacks made with grenades. |
| Grenade Mastery†© | Grenades prof. | Increase the saving throw DCs of grenades you use. |
| Ground Fighting†© | Str 11. | Ignore penalties to unarmed attacks when grappled, pinned, or prone. |
| Harm Undead† | Healing channel connection power; Mystic level 1st. | Expend a spell slot for healing channel to also damage undead. |
| Hauler† | Str 13. | You can carry much more than usual. |
| In Harm’s Way†© | Bodyguard. | Take the damage of a successful attack against an adjacent ally. |
| Indirect Retreat†© | Dex 13; Mobility. | You can run through winding corridors and weave your way through grasping claws without pause. |
| Initiative, Improved†© | — | +4 bonus to initiative checks. |
| Instant Crater†© | BAB +5. | Weapons with the explode special property create difficult terrain. |
| Intuit Relationships | Perception & Sense Motive 1 rank. | You can quickly sense relationships between others and use that knowledge to manipulate them. |
| Iron Will† | — | +2 bonus to Will saves. |
| Iron Will, Improved† | Character level 5th; Iron Will. | Spend 1 Resolve Point to reroll a Will save. |
| Jet Charge†© | Piloting 3 ranks. | Boost your charge attacks with jets to move farther. |
| Jet Dash† | — | Move faster when running, double height and distance when jumping. |
| Kasathan Battle Dance†© | Prerequisites: Dex 13, Mobility or trick attack. | Avoid all attacks of opportunity when you withdraw. |
| Kip Up†© | Acrobatics 1 rank. | Stand from prone as a swift action. |
| Kip-Up, Improved† | Acrobatics 1 rank; Kip-Up or Moxie. | You can stand from prone in a blink of an eye. |
| Laugh at Danger†© | Con 13. | Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage. |
| Lightning Reflexes† | — | +2 bonus to Reflex saves. |
| Lightning Reflexes, Improved† | Character level 5th; Lightning Reflexes. | Spend 1 Resolve Point to reroll a Reflex save. |
| Living Ladder†© | Str 17. | Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone. |
| Lung Puncture†© | — | Your critical hits with piercing weapons cause foes to be fatigued. |
| Lunge†© | BAB +6. | Increase reach of melee attacks by 5 feet until the end of your turn. |
| Many-Handed Master†© | Four or more arms. | You use your many limbs to counter combat maneuvers. |
| Masked Visage† | — | With your face concealed, you can be inscrutable. |
| Master Crafter† | Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks. | Craft items in half the normal time. |
| Medical Expert† | Life Science, Medicine, & Physical Science 1 rank. | Treat deadly wounds more quickly, and provide long-term care without a medical lab. |
| Melt Defenses†© | BAB +11. | On a critical hit, cause further attacks against a foe to target EAC. |
| Memorable Coercer | Intimidate 1 rank. | You know how to use coercion to change people’s minds without suffering the consequences. |
| Memory Access† | Construct, Constructed, Exocortex, or Head Slot. | +2 insight bonus to skill checks to identify creatures and recall knowledge. |
| Mobility†© | Dex 13. | +4 bonus to AC against attacks of opportunity from movement. |
| Momentous Attack†© | Athletics 5 ranks; Str 11. | On a melee critical hit, move 5 feet. |
| Multifaceted Nature | Character level 9th; Dimorphic or Driftborn. | Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits. |
| Multi-Weapon Fighting†© | — | Reduce the penalty for full attacks when using multiple small arms or operative melee weapons. |
| Mystic Strike†© | Ability to cast spells. | Melee and ranged attacks count as magic. |
| Nanite Integration† | Construct or Constructed; Character level 3rd | Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats. |
| Nimble Moves†© | Dex 15. | Ignore 20 feet of difficult terrain when you move. |
| Opening Volley†© | — | +2 bonus to a melee attack against a target you damaged with a ranged attack. |
| Oracular Gift† | Ability to cast augury. | Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP. |
| Parting Shot†© | Dex 15; Mobility, or Shot on the Run; BAB +6. | Make a single ranged attack when withdrawing. |
| Penetrating Attack†© | BAB +12. | Reduce enemy's DR and energy resistance against your weapons by 5. |
| Penetrating Spell† | Ability to cast 4th-level spells. | Reduce enemy's DR and energy resistance against your spells by 5. |
| Percussive Maintenance† | Str 11. | Reroll checks for engineer crew actions in starship combat and engineering checks to repair items. |
| Periastra Training | Mysticism 5 ranks; Cha 13; Stellar Mode. | Gain the benefit of a full attunement with only 1 or 2 attunement points. |
| Pinpoint Hurler†© | Str 15. | Reduce the distance your thrown weapons travel when they miss. |
| Poison Adaptation† | Con 11. | Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure. |
| Poison Rejection (COM)† | Con 17; Poison Adaptation. | Recover from poisons more swiftly. |
| Poison Rejection (NS)† | Racial trait with “poison” or “slime” in the name. | You’ve mastered a method of using your bodily fluids to negate poison and venom. |
| Polymorph Adept† | You know the polymorph spell as a 3rd-level spell or higher. | Change the form of your polymorph spell. |
| Positive Conduit† | Con 13. | Gain extra Hit Points from magical healing. |
| Profession Mastery | Profession 1 rank; Cha, Int, or Wis 13 (any); Cultural Fascination. | Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect. |
| Protective Fur† | Skittermander or ysoki. | Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions. |
| Protector of Kahlannal† | Anassanoi; Any non-chaotic and non-evil alignment. | You have a unique psychic bond with your own Protector chariot. |
| Psychic Insight† | [Limited] Telepathy. | Telepathic contact gives you social insight. |
| Psychic Power, Minor† | Cha 11. | Cast a 0-level spell as a spell-like ability 3/day. |
| Psychic Power† | Character level 4th; Cha 13, Minor Psychic Power. | Cast a 1st-level spell as a spell-like ability 1/day. |
| Psychic Power, Major† | Character level 7th; Cha 15, Psychic Power. | Cast a 2nd-level spell as a spell-like ability 1/day. |
| Psychic Sense† | [Limited] Telepathy. | You can sense nearby creatures using your telepathy. |
| Pull the Pin†© | Improved Combat Maneuver (disarm). | Perform a disarm to activate a foe’s grenade. |
| Quick Draw†© | BAB +1. | Draw a weapon as a swift action. |
| Quicker Trickler† | Medicine 3 ranks. | Administer serums as a standard action instead of a full action. |
| Reality Glimmer† | Character level 5th; Cha 15; No levels in witchwarper. | Gain the ability to cast minor witchwarper spells. |
| Reflect Projectiles†© | Deflect Projectiles; BAB +16. | Spend 1 Resolve Point to attempt to redirect a ranged attack. |
| Reject Chains† | Shirren. | +2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects. |
| Relocate Vitals | Early Stage Adaptation. | In times of danger, you can alter your body to protect your most vulnerable organs. |
| Resistance, Enhanced† | BAB +4. | Gain damage reduction or energy resistance. |
| Resistance, Adaptive | Enhanced Resistance; BAB +4; Early Stage Adaptation. | Your training enables you to adapt and evolve formidable temporary defenses. |
| Resistance, Improved Energy† | Character level 10th; Con 13; Energy Resistance. | Your natural energy resistance is more pronounced. |
| Ricochet Grenade†© | Grenades prof.; BAB +7. | Bounce a grenade off a wall to reach difficult spo. |
| Sacred Strike†© | Worship a deity of an alignment within one step of your own. | Treat your attacks as having your deity’s alignment. |
| Scurry† | Racial bonus to Dexterity; Small. | Your small size affords you superior tactical positioning. |
| Sense Assumptions | Sense Motive 1 rank. | You can easily intuit a person’s preconceptions. |
| Shadow Infusion | Strong connection to Shadow Plane. | After enduring contact with the Shadow Plane, you have become infused with its energies. |
| Shadow Infusion, Improved | Character level 7th; Shadow Infusion. | Your connection to the Shadow Plane has grown stronger. |
| Shadow Infusion, Greater | Character level 13th; Improved Shadow Infusion. | The energy of the Shadow Plane suffuses your body, mind, and spirit. |
| Shelter Ally†© | Bodyguard; Natural reach ≥ 10′. | Use Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creature. |
| Shield Block†© | Shields prof. | Spent 1 Resolve Point as a reaction to reduce damage from area effects. |
| Shot on the Run†© | Dex 15 or Mobility; BAB +4. | Make a ranged attack at any point during movement. |
| Sidestep†© | Dex 15; Mobility or Trick Attack. | Take guarded step as a reaction when a foe misses you with melee attack. |
| Sidestep, Improved†© | Dex 17, Mobility or Trick Attack; Sidestep. | Reduce penalties from Sidestep. |
| Skill Focus† | — | +3 insight bonus to one skill. |
| Skill Synergy† | — | Gain two new class skills or a +2 insight bonus to those skills. |
| Sky Jockey† | Piloting 5 ranks. | Make jetpacks, vehicles, and starships go faster. |
| Slam Down†© | — | Your critical hits with bludgeoning weapons knock down your foes. |
| Slippery Shooter†© | Dex 15; BAB +6. | +3 bonus to AC against attacks of opportunity when making ranged attacks. |
| Solid Stance†© | Con 15. | Become harder to move, and use a reaction to avoid being knocked prone. |
| Spell Feint† | — | When you successfully feint, your foe takes a –1 penalty to saves against your next spell. |
| Spell Focus† | Character level 3rd; ability to cast spells. | DCs of spells you cast increase. |
| Spell Penetration† | — | +2 bonus to caster level checks to overcome SR. |
| Spell Penetration, Greater† | Spell Penetration. | Additional +2 bonus to caster level checks to overcome SR. |
| Spell-Like Ability, Improved† | Character level 4th; at least one 0 or 1st-level spell-like ability. | You have focused on honing your innate magical talents. |
| Spellbane† | Unable to cast spells or use spell-like abilities. | +2 insight bonus to saving throws against spells and spell-like abilities. |
| Spellguard† | Mysticism 3 ranks. | Grant an ally a +2 insight bonus against a spell as a reaction. |
| Spot of Luck† | Character level 5th; any Racial trait or Feat that grants a d20 reroll. | When escaping tight spots, you defy the odds. |
| Spring Attack†© | Dex 15; Mobility; BAB +4. | Move before and after a melee attack. |
| Spry Cover†© | BAB +1. | Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble. |
| Squox Companion | You own a trained squox that has an attitude of friendly or helpful toward you. | Your pet squox aids you to the best of its ability. |
| Stage Magic, Minor† | Cha 11. | Gain a 0-level spell-like ability. |
| Stage Magic† | Character level 4th; Cha 13, Minor Stage Magic. | Gain a 1st-level spell-like ability. |
| Stage Magic, Major† | Character level 7th; Cha 15, Stage Magic. | Gain a 2nd-level spell-like ability. |
| Stand Still†© | — | Make an attack of opportunity to stop a foe’s movement. |
| Stand Still, Improved†© | Stand Still. | +4 bonus to melee attacks with Stand Still. |
| Startled Scream† | — | When something bad is about to go down, you scream to let everyone know. |
| Steady Footing† | More than two legs or similar limbs. | You use your multiple legs to your advantage. |
| Steel Nerves† | Character level 3rd; Wis 13. | You retain your reason when you’re scared. |
| Step Up†© | BAB +1. | Take a guarded step as a reaction to an adjacent foe moving. |
| Step Up and Strike†© | Dex 13; Step Up; BAB +6. | Make an attack of opportunity as part of Step Up. |
| Strike Back†© | BAB +1. | Ready an action to make a melee attack against a foe with reach. |
| Suppressive Fire†© | BAB +1; Heavy Weapons prof. | Provide covering fire or harrying fire in an area. |
| Survivalist† | Self-sufficient. | You know how to live off the land. |
| Swimming Master† | Athletics 5 ranks. | Gain a swim speed equal to your base speed. |
| Tactful Advisor† | Cha 11. | Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher. |
| Tailored Serum† | Life Science 5 ranks. | Grant additional Hit Points to a particular creature with a customized serum of healing. |
| Technomantic Dabbler† | Character level 5th; Int 15; No levels in technomancer. | Gain the ability to cast minor technomancer spells. |
| Telepath, Helpful† | [Limited] Telepathy; Communalism or Hive Defense. | You’re able to provide uncanny support to your allies. |
| Telepathic Scream† | [Limited] Telepathy; 3 ranks Intimidate. | Create a distressing telepathic scream that causes foes to become shaken. |
| Telepathic Spy† | [Limited] Telepathy. | Your telepathy is sensitive enough to detect similar psychic communication nearby. |
| Telepathy, Extended† | [Limited] Telepathy. | Increase the range of your telepathy. |
| Telepathy, Soothing† | [Limited] Telepathy. | +2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies. |
| Terrifying Presence†© | Intimidating. | Your fearsome displays instill fear longer. |
| Three-Point Stance† | — | If you have a free hand, you take 1d6 less damage from falling, don’t fall prone from falling, and gain benefits in zero-g maneuvering. |
| Through the Lines† | Dex 13. | You can charge through one ally’s space. |
| Tight Fit† | Large or larger. | You are not entangled when squeezing. |
| Toughness† | — | +1 Stamina Point per character level and other bonuses. |
| Tripping Rush†© | Improved Combat Maneuver (trip); BAB +5. | Knock a target prone when you bull rush them into an obstacle. |
| Unarmed Strike, Improved†© | — | Deal more damage and threaten squares with unarmed strikes. |
| Underfoot† | Scurry, Acrobatics 10 ranks; Racial bonus to Dexterity; Small. | You use your small size against larger foes. |
| Unfriendly Fire†© | Bluff 5 ranks. | Trick an attacker into shooting at another enemy adjacent to you. |
| Veiled Threat† | Intimidate 1 rank; Cha 15. | Intimidated foe doesn’t become hostile. |
| Versatile Fighting†© | Character level 5th; Adaptive Fighting. | Spend RP to use Adaptive Fighting more often in a day. |
| Versatile Focus†© | Weapon Focus (any). | +1 bonus to attack rolls with all weapon types you are proficient with. |
| Versatile Specialization†© | Character level 3rd; Weapon Specialization. | Deal extra damage with all weapon types you are proficient with. |
| Wary Withdrawal†© | Dex 13; Wis 13; Mobility. | You know how to withdraw with great caution. |
| Weapon Proficiency, Melee, Basic†© | — | No penalty to attacks with basic melee weapons. |
| Weapon Proficiency, Melee, Advanced†© | Basic Melee Weapons prof. | No penalty to attacks with advanced melee weapons. |
| Weapon Proficiency, Small Arm†© | — | No penalty to attacks with small arms. |
| Weapon Proficiency, Longarm†© | Small Arms prof. | No penalty to attacks with longarms. |
| Weapon Proficiency, Sniper†© | — | No penalty to attacks with sniper weapons. |
| Weapon Proficiency, Heavy†© | Str 13; Small Arms & Longarms prof. | No penalty to attacks with heavy weapons. |
| Weapon Proficiency, Special†© | Basic Melee Weapons or Small Arms prof. | No penalty to attacks with one special weapon. |
| Weapon Focus†© | Selected weapon type prof. | +1 bonus to attack rolls with selected weapon type. |
| Weapon Specialization†© | Selected weapon type prof.; Character level 3rd. | Deal extra damage with selected weapon type. |
Miscellaneous
Squox Companion
Alien Archive 2, p.119
Your squox is a well-trained companion.
Prerequisites: You own a trained squox that has an attitude of friendly or helpful toward you.
Benefit: You can designate your trained squox as your companion, which obeys your instructions, orders, and suggestions to the best of its ability. It won’t follow a command that would bring significant harm to itself, but it has your interests at heart and does what it can to aid you. While your squox companion is within 30 feet of you, you gain a +1 insight bonus to Perception checks to notice and search when the GM determines your squox could help you accomplish these tasks.
Your Tiny squox companion can share your space and end its movement there. Outside your space, your squox has evasion, as the operative class feature. While in your space, your squox has evasion, improved evasion (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead.
In addition, your adorable companion is distracting. While it is in your space, you gain a +1 insight bonus to Bluff checks to feint. If your squox is in your space or within 10 feet of you, you can instead gain this insight bonus to Bluff checks to create a diversion, which can allow you or your squox to attempt to hide (your choice of which when you attempt the Bluff check).
Telepathic
Extended Telepathy
Pact Worlds, p.191
You have expanded your latent telepathic powers.
Prerequisites: Limited telepathy racial trait.
Benefit: Increase the range of your limited telepathy by 30 feet.
Special: If you are a phrenic adept or have the Major Psychic Power feat and you also have Extended Telepathy, you can try to communicate telepathically with creatures you don’t share a common language with, as long as the creature understands one or more languages. This requires a full action to initiate and a successful Mysticism check (DC = 15 + 1½ × the creature’s CR). On a failed check, you can’t try to communicate telepathically with that creature again for 24 hours.
Helpful Telepath
Character Operations Manual, p.25
You’re able to provide uncanny support to your allies.
Prerequisites: Communalism or hive defense racial trait, limited telepathy or telepathy racial trait.
Benefit: When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined by the action you used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this feat. You can use this feat in conjunction with the Suppressive Fire feat, but you must apply the same effect (a circumstance bonus or the benefit described below) to all allies within the chosen area. You can provide these benefits only to allies with whom you can communicate using telepathy or limited telepathy.
Once you’ve used this feat, you can’t do so again until you’ve taken a 10-minute rest to regain Stamina.
- Aid Another
- Instead of gaining a bonus to a skill check, your ally can roll the check twice and use the higher result.
- Covering Fire
- Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack roll twice and use the lower result.
- Harrying Fire
- Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack roll twice and use the higher result.
Psychic Insight
Starfinder #13: Fire Starters, p.44
Telepathic contact gives you social insight.
Prerequisites: Limited telepathy or telepathy.
Benefit: You gain a +2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive checks against creatures you are successfully communicating with using your limited telepathy or telepathy.
Psychic Sense
Starfinder #13: Fire Starters, p.44
You can sense nearby creatures using your telepathy.
Prerequisites: Limited telepathy or telepathy.
Benefit: You have blindsense (thought) with a range equal to the range of your limited telepathy or telepathy.
Soothing Telepathy
Character Operations Manual, p.118
Your psychic abilities bolster your mental defenses, and you can extend that strength to nearby allies.
Prerequisites: Limited telepathy or telepathy.
Benefit: You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn.
Telepathic Scream
Character Operations Manual, p.118
You can create a distressing telepathic scream to unnerve nearby creatures.
Prerequisites: Intimidate 3 ranks; limited telepathy or telepathy.
Benefit: As a standard action, you can broadcast a jarring telepathic screech into the minds of nearby enemies. You can use this ability on one target creature per character level, all of which must be within range of your telepathy. If you succeed at an Intimidate check (DC = 15 + 1 per target + 1½ × the CR of the highest CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. This is a mind-affecting effect. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
Telepathic Spy
Starfinder #13: Fire Starters, p.44
Your telepathy is sensitive enough to detect similar psychic communication nearby.
Prerequisites: Limited telepathy or telepathy.
Benefit: When a creature within range of your telepathy uses telepathy, receives telepathic communication (such as telepathic message), or employs a mind-reading effect (such as the detect thoughts spell), you notice the attempt with a successful DC 20 Sense Motive check. If you succeed by 5 or more, you glean three pieces of information about the communication, such as the identity of its source, its general nature, the emotional state of the sender or the recipient, and so on. If you succeed by 10 or more, you can listen in on the communication by concentrating each round (a standard action) to maintain your eavesdropping. However, although unaware of your spying, the subject can attempt a saving throw (DC = 10 + half your level + your Charisma modifier) to prevent it. Succeeding by 5 or more at this save also alerts the subject to your snooping.
Spell-like
Blood of the Spider
Near Space, p.130
Something in your ancestry has strengthened your innate magic and given it an arachnid twist.
Prerequisites: Racial trait that grants a spell-like ability.
Benefit: You can use spider climb once per day as a spell-like ability, using your character level as the caster level.
Improved Spell-Like Ability
Near Space, p.131
You have focused on honing your innate magical talents.
Prerequisites: At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th.
Benefit: Choose one spell-like ability you have that is a 0- or 1st-level spell. Once this choice is made, it cannot be changed. You can use a chosen 0-level spell two additional times per day or the chosen 1st-level spell one additional time per day.
Special: You can select this feat more than once. Each time you can either choose the same spell-like ability or pick a different one.
Psychic Power, Minor
Template:Hatmaote You have a minor natural psychic ability.
Prerequisites: Cha 11.
Benefit: Select one of the following 0-level spells: dancing lights, psychokinetic hand, telekinetic projectile, or telepathic message. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level.
'Special: You can select this feat more than once. Each time you do, you must choose a different spell from the list.
Psychic Power
Template:Hatmaote You have a natural psychic ability.
Prerequisites: Cha 13, Minor Psychic Power, character level 4th.
Benefit: Select one of the following 1st-level spells: comprehend languages, detect thoughts, or mind link. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.
Special: You can select this feat more than once. Each time you do, you must choose a different spell from the list.
Psychic Power, Major
Template:Hatmaote You have a significant natural psychic ability.
Prerequisites: Cha 15, Minor Psychic Power, Psychic Power, character level 7th.
Benefit: Select one of the following 2nd-level spells: augury or status. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.
Stage Magic, Minor
Pact Worlds, p.191
Entertainers and icons from entertainment houses such as the Hamisfore Theatorium on Absalom Station to Eox’s Halls of the Living understand the importance of showmanship. From a famous mentor or through your own inventiveness, you have developed a minor magical trick to entertain or distract.
Prerequisites: Cha 11.
Benefit: Select one of the following 0-level spells: dancing lights, ghost sound, or token spell. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.
Special: You can select this feat more than once. Each time you do, you must choose a different spell from the list.
Stage Magic
Pact Worlds, p.191
You have learned new magical tricks to deceive or entertain.
Prerequisites: Cha 13, Minor Stage Magic, character level 4th.
Benefit: Select one of the following 1st-level spells: disguise self, holographic image, or unseen servant. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.
Normal: You can select this feat more than once. Each time you do, you must choose a different spell from the list.
Stage Magic, Major
Pact Worlds, p.191
You wield illusions that misdirect, deceive, or entertain an audience.
Prerequisites: Cha 15, Minor Stage Magic, Stage Magic, character level 7th.
Benefit: Select one of the following 2nd-level spells: holographic image, invisibility, or mirror image. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma. If you select holographic image with this feat and you have already selected holographic image with the Stage Magic feat, you can replace the spell selected with Stage Magic with another spell listed in the Stage Magic feat.
Skill
Skill Focus
Core Rulebook, p.
You are particularly adept at a certain skill.
Benefit: Choose a skill. You gain a +3 bonus to checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill.
Skill Synergy
Core Rulebook, p.
You understand how two skills work well together.
Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.
Technical
Adaptive Upgrade
Character Operations Manual, p.112
You have adjusted one of your armor upgrades to give yourself a few more options.
Prerequisites: Int 19, Engineering 10 ranks.
Benefit: Select three armor upgrades, each with an item level no greater than half your ranks in Engineering. If these upgrades require any choices to be made (such as what kind of energy damage they protect against), you must make those choices when you select this feat. With 8 hours of work, you can adapt any armor upgrade of an item level equal to at least half your ranks of Engineering, allowing it to function as one of your three selected upgrades. This upgrade functions only when the upgrade is installed in armor you are wearing. Activating this upgrade requires a move action, after which the upgrade functions as both its normal upgrade and your selected upgrade for 1 minute. If a selected upgrade requires charges, ammunition, or other resources, you must provide them normally; you can add batteries and ammunition to the upgrade as part of the process of adapting it to work with your selected upgrade choices. You can have only one upgrade adapted to be usable with this feat at a time—if you adapt a new upgrade, the adaptations to any previous upgrade are lost.
Once you’ve used your adapted upgrade, you can’t use it again until you’ve regained Stamina Points after a 10-minute rest.
Each time you gain another rank in Engineering, you can change the three upgrades you have selected with this feat.
Amplified Glitch (Combat)
Starfinder Core Rulebook, p.155
You can create sudden distractions with technological devices.
Prerequisites: Computers 3 ranks, Intimidate 3 ranks.
Benefit: As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1½ × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.
Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
Barricade (Combat)
Starfinder Core Rulebook, p.155
You are adept at creating quick, temporary cover.
Prerequisites: Engineering 1 rank.
Benefit: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253.
The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).
Four-Handed Hacker
Character Operations Manual, p.21
When you hack a computer, it’s a two-front war.
Prerequisites: Computers 1 rank, four or more hands.
Benefit: When you use the hack system task of Computers, if you have two hacking kits, your hacking attempt takes half the time (minimum 1 full action). You can also add, destroy, disable, remove, or repair a system or module in half the usual time.
Master Crafter
Starfinder Core Rulebook, p.159
You can construct things more quickly than most.
Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks.
Benefit: Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time.
Special: You can take Master Crafter multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.
Percussive Maintenance
Character Operations Manual, p.117
You excel at the tried-and-true repair technique of delivering a solid whack at just the right spot to get malfunctioning technology to work.
Prerequisites: Str 11.
Benefit: Once per day, you can reroll an Engineering check to repair an item. In addition, you can reroll one engineer crew action per starship combat.
Caster
- Adaptive Casting• Key ability score 19; Caster level 7. Select three additional spells known, cast one of them once a day.
- Agile Casting• Key ability score 15; Dex 15; Mobility; Caster level 4th. Cast a spell at any point during movement.
- Combat Casting*• Ability to cast 2nd-level spells. +2 bonus to AC and saves against attacks of opportunity when casting spells.
- Eldritch Lore, Minor• Caster level 4th; Key ability score 15. Gain an additional 0-level spell known.
- Eldritch Lore, Lesser• Caster level 7th; Key ability score 17; Minor Eldritch Lore. Gain an additional 1st-level spell known.
- Eldritch Lore• Caster level 10th; Key ability score 19; Lesser Eldritch Lore. Gain an additional 2nd-level spell known.
- Eldritch Lore, Greater• Caster level 13th; Key ability score 21; Eldritch Lore. Gain an additional 3rd-level spell known.
- Eldritch Lore, Major• Caster level 16th; Key ability score 23; Greater Eldritch Lore. Gain an additional 4th-level spell known.
- Focused Spellcaster*• Combat Casting; Ability to cast 4th-level spells. Spend a resolve point to successfully cast a spell after you take damage during the casting.
- Frightful Display• 5 ranks Intimidate; Cha 15; Ability to cast spells. Intimidate a foe as a reaction after they fail a save against your spell.
- Greater Spell Penetration• Spell Penetration. Additional +2 bonus to caster level checks to overcome SR.
- Harm Undead• Healing channel connection power; Mystic level 1st. Expend a spell slot for healing channel to also damage undead.
- Mystic Strike*• Ability to cast spells. Melee and ranged attacks count as magic.
- Penetrating Spell• Ability to cast 4th-level spells. Reduce enemy's DR and energy resistance against your spells by 5.
- Polymorph Adept• You know the polymorph spell as a 3rd-level spell or higher. Change the form of your polymorph spell.
- Spell Feint• — When you successfully feint, your foe takes a –1 penalty to saves against your next spell.
- Spell Focus• Ability to cast spells; Character level 3rd. DCs of spells you cast increase.
- Spell Penetration• — +2 bonus to caster level checks to overcome SR.
- Spellbane• Unable to cast spells or use spell-like abilities. +2 insight bonus to saving throws against spells and spell-like abilities.
- Spellguard• 3 ranks Mysticism. Grant an ally a +2 insight bonus against a spell as a reaction.
- Minor
- Connection Inkling• Wis 15; Character level 5th; No levels in mystic. Gain the ability to cast minor mystic spells.
- Reality Glimmer• Cha 15; Character level 5th; No levels in witchwarper. Gain the ability to cast minor witchwarper spells.
- Technomantic Dabbler• Int 15; Character level 5th; No levels in technomancer. Gain the ability to cast minor technomancer spells.