Monthly Archives: March 2012

From Home Campaign to Your Campaign

Welcome to anther installment of Madness Mondays, where I show you a peak behind the development of The Vile Magic of Argonax the Mad, a one-man-show product I’m working on for the Pathfinder Roleplaying Game.

The alert among you may notice that I missed last week. That’s because I got kidney stones (and still have them as of the time of this writing) and spent a lot of the day in the hospital and doctor’s offices. I mention that just because that kind of delay is exactly the sort of thing that can badly impact a freelancer’s schedule, and if at all possible you need to make allowances for it. Since I’m working on Argonax in my spare time, it’s the first thing that gets cut if I find myself behind schedule. So I’m only three weeks into this, and I’m already two weeks behind.

However, I have gotten some work done, a little of which I’m going to share for you. Argonax is a background character from one of my campaigns, and not one that’s had much screen-time. When I’m developing ideas for use in just my own campaign, my notes are often the barest sketches, designed to remind me what I was thinking more than record everything I know about an idea. When I want to take one of those ideas and make it a professional product, one of the hardest things is to make sure I actually write down everything important, since customers will only know what I tell them. I often have an idea fully developed for my own games without writing down even 10% of what needs to go in a product designed to explain the idea to other people.

To show an example of how this works, I’m presenting my home notes on the background of Argonax the Mad, followed with my introduction to him for The Vile Magic of Argonax the Mad. The first is a throwaway line in my notes on how inevitables fit into my own games. The second is a much longer, more fleshed-out presentation that makes the idea useable by other GMs… or will once it has a lot more game rules and material to back it up!

OKCS Campaign Notes:
Three Impossible Mortals: The inevitables refer to Three Impossible Mortals: creatures that are not god, titan, outsider, or dragon, but who nevertheless manage to do things mortals are not supposed to be able to do. Despite this appearing to be a violation of the Great Machine of the Cosmos, the inevitables take no action against the 3. Lower level inevitables do not know why this is, and if senior inevitables know, they aren’t talking. The 3 Impossible Immortals are; Argonax the Mad (keeps killing & resurrecting himself to learn all possible magic & how to create artifacts), Cornelius Onitor (“Of No Interesting Title or Rank, which he shortened to O.N.I.T.O.R. when signing his maps & atlases, the founder of the Wayfarer’s League & the discoverer of the first Wendings), and The Silent Emperor (The First Kasmith, the mortal who first learned to take the Ankharan concept of the :animating” part of the soul and use it to create golems — may never communicate for he is a high priest of Sutehk & betrayed that god, so his voice is Sutehk’s voice, so if he ever communicates at all, in any way, with anyone, his patron god will find him).)

Section II of The Vile Magic of Argonax the Mad
The Mad One
Argonax the Mad is a legendary spellcaster who appears in myths and parables found the world over. While details of his existence, ranging from his race and the timeline of his life, vary in these tales, they all agree on a single point – Argonax was a powerful spellcaster who sought to rediscover what he called the art of high artifice. This theoretical magical study was supposedly the technique used to create artifacts by the gods and heroes of the ancient past, long lost to mortal craftsmen. While the reason for his endless quest to rediscover this art varies from story to story, the common thread of Argonax legends are his obsession to discover how to create artifacts at any cost, and the unspeakable price he paid in this quest.

One of the reasons tales of Argonax vary so wildly is that the mad mage concluded his quest to regain knowledge long since lost to mortals would require both more than one lifetime of study, and access to lore and instruction from long-dead weavers of magic. Thus he undertook what he called the College Obscura, a plan to teach himself the arts of all races and sages, not limiting himself to that known by the living or members of a single bloodline.

In its simplest form, the College Obscura called for Argonax to die at the end of his first natural lifetime, after casting a ritual that would allow him to roam the lands of the dead as a sapient spirit. During these deathly travels he would seek out and study at the feet of great masters of eldritch lore no longer among the living. Once he had gained all the knowledge he could from the lands of the dead, he would trigger the second part of the ritual he cast in life, and be reincarnated as a member of a new race. Through his childhood he would gradually regain the full memory of his previous life (and death), and be able to learn the secret lore kept by the sages of his new race. And when that new life came to a close, he would again perform the College Obscura ritual, allowing him to seek out new masters of magic in the lands of the dead.

According to myth, Argonax has taken this trip, through a new race’s life to the lands of the dead and back into life as a member of a new race, many times. No one can agree if he was originally a dwarf, or elf, or human, or dragon, though most stories agree he has been all these things many times by now. Of course, no living mind is designed to hold the knowledge gathered in a dozen lifetimes, and thus in each reincarnation, Argonax has become a little less sane. His skills at magic are unchanged, but his memories of his past lives is, at best, blended.

Further Argonax intends to leave no avenue unexplored in his drive to recover the art of high artifice, and thus has turned to dark and forbidden experiments in most of his lifetimes. He is credited with creating many of the hybrid monsters that plague civilization, inventing new curses, poisons, and diseases, and his failed efforts at creating artifacts are often given as the source of the most dangerous cursed magic items. Believing he must understand all aspects of magic to achieve his goal, Argonax has developed spells, hexes, and prayers designed to accomplish horrific goals for no better reason than to see if such manipulations of magic were possible. Essentially Argonax believes that if it were possible to learn the secrets he seeks through only ethical and moral means, someone would have done it by now.

This, then, is the confused legacy of Argonax the Mad, the para-living and deathly scholar, and the creator of many horrors in the name of knowledge. Though his intent is not evil, and most of his creations are more “dreadful” or “horrific” than evil, there is good reason his researches have come to be known as the Vile Magics. Argonax does not care what happens to his new spells and
techniques after he masters them, and many can easily be turned to tyrannical and evil ends.

Because of his many great successes in creating new ways to use magic, many unethical spellcasters spend considerable time seeking lore connected to Argonax the Mad and his Vile Magics. While it is certain that numerous of his creations have gone uncredited to him, and some evils created by others have been placed at his feet, Argonax has gone to some lengths to ensure he, himself, can recognize his own work. Always fearful that he would forget some eldritch trivia that would ultimately allow him to create artifacts, Argonax in every lifetime marks his workbooks and labors with his sigil – a triangle with a bloodshot eye in the center. Similarly, his spells and incantations include signature phrases and methods of controlling magic that mark them as his work.

Of course such marks can also be found by others, and have led to the rise of a dangerous cult.

Starfarer’s Codex: Missing Legacy Feats

Here’s a running compilation of the “Missing” Legacy Feats I am writing for Starfinder, based on every feat that is in the PF core rulebook, but not in Starfinder. I go over the development process for those in articles on my blog (Part One, Part Two, Part Three, Part Four, Part Five, Part Six, Part Seven, Part Eight, Part Nine, Part Ten, Part Eleven, Part Twelve). But if you JUST want the feats:

ACROBATIC
You are particularly talented at balancing, flying, and tumbling.
Benefit: When using the Acrobatics skill for the following tasks, you gain the listed advantages.
Balance: You do not have to make a skill check to maintain your balance if you take damage.
Escape: You can attempt to escape from a grapple or pin as a move action. You can attempt to escape from restraints in half the normal time.
Fly: If you do not have perfect maneuverability, you can attempt to hove as if you did have perfect maneuverability. If you do have perfect maneuverability, you can hover without making a check and without taking an action to do so.
Tumble: You can make an Acrobatics check to tumble as part of any action in which you move, and do not have to move at half speed to do so.

ACROBATIC STEPS
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves
Benefit: As long as you are not encumbered or overburdened, you ignore the effects of difficult terrain.

AGILE MANEUVERS
You’ve learned to leverage your quickness when attempting complex maneuvers in combat.
Benefit: When you take a full attack action, you can make a melee combat maneuver in place of one or more of your attacks. The combat maneuver takes the same penalties to its attack roll from being part of a full attack as the attack it replaces would, as well as any normal bonuses or penalties related to being a combat maneuver.

ALERTNESS
You often notice things that others might miss.
Benefit: When asleep, you take only a -2 penalty to perception checks, rather than the normal -10. Additionally, you gain a +5 bonus to Sense Motive checks to oppose Bluff checks to create a distraction, and your Sense Motive bonus is treated as 5 higher for Bluff checks made to feint.

ALIGNMENT CHANNEL
You can use your healing channel to harm creatures with a specific alignment subtype.
Prerequisites: Healing channel connection power, mystic level 1st.
Benefit: Select one of the following alignment subtypes: chaos, evil, good, law. Your alignment cannot include any aspect of the selected subtype. When you use your healing channel, you can expend a mystic Spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all foes in the area with the selected subtype. The foes can attempt a Will save for half damage, at your usual connection power DC.

ANIMAL AFFINITY
You can easily direct an animal you have taken as a companion.
Prerequisites: Creature companion of the animal type.
Benefit: As part of any standard or full action you take, you can also grant an action to your animal creature companion as if you had taken a standard action to do so. You cannot do this the same round you use any other action to grant your creature companion another action. Once you have used this ability, you cannot do so again until you have expended Resolve Points to regain Stamina Points after a 10-minute rest.

ARCANE ARMOR MASTERY
You can focus mystic energies into your armor, creating a powerful beneficial magical talisman.
Prerequisite: Arcane Armor Training, proficiency with light armor, Mysticism 9 ranks.
Benefit: When you expend your arcane armor talisman to reroll a saving throw, you roll 2d20 and take the higher of the two results.

ARCANE ARMOR TRAINING
You can focus mystic energies into your armor, creating a beneficial magical talisman.
Prerequisite: Proficiency with light armor, Mysticism 1 rank.
Benefit: You can take one minute and expend on Resolve Point to create an arcane armor talisman in one upgrade slot of your armor. You can only have one arcane armor talisman in existence at a time, creating another one automatically causes any existing ones to fade, and your arcane armor talisman only works for you and only when you are wearing the associated armor. While your arcane armor talisman exists, you cannot recover the Resolve Point used to create it.

When you fail a saving throw against a spell or spell-like ability, as a reaction you may expend your arcane armor talisman and reroll the saving throw.

ARCANE STRIKE (Combat)
You draw upon your mystic power to enhance your weapons with magical energy.
Prerequisite: Ability to cast spells as a class feature.
Benefit: As a move action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction and damaging incorporeal creatures. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. If the weapon is an operative melee weapon or small arm, it gains half the normal damage bonus (minimum +1).

ARMOR PROFICIENCY (MEDIUM) (Combat)
You have some training with heavy and powered armor, but have not mastered them completely.
Prerequisite: Proficiency with light armor.
Benefit: You can use heavy and powered armor as if you were proficient with it, but take a -2 penalty to all attack rolls you make while doing so. You are not considered to be proficient in heavy or powered armor for purposes of any prerequisite.
Special: If you gain proficiency in heavy armor and have a base attack bonus of +5 or more, this instead becomes Powered Armor Proficiency.

ATHLETIC
You possess inherent physical prowess.
Benefit: When using Athletics to climb you do not need any hands free and are not flat-footed. When using it to jump you are always considered to have a running start and never fall prone at the end of your jump as long as you are conscious and not suffering  condition that would prevent you from taking move actions. When using it to swim you must fail the check by 10 before you are forced to sink beneath the surface or sink deeper, and you are not required to make Athletics check to avoid nonlethal damage when swimming for an hour or more.

AUGMENT SUMMONING
Your summoned creatures are more powerful and robust.
Prerequisite: Able to cast the summon creature spell.
Benefit: Each creature you conjure with any summon spell gains a +2 enhancement bonus to attack rolls and damage, and 1 extra HP per HD for the duration of the spell that summoned it.

BLEEDING CRITICAL (Combat)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: You can add the bleeding critical hit effect to any attack you make that is a critical hit. The bleed effect does 1d6 damage per round, +1d6 per 5 item levels of the weapon used, or per 2 spell levels if the attack is a spell effect, or +1d6 per 5 character levels if the attack is not made with a weapon or spell.
If the attack already had a bleed critical hit effect, you may instead use the bleed that does more damage (either the attack’s normal bleed effect, or the one granted by this feat) and increase the amount of that effect’s bleed damage by +1d6.
If the attack already has a non-bleed critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.

BLINDING CRITICAL (Combat)
Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + half your base attack bonus + your key ability score modifier. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM’s discretion). This blindness can be cured by regenerateremove condition (greater), or any spell or effect which is capable of restoring life to the dead or states it cures blindness.

BREW POTION
You have mastered ancient alchemical and magical arts of potable and potent liquids.
Prerequisites: Life Science 3 ranks, Medicine 3 ranks.
Benefit: Over the course of ten minutes you can break down a number of posions, medicinals, spell ampules, and serums with a total item level no greater than your character level. You receive half these item’s credit value in UPBs.
Additionally with one hour of work, you can turn UPBs into a number of poisons, medicinals, spell ampules, and serums up to a total of item levels no greater than your character level. None of these items may have an item level greater than your character level.
Using this feat for either function requires you have access to an arcane laboratory, medical bay, or synthesis bay. Alternatively you can do this with an advanced medkit or chemalyzer, but are limited to objects with an item level at least 2 below your character level.

CATCH OFF-GUARD (Combat)
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. You may add half your level to damage dealt with such weapons as a special form of Weapon Specialization (and in place of any other weapon specialization bonus), and treat such weapons as having the operative weapon special property.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon and never add damage from Weapon Specialization.

CHANNEL SMITE (Combat)
You can channel your mystic energy through a melee weapon you wield.
Prerequisite: Harm Undead, healing channel connection power, mystic level 1st.
Benefit: Before you make an attack roll, as part of the same action you can choose to expend your healing channel to add its value to the attack as bonus damage that only applies to undead. The damage applies to any undead hit by the attack. This does not apply to any attack that does not require an attack roll (though it does apply to area attacks that also require attack rolls, such as most grenades). The undead can attempt a Will save to reduce this bonus damage by half, at your usual connection power DC.

COMBAT EXPERTISE (Combat)
You can increase your defense at the expense of your accuracy and mobility.
Prerequisite: Base attack bonus +9.
Benefit: As a full action you can choose to take a –8 penalty on attack rolls to gain a +4 bonus to your Armor Class and make a single attack. You may choose to take a guarded step as part of this action. You cannot take attacks of opportunity. You cannot combine this with any other action that increases AC. The effects of this feat last until your next turn.

COMMAND UNDEAD
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisites: Mystic (devastator or shadow connection) level 5.
Benefit: As a standard action, you can expend one Resolve Point to enslave undead within 30 feet. Undead receive a Will save to negate the effect at your normal connection power DC.  Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. As long as you are controlling any of these undead, you cannot recover the Resolve Point used activate this feat. You can control any number of undead, so long as their total levels do not exceed your mystic level. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

CRAFT MAGIC ARMS AND ARMOR
You have mastered ancient magical techniques to create and adjust armor and weaponry.
Prerequisites: Engineering 5 ranks, Physical Science 5 ranks.
Benefit: Over the course of ten minutes you can break down a number of weapons, suits of armor, shields, or fusion seals with a total item level no greater than your character level. You receive half these item’s credit value in UPBs.
Additionally with one hour of work, you can turn UPBs into a number of weapons, suits of armor, shields, and fusion seals up to a total of item levels no greater than your character level. None of these items may have an item level greater than your character level.
Using this feat for either function requires you have access to an arcane laboratory, hangar bay, or tech workshop. Alternatively you can do this with an appropriate toolkit, but are limited to objects with an item level at least 2 below your character level.

CRAFT ROD
You have mastered the ancient art of using magic and sliding, interconnected rods and gears to make functioning, complex machines to accomplish specific tasks.
Prerequisites: Life Science 9 ranks, Physical Science 9 ranks.
Benefit: Over the course of ten minutes you can break down a number of unimplanted augmentations with a total item level no greater than your character level. You receive half these item’s credit value in UPBs.
Additionally with one hour of work, you can turn UPBs into a number of augmentations up to a total of item levels no greater than your character level. None of these items may have an item level greater than your character level. They may be unimplanted, or you may create them automatically implanted in a willing target that is able to have an augmentation added to the appropriate system.
Using this feat for either function requires you have access to an arcane laboratory or medical bay. Alternatively you can do this with a medkit, but are limited to augmentations with an item level at least 2 below your character level.

CRAFT STAFF
You have mastered centuries of philosophy and techniques on using magic to create technological items. Though this ancient art began with just staffs, you can use it to produce the vast array of technology you are familiar with.
Prerequisites: Engineering 11 ranks, Physical Science 11 ranks.
Benefit: Over the course of ten minutes you can break down a number of technological items with a total item level no greater than your character level. You receive half these item’s credit value in UPBs.
Additionally with one hour of work, you can turn UPBs into a number of technological items up to a total of item levels no greater than your character level. None of these items may have an item level greater than your character level.
Using this feat for either function requires you have access to an tech workshop or vehicle bay. Alternatively you can do this with an appropriate toolkit, but are limited to objects with an item level at least 2 below your character level.

CRAFT WAND
Wands were one the magic tools of choice for spellcasters throughout the galaxy. No one knows what momentous shift changed how wands functioned, but you have studied all the rites and rituals that once created them. That knowledge turns out to apply well to the creation of advanced technology augmented with magic, despite the appearance of these “hybrid” devices often having little to do with what is often considered a ‘wand.”
Prerequisites: Engineering 5 ranks, Mysticism 5 ranks.
Benefit: Over the course of ten minutes you can break down a number of hybrid items with a total item level no greater than your character level. You receive half these item’s credit value in UPBs.
Additionally with one hour of work, you can turn UPBs into a number of hybrid items up to a total of item levels no greater than your character level. None of these items may have an item level greater than your character level.
Using this feat for either function requires you have access to an arcane laboratory or tech workshop. Alternatively you can do this with an appropriate toolkit, but are limited to objects with an item level at least 2 below your character level.

CRAFT WONDROUS ITEMS
You are well-versed in the creation of magic items that work off recharging pools of magic.
Prerequisites: Engineering 5 ranks, Mysticism 5 ranks.
Benefit: This feat interacts with magic items that have charges that refresh each day (see the rules on Charges in the Magic Item section of the Equipment Chapter of the Starfinder Core Rulebook). Over the course of ten minutes you can break down a number of such magic items with a total item level no greater than your character level. You receive half these item’s credit value in UPBs.
Additionally with one hour of work, you can turn UPBs into a number of such magic items up to a total of item levels no greater than your character level. None of these items may have an item level greater than your character level.
Using this feat for either function requires you have access to an arcane laboratory. Alternatively you can do this with nothing more than the UPBs and a relatively quite space to work in, but when you do so you are limited to objects with an item level at least 2 below your character level.

CRITICAL FOCUS (Combat)
You are trained in the art of causing pain.
Prerequisites: base attack bonus +9.
Benefit: If your attack has a critical hit effect, when your attack roll is a 19 (the d20 shows a 19) and the attack hits your target, you may apply one critical hit effect from the weapon to the target. You do not also deal double damage, and any effect that would prevent a critical hit from effecting the target also works against this critical hit effect.
Special: If you have the plasma immolation gear boost, when using this feat you can activate that gear boost if your attack roll is an 18 and the attack hits your target.

CRITICAL MASTERY (Combat)
Your critical hits can cause multiple critical hit effects.
Prerequisites: Critical Focus, gear boost class feature, base attack bonus +14.
Benefit: If your attack has more critical effects available to it than you are allowed to apply on a critical hit, you may increase the number of critical hit effects you apply on a critical hit by 1. For example, if you attack a foe with a weapon that has bleed, knockdown, and stagger critical hit effects, but you are normally required to select one when you score a critical hit, you may instead select two.

DAZZLING DISPLAY (Combat)
Your most spectacular attacks are frightful to behold.
Prerequisites: Weapon Focus
Benefit: You can add the demoralize critical hit effect to any attack you make that is a critical hit. The effect allows you to immediately make an Intimidate check to demoralize your target and all foes within 30 feet of your target. If your base attack bonus is greater than your Intimidate bonus, you may use it for the demoralize check. You may add this critical hit effect in addition to any other critical hit effect or effects the attack can normally benefit from. This critical hit effect applies to creature immune to critical hits and is not negated by things which negate critical hit effects, but does not apply to creatures immune to mind-affecting effects. This is a emotion, fear effect.

DEADLY STROKE
With a well-placed strike, you can bring a swift and painful end to most foes.
Prerequisites: Greater Weapon Focus, Weapon Focus, and proficiency with the selected weapon, base attack bonus +11.
Benefit: When using a weapon you have Greater Weapon Focus with to make a single attack as a standard action, if your attack roll exceeds the target’s AC by 8 or more, the attack is a critical hit.

DECEITFUL
The art of deception is second-nature to you.
Benefit: You can use the diversion task of the Bluff skill to allow another character to use the distraction to attempt Stealth or to palm an object. If your skill check is 20 or higher, you can pass a secret message to the character you are making the distraction for informing them of your intention in creating the distraction, and no one who is distracted can attempt a Sense Motive check to learn the gist of that message.
Additionally, the DC of a Perception check to penetrate a successful disguise of yours is increased by +2.

DEAFENING CRITICAL (Combat)
Your critical hits cause opponents to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: You can add the deafen critical hit effect to any attack you make that is a critical hit. If the attack already had a deafen critical hit effect, you may also permanently deafen the target on a critical hit if it fails a Fortitude save. The DC of this Fortitude save is equal to 10 + half your base attack bonus + your key ability score modifier. This deafness can be cured by regenerateremove condition (greater), or any spell or effect which is capable of restoring life to the dead or states it cures deafness.
If the attack already has a non-deafen critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.

DEFENSIVE COMBAT TRAINING (Combat)
You have trained to keep your defenses us against tricky maneuvers, even under the worst circumstances
Benefit: You do not apply the penalty from the entangled, exhausted, fatigued, flat-footed, frightened, grappled, off-kilter, panicked, or prone conditions to your AC against combat maneuvers.

DEFLECT ARROWS (Combat)
You have trained in an archaic art designed to avoid archaic missile weapons.
Benefit: Once per round when an archaic ranged weapon that does kinetic damage would hit you, you may choose to have it miss you.

DEFT HANDS
You have exceptional manual dexterity.
Benefit: You can perform the hide object, palm object, and pick pocket tasks of Sleight of Hand as move actions.

DISRUPTIVE (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: Base attack bonus +6.
Benefit: Creatures within the area you can threaten with melee attacks take a -1 penalty to attack rolls with spells, and the save DCs of their spells are reduced by 1. If you hit such a creature with a melee attack these penalties are doubled as long as is it in your threatened area until the beginning of your next turn.

ELEMENTAL CHANNEL
You can use your healing channel to harm elementals.
Prerequisites: Healing channel connection power, mystic level 1st.
Benefit: When you use your healing channel, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all elemental foes (including all creatures of the elemental type) in the area. The elementals can attempt a Will save for half damage, at your usual connection power DC.

EMPOWER SPELL
You can get more effect out of your lower-level spells.
Prerequisites: Able to cast a spell at least 2 spell levels higher than your lowest-level spell.
Benefit: When you cast a spell with a casting time of 1 standard action, that is at least 2 spell levels lower than the highest-level spell you can cast, you may cast it with a casting time of 1 full action. The sp or hp damage done by the spell is increased by +50%.

ENDURANCE
Harsh afflictions do not bring you down quickly or easily.
Benefit: You treat the onset and frequency of afflictions that have them as being twice as long as normal.

ENLARGE SPELL
Your spells often have much greater reach than most spellcasters’.
Prerequisites: Ability to cast a spell with a range based on level.
Benefit: When calculating the range of your spells, treat your caster level as being +4 levels higher.

ESCHEW MATERIALS
You have learned to call forth the magic essence of various substances, passing their benefits homeopathically through your form, rather than needing to apply them in traditional ways.
Benefit: As a standard action, you can apply any serum or medicinal in your possession (that you could normally draw as a move action or less) to yourself or an adjacent creature with a touch. The serum or medicinal is expended normally, you just don’t have to have it in hand to use it.

EXHAUSTING CRITICAL (Combat)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures. The exhaustion ends as described in the exhausted condition, or can be removed by any effect that states it removes exhausted.
If the attack already has a critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.

EXOTIC WEAPON PROFICIENCY (Combat)
You understand how to use exotic weapons in combat.
Prerequisites: Special Weapon Proficiency feat, proficiency with basic melee and small arms.
Benefit: You are proficient with all special weapons.

EXTEND SPELL
Your spells often last much longer than most spellcasters’.
Prerequisites: Ability to cast a spell with a duration based on level.
Benefit: When calculating the duration of your spells, treat your caster level as being +4 levels higher.

EXTRA CHANNEL
You can channel healing energy more easily than most healer mystics.
Prerequisites: Healing channel class feature.
Benefits: Twice per day you can use the healing channel ability without expending Resolve Points to do so.

EXTRA KI
You have a focused pool of resolve to draw of when accessing your trained abilities.
Prerequisites: Extra Resolve, character level 5th.
Benefit: You gain a special pool of 2 bonus Resolve Points, These can only be used to fuel class features you possess that require Resolve Point expenditure.

EXTRA LAY ON HANDS
You can sooth with a touch more often than most mystics.
Prerequisites: Healing touch class feature.
Benefit: You gain three additional uses of healing touch per day. In a single ten minute period, you can heal multiple adjacent creatures (expending one use of the ability for each target), though you cannot use this to apply multiple uses to a single target.

EXTRA MERCY
Your healing touch can restore the inner resolve of your patient, at a heavy cost to you.
Prerequisites: Healing touch class feature.
Benefit: When you use the healing touch class feature, you can also expend 1 Resolve Point to grant one target of your healing touch 1 Resolve Point. Under no circumstances can the target exceed its normally maximum number of Resolve Points.

EXTRA PERFORMANCE
You can call upon a deep well of performative and diplomatic skill to pull off complex tasks requiring great expertise.
Prerequisites: Expertise talent class feature.
Benefit: Twice per day you can use an expertise talent that normally requires you to forgo adding the benefit of your expertise die to a skill check, and still add the expertise die as normal for that skill.

EXTRA RAGE (Combat)
You are filled with a fast reservoir of fury you can call upon in combat.
Prerequisites: Wrathful warrior fighting style.
Benefits: Once per day as part of any other action you can activate your frenzied fighting ability. You may do this even if you have already used the ability and have not yet rested for 10 minutes to regain Stamina Points since doing so.

FORGE RING
You’ve mastered the nearly lost art of magic ring forging, and can aply it to creating similarly useful objects of magical power.
Prerequisites: Mysticism 7 ranks.
Benefit: This feat interacts with magic items that do not use charges (see the rules on Charges in the Magic Item section of the Equipment Chapter of the Starfinder Core Rulebook). Over the course of ten minutes you can break down a number of such magic items with a total item level no greater than your character level. You receive half these item’s credit value in UPBs.
Additionally with one hour of work, you can turn UPBs into a number of such magic items up to a total of item levels no greater than your character level. None of these items may have an item level greater than your character level.
Using this feat for either function requires you have access to an arcane laboratory. Alternatively you can do this with nothing more than the UPBs and a relatively quite space to work in, but when you do so you are limited to objects with an item level at least 2 below your character level.

GORGON’S FIST (Combat)
With one well-placed blow, you leave your target reeling.
Prerequisites: Improved Unarmed Strike, Scorpion Style, base attack bonus +6.
Benefit: As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your key ability modifier). This feat has no effect on targets that are staggered.

GREATER BULL RUSH (Combat)
Your bull rush attacks can carry you across a battlefield.
Prerequisites: Improved Combat Maneuver (bull rush), base
attack bonus +6.
Benefit: When you make a successful bull rush maneuver, if you are able to move and have an appropriate movement speed, you can move with the target of your bull rush. Your total movement cannot exceed your speed. You do not have to travel the entire distance your target does, but you cannot go anywhere but toward your target along the path of the bull rush.

GREATER DISARM (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Improved Combat Maneuver (disarm), base attack bonus +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands up to 1d4+2 squares away from its previous wielder, in a square you select.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

GREATER GRAPPLE (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Combat Maneuver (grapple), base attack bonus +6.
Benefit: When you already have a creature grappled, you can use the grapple combat maneuver on that creature as a move action.
Normal: Maintaining a grapple is a standard action.

GREATER OVERRUN (Combat)
Your foes fall before you.
Prerequisites: Improved Overrun, Improved Unarmed Strike.
Benefit: When using Improved Overrun, you can make any melee attack as part of the charge rather than only unarmed strikes. If your attack roll exceed’s the target’s KAC +8, it is knocked prone and your movement does not provoke an attack of opportunity from that foe.GREATER WEAPON FOCUS (Combat)
You have become a master of a particular weapon type.
Prerequisites: Proficiency and Weapons Focus with selected weapon type, base attack bonus +8.
Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.) with which you have Weapon Focus. When making attacks with these weapons, you ignore penalties to attack rolls from the entangled, exhausted, fatigued, frightened, off-target, and shaken conditions. 

HEIGHTEN SPELL
You can get the most out of your variable-level spells.
Prerequisites: Know a variable-level spell with a higher-spell-level variant you do not know, but can cast spells of that level.
Benefit:
 You can expend one Resolve Point to cast a spell using a higher-level spell slot, to gain the benefits of the higher-level version of that spell even if you do not know the higher-spell-level version. Any decisions you must make when you learn the higher-level version (such as what creatures you can summon with a higher-level summon creature spell) you make the first time you use this ability, and cannot change until you gain a new character level.

IMPROVED OVERRRUN (Combat)
You are skilled at running down your foes.
Prerequisites: Improved Unarmed Strike.
Benefit: When you charge a foe that is no more than one size larger than you (or one size larger than your mount or vehicle, if you are mounted or piloting a vehicle), and you make an unarmed melee attack (or your mount makes one if mounted, or you impact the target with your vehicle, if in one), you gain a +2 bonus to the attack roll. If the attack hits and damages the target, you may continue your movement through their space (though doing so provokes an attack of opportunity for doing so as normal if you leave their threatened space), and your movement after the attack need not be in a straight line.
Normal: A charge stops when you attack your target.

MAXIMIZE SPELL
You can get the most effect out of your lower-level spells.
Prerequisites: Able to cast a spell at least 3 spell levels higher than your lowest-level spell.
Benefit: When you cast a spell with a casting time of 1 standard action, that is at least 3 spell levels lower than the highest-level spell you can cast, you may cast it with a casting time of 1 round. The spell is not completed until just before you turn on the next round, and if before that time you take any damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails.
The SP or HP damage done by the spell is maximized, rather than rolled normally.

QUICKEN SPELL
You can cast some of your spells much more quickly than other spellcasters.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level, if it has a casting time of 1 round, you can instead cast it in 1 standard action. If it has a casting time of multiple rounds, you cast it in 1 round. If it has a casting time for 1 minute, you can cast it in 2 rounds. If it has a casting time of 10 minutes, you can cast it in 1 minute.

SCORPION STYLE (Combat)
You can perform an unarmed strike that greatly hampers your target’s movement.
Prerequisites: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target’s burrow, climb, fly, land, and swim speed (if any) are reduced to 5 feet for a number of rounds equal to your key ability modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your key ability modifier). Multiple uses of this ability can reduce a target’s speed multiple times, to a minimum of 0.

SCRIBE SCROLL
You are adept at taking magic energy and freezing it time, a process that was once done using ink and parchment, and now generally involves spell gems.
Prerequisites: Mysticism 1 rank.
Benefit: This feat interacts with magic items that have charges that never refresh (see the rules on Charges in the Magic Item section of the Equipment Chapter of the Starfinder Core Rulebook), except serums and spell ampules which fall under Brew Potion). Over the course of ten minutes you can break down a number of such magic items with a total item level no greater than your character level. You receive half these item’s credit value in UPBs.
Additionally with one hour of work, you can turn UPBs into a number of such magic items up to a total of item levels no greater than your character level. None of these items may have an item level greater than your character level.
Using this feat for either function requires you have access to an arcane laboratory. Alternatively you can do this with nothing more than the UPBs and a relatively quite space to work in, but when you do so you are limited to objects with an item level at least 2 below your character level.

SHATTER DEFENSES (Combat)
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round gains the flat-footed condition until the end of your next turn. If the target is already flat-footed, or becomes flat-footed during that duration, it is off-kilter during this time instead. (Targets are off-kilter even if not in 0-G, but may automatically right themselves with a move action if this is the case).

SICKENING CRITICAL (Combat)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the
effect’s duration.
If the attack already has a critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.

SILENT SPELL
You can produce magic without audible consequences.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level spell, you can make a Bluff or Stealth check (your choice), opposed by observer’s Perception checks, to prevent anyone who cannot target you with a precise sense other than hearing from being aware you have cast a spell. On a failed check such observers do not know you have cast a spell, and are unaware of the spell itself unless it have physical effects.

STAGGERING CRITICAL (Combat)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save (DC 10 +1/2 your base attack bonus + your key ability score modifier) reduces the duration to 1 round. If you use this critical against a creature that is already staggered, the additional rounds add to the condition’s duration.
If the attack already had a stagger critical hit effect, you may add 1 round to the duration of the condition applied by this feat. If the attack already has a non-staggered critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.

STILL SPELL
You can produce magic without visible consequences.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level spell, you can make a Bluff or Stealth check (your choice), opposed by observer’s Perception checks, to prevent anyone who cannot target you with a precise sense other than sight from being aware you have cast a spell. On a failed check such observers do not know you have cast a spell, and are unaware of the spell itself unless it have physical effects.

STUNNING CRITICAL (Combat)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, Staggering Critical, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save (DC 10 +1/2 your base attack bonus + your key ability score modifier) reduces this to staggered for 1d4 rounds. If you use this critical against a creature that is already stunned, the additional rounds add to the condition’s duration.
If the attack already had a stunned critical hit effect, you may add 1 round round of stunned condition to the stunned or staggered condition applied by this feat. If the attack already has a non-stunned critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.

TIRING CRITICAL (Combat)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature. The fatigue ends as described in the condition, or can be removed by any effect that states it removes fatigue.
If the attack already has a critical hit effect, when you score a critical hit you may apply its normal critical hit effect or the effect from this feat, but not both.

WIDEN SPELL
Your spells often affect many more targets than most spellcasters’.
Prerequisites: Ability to cast a spell with a maximum number of targets based on level.
Benefit: When calculating the maximum number of targets of your spells, treat your caster level as being +4 levels higher.

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