“Toss a Credit to Your Jinxer,” Soldier Fighting Style for Starfinder
Posted by Owen K.C. Stephens
Obviously when working on ShadowFinder, one of the things I want to do is give new character options that will help produce the kinds of PCs I expect people to want for that modern-urban-fantasy Play Mode. While many of those are inspired by various urban fantasy media, there are also fantasy, horror, and scifi concepts that adapt well. The Jinxer is one such concept, adapted as a soldier fighting style.
Jinxer Fighting Style
You have been trained to oppose monsters and supernatural threats. In this pursuit you can create and utilize special serums to enhance your abilities, and over time change your physiology to gain access to greater eldritch powers.
Personal Serums (Ex) – 1st Level
You have learned to take materials that would be useless at best for others (and poisonous at worst) to make a serum specifically designed to boost your metabolism. When you regain your daily abilities, you can create any one enhancement serum with an item level of 5 or less. This serum works only for you, and expires after 24 hours, as well as whenever you create a new personal serum. You can draw and consume this serum as a move action. You can recreate an expended personal serum whenever you recuperate*. While there is no cost to this serum, you must have access to your personal possessions to be able to create it.
Jinxer Power (Su) – 5th Level
When you consume a serum (including your personal serum), you can use it to unlock special powers. Each time you drink a serum, select one of the powers below. It lasts for 10 minutes per soldier level.
Darkvision: You gain darkvision with a range of 90 feet.
Extreme Speed: You gain a +10-foot enhancement bonus to your land speed.
Jinxer Blast: You access phrenic powers to gain a telekinetic strike, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not archaic, has a range increment of 30 feet, bludgeoning damage, is a force effect, and has the stunned critical hit effect. For the duration of this ability, you gain a special version of the Weapon Specialization feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level).
*Recuperate is my proposed term for when a character takes a 10-minute rest and expends a Resolve point to regain Stamina points.
Jinxer’s Vigor (Ex) – 9th level
When you consume a serum (including your personal serum), you also heal damage equal to your soldier level. If this healing exceeds your max HP, you gain the additional healing as temporary HP that alst for 10 minutes per soldier level. These otherwise work as jinxer powers.
Expanded Jinxer Power (Su) – 13th Level
When you drink a serum (including your personal serum) you add the following powers to those you can select with the jinxer power.
Black Blood: Your blood becomes toxic. Any creature that damages you with a bite attack must make a Fortitude save or be sickened for 1 minute/soldier level. Adjacent creatures that damage you also must make this save, but gain a +4 bonus to their saving throw.
Ear for Trouble: You gain blindsense, 30 feet.
Jinxer Resilience: You gain DR/– and energy resistance to acid, cold, electricity, fire, and sonic equal to 1/4 your soldier level.
Rapid Reactions: You gain a +4 bonus to Initiative checks.
Greater Jinxer Power (Su) – 17th Level
When you gain a jinxer power from drinking a serum (including your personal serum), you may select two abilities rather than just one.
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