Combat Feats

Acrobatic Tumble (Combat)

Your graceful acrobatic moves leaves opponents off-balance.

Prerequisites: Acrobatics 1 rank.

Benefit: When you use Acrobatics to tumble through an opponent’s space or threatened area and succeed on your check by 5 or more, that opponent is flat-footed against the next attack that you make against it before the end of your turn.

If you have the trick attack class feature, if you move through an opponent’s space or threatened area without provoking an attack of opportunity while using the trick attack class feature, your opponent takes a –3 penalty to its AC for being flat-footed instead of the usual –2 if you succeed on your trick attack’s associated skill check.

Source: The Starfarer's Companion

Armor Cutter (Combat)

You can slice through the armor of a vehicle or starship, leaving an opening for you to attack.

Prerequisites: Grenade Proficiency.

Benefit: As a full action, you can move up to your speed and make an attack with a melee weapon or a small arms weapon against a vehicle, starship, or object. You take a –4 penalty on this attack. If the attack hits, you roll damage for the attack normally, but subtract the damage from the vehicle, starship, or object’s hardness (minimum 0) instead of its hit points until the end of your turn. If this attack was a success, you may then make a grenade attack against the vehicle, starship, or object. When doing so, you toss the grenade inside of the vehicle, starship, or object; as a result, the grenade’s explosion radius is centered in the centermost point within the target’s space and cannot affect squares outside of the vehicle, starship, or object’s space.

If the target’s hardness was reduced to 0, the grenade does triple damage to the object, starship, or vehicle. If the target is a vehicle, all creatures piloting or riding within that vehicle count as being within the grenade’s explosion radius, and take a –2 penalty to their Reflex save against the grenade’s effects (though they take only normal damage). If the target is a starship, all creatures and objects within one randomly determined expansion bay count as being within the grenade’s explosion radius, and take a –2 penalty to their Reflex save against the grenade’s effects (taking normal grenade damage).

Source: The Starfarer's Companion

Biting Banter (Combat)

Your chatter during combat distracts your adversaries long enough to give you a combat advantage.

Prerequisite: Diplomacy 1 rank.

Benefit: As a move action, you can banter with one opponent within 30 feet with the expressed intent to hinder their combat prowess in some capacity. When doing so, you attempt a Diplomacy check with a DC equal to 15 + 1-1/2 times the opponent’s CR. If you succeed, your opponent takes a –1 penalty on all d20 rolls and checks made to attack you, save against your spells and abilities, and make opposed skill checks against you. This effect lasts for 1 round, plus 1 additional round for every 5 by which the result of your Diplomacy check beat this DC. This is a language-dependent effect, and once a creature is affected by this ability, you cannot affect it again with it for 24 hours.

If you have the envoy skill expertise class feature with diplomacy, the penalty from successfully using this feat increases by 1.

Normal: Combat banter doesn’t normally require an action, but your speech is at the GM’s discretion and carries no bonuses or penalties associated with it.

Source: The Starfarer's Companion

Combat Aid (Combat)

You come to your allies’ aid during times of need.

Prerequisites: Base attack bonus +6.

Benefit: Whenever you make a full attack, you can use covering fire or harrying fire in place of one or both of your attacks. If you possess an ability that allows you to make additional attacks during a full attack (such as soldier’s onslaught), you may also use covering fire or harrying fire in place of those attacks. You take the usual penalties associated with making a full attack on your attack rolls (for example, the usual –4 penalty when making two attacks or the –6 penalty associated with making three attacks as part of the soldier’s onslaught ability).

When using this ability, all uses of covering fire or harrying fire that you make during a full attack are considered a single source. As a result, bonuses from using the same type of action (covering fire or harrying fire) do not stack. For instance, using harrying fire twice during a full attack to grant the same ally a +2 circumstance bonus on attack rolls doesn’t stack the bonus to +4.

Source: The Starfarer's Companion

Combat Reflexes (Combat)

You can take advantage of lapses in your opponents’ defenses more often than most.

Prerequisites: Character level 3rd.

Benefit: Whenever an opponent provokes an attack of opportunity from you, you can spend 1 Resolve Point to make an attack of opportunity against that opponent, even if you’ve already taken a reaction during this turn. Spending Resolve Points in this manner doesn’t require an action. Additionally, attacks of opportunity you make do not suffer any penalty for having already made a full attack.

Source: Duelist

Dimensional Assault (Combat)

You utilize teleportation magic as part of your combat tactics.

Prerequisites: Dimensional Agility, ability to cast dimension door, character level 12th.

Benefit: When you cast dimension door as a spell or spell-like ability, you may cast it as a full action as a special charge. When doing so, you teleport up to twice your speed and make the attack normally allowed on a charge with the usual bonuses and penalties for charging.

Source: Shadowdancer

Dimensional Dervish (Combat)

You savage opponents while teleporting around the battlefield.

Prerequisites: Dimensional Agility, Dimensional Assault, ability to cast dimension door, character level 14th.

Benefit: When you use Dimensional Assault, you can teleport up to your speed and make a full attack instead of a special charge. During this full attack, you may divide the distance teleported into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.

Special: If you have a class feature that allows you to make a single attack that deals additional damage if you meet certain requirements (such as an operative’s trick attack), you can use that ability when you use Dimensional Assault in place of a full attack or a special charge. Any movement that you would normally make as part of such class features counts as teleportation, and you can divide the distance teleported into increments to use before or after each attack made as part of this full action, as described by this feat’s benefit.

Source: Shadowdancer

Dimensional Savant (Combat)

You flash into and out of reality so quickly that it is impossible to see precisely where you are.

Prerequisites: Dimensional Agility, Dimensional Assault, ability to cast dimension door, character level 14th.

Benefit: While using the Dimensional Assault feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

Source: Shadowdancer

Equipment Trick (Combat)

Choose a type of equipment. You can perform useful tricks with equipment of that type.

Benefit: Choose one type of equipment. You gain an equipment trick relating to the type of equipment you chose, and gain all other equipment tricks relating to that type of equipment as long as you meet the trick’s prerequisites. If the equipment would normally be treated as an archaic weapon, you can choose to ignore that weapon special quality when making attacks with the equipment.

Special: You can gain this feat multiple times. Each time you take the feat, choose a different type of equipment.

Equipment Tricks
When you gain the Equipment Trick feat, choose one type of equipment that has equipment tricks associated with it, such as cable line or detonators. You gain the base trick associated with that type of equipment immediately, as well as any of the advanced tricks whose prerequisites you meet. Each advanced trick’s additional prerequisites is noted in parenthesis next to the trick’s name.

Cable Line Tricks

The following equipment tricks are associated with cable lines.

Base Trick: You can attack with any cable line as if you were wielding a taclash with an item level equal to your base attack bonus (minimum 1). If the cable line is made from any special material, it counts as a weapon made of the same material for the purpose of overcoming damage reduction and other defenses.

Advanced Tricks: In addition to the Equipment Trick (cable line) feat, you must meet the additional prerequisites noted in the trick’s description to use that trick.

Cable Fusion (Mysticism 1 rank): You can attach a weapon fusion seal to any cable wire that you wield, as if it were a taclash with a level equal to your ranks in Mysticism.

Cable Line Shimmy (Athletics 3 ranks): You can climb cable lines and rope with ease. Reduce the Athletics DC to climb cable line or any type of rope by 5 (minimum DC 0).

Entangling Taclash (Sleight of Hand 3 ranks): You can whip your cable line or taclash around an opponent, entangling them within it. When doing so, you attempt a grapple combat maneuver using the cable line or taclash. If you hit, the target becomes entangled until it escapes using Acrobatics (DC equals your combat maneuver’s result) or destroys the cable line or taclash.

Grappling Taclash (Improved Maneuver [Grapple]): You can attempt a grapple combat maneuver using a cable line or taclash. When doing so, you use the weapon’s reach when determining which creatures you can grapple, and you gain a +2 bonus on your attack roll.

Tightrope Walker (Acrobatics 3 ranks): You can balance across cable lines and rope with ease. Reduce the Acrobatics DC to balance across any type of cable line or rope by 5.

Detonator Tricks

The following equipment tricks are associated with detonators.

Base Trick: You can use Engineering to arm a package of explosives using a detonator as move action if the item level of the explosives is equal to or less than your ranks in Engineering. In addition, failing an Engineering check to arm explosives by 5 or more doesn’t trigger the explosives prematurely if the package’s item level is equal to or less than your ranks in Engineering.

Advanced Tricks: In addition to the Equipment Trick (detonator) feat, you must meet the additional prerequisites noted in the trick’s description to use that trick.

Delay Explosion (Engineering 3 ranks): Whenever you attack with a grenade as an attack or full attack action or successfully use Engineering to arm explosives, you can rig the grenade or package to explode after up to 1 round per rank in Engineering you possess instead of having the item explode immediately. You choose the number of rounds that the explosion is delayed when you attack with the grenade or arm the explosives.

Explosive Force (Engineering 3 ranks): Whenever you successfully use Engineering to arm explosives on a stationary object, the explosion ignores all the object’s hardness if the result of your Engineering check exceeds 15 + 1-1/2 times the object’s hardness instead of just half the object’s hardness.

Hot Potato (Bluff 3 ranks or Sleight of Hand 3 ranks): Whenever you successfully feint a creature, that creature takes a –2 penalty on the next Reflex saving throw that it makes against a grenade that you throw at it or the next package of explosives that you detonate.

Intelligent Detonation (Computers 3 ranks, Engineering 3 ranks): When you use Engineering to arm an explosive, you can attach your detonator to a computer of Tier 1 or higher with the artificial personality upgrade. If you do, you can attempt a DC 10 Computers check. If you succeed, you can describe one contingency under which the artificial personality should trigger the explosives, plus one additional contingency for every 5 by which your Computers result exceeds this DC. So long as the computer has a means of monitoring for this condition (such as a camera or a wireless uplink with a drone), it detonates the explosives when one or more of the contingencies you specify occur. A single computer can simultaneously manage a number of detonators in this manner equal to its Tier. If you have the expert rig class feature, you can use your custom rig for this purpose.

Parting Detonation (Engineering 3 ranks, Medicine 3 ranks): When you use Engineering to arm an explosive, you can attempt a DC 20 Medicine check. If you succeed, the package immediately detonate upon your death. This package must be within range of your detonator when you die, and your detonator must be attached to your body to monitor your vitals. A detonator counts as an augmentation (see the augmentations section of Chapter 7 in the Starfinder Roleplaying Game: Core Rulebook), which limits the number of explosives that you can simultaneously arm in this manner. You cannot implant a detonator into a body part that isn’t large enough to contain a detonator, and removing the augmentation prior to your death doesn’t trigger any packages of explosives. Implanting a detonator into your body as an augmentation takes 1 minute; this is not modified by the basic detonator equipment trick.

Fire Extinguisher Tricks

The following equipment tricks are associated with fire extinguishers.

Base Trick: You can attack with any fire extinguisher as if you were wielding a tactical baton. Your fire extinguisher or tactical baton damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level.

Advanced Tricks: In addition to the Equipment Trick (fire extinguisher) feat, you must meet the additional prerequisites noted in the trick’s description to use that trick.

Extinguishing Burst (Engineering 3 ranks): You can modify your fire extinguisher so it extinguishes all creatures and objects in a 15-foot cone-shaped spread. Doing so is a full action that expends 6 rounds from your fire extinguisher.

Extinguishing Critical (Weapon Focus [basic melee weapons]): Whenever you attack with a fire extinguisher, you gain a special critical hit effect that you can use rather than the typical critical hit effect of a tactical baton. When you confirm a critical hit with a fire extinguisher, you can expend 1 round from your fire extinguisher to deploy the fire extinguisher onto your opponent. This counts as a dirty trick combat maneuver attempt that provokes attacks of opportunity. (If you have the Improved Maneuver [dirty trick] feat, this combat maneuver attempt doesn’t provoke an attack of opportunity.)

Extinguish Fiery Foe (Improved Maneuver [dirty trick], Life Science or Mysticism 3 ranks): Whenever you successfully identify the abilities of a creature with the fire subtype (such as using the Life Science or Mysticism skills), if you succeed on a dirty trick combat maneuver against the creature while wielding a fire extinguisher, the creature also takes cold damage equal to your fire extinguisher’s weapon damage. This counts as an area effect for the purpose of dealing damage to swarms and troops.

Extinguishing Spray (Improved Maneuver [dirty trick]): Whenever you attempt a dirty trick combat maneuver while wielding a fire extinguisher, you can resolve your dirty trick attempt against the target’s EAC + 10 instead of its KAC + 10. If you succeed and you choose to blind your target, the blind condition lasts for 1 additional round. Using this ability takes 1 round from your fire extinguisher.

Fast Fire-Fighting (Athletics 3 ranks): You can deploy a fire extinguisher as a move action or a standard action. This allows you to deploy a fire extinguisher twice in a single round, but each time you do so expends 1 round from the fire extinguisher.

Grappler Tricks

The following equipment tricks are associated with grapplers.

Base Trick: When you target a creature with a grappler, you can resolve the attack as either a grapple combat maneuver or a reposition combat maneuver (your choice). If you resolve the attack as a reposition combat maneuver, you can move the target into any square that is within the grappler’s reach, but you can only move the creature in a straight line towards you.

Advanced Tricks: In addition to the Equipment Trick (grappler) feat, you must meet the additional prerequisites noted in the trick’s description to use that trick.

Entangling Grappler (Sleight of Hand 3 ranks): You can resolve any attack that you make with a grappler as a dirty tricks attempt instead of a grapple or a reposition attempt. If you do, you may only inflict the entangled condition on your target.

Grapple the Pin (Pull the Pin): You can resolve any attack that you make with a grappler as a disarm attempt instead of a grapple or a reposition attempt. If you do so, you may also use the Pull the Pin feat against the target if you know has grenades.

Grappler Hook Charge (Armor Cutter, Engineering 7 ranks): When you use a grappler hook to grapple a creature and successfully maintain the grapple, you can spend 1 Resolve Point to drag yourself into a straight line to the grappled creature while dealing 3d6 points of bludgeoning and piercing damage to the target. In all other ways, this functions as if you had cast force hook charge, except this is an extraordinary ability.

Quick Affix (Equipment Trick [cable line] or Quick Draw): You can affix a cable line to a grappler as a swift or a move action. Alternatively, you can thread a cable line through a grappler as a full action.

Sturdy Grappler (Engineering 3 ranks): You can reinforce any grappler in your possession so it has hardness equal to your Engineering ranks and 10 hit points per rank in Engineering you possess. This takes 1 minute and lasts for 1 hour per rank in Engineering you possess. The bonus hit points (but not the bonus hardness) stack with those gained from threading a cable line through the grappler.

Source: The Starfarer's Companion

Exploit Opening (Combat)

Your religious devotion has granted you powers not usually available to lay followers of the faith.

Prerequisites: Dex 13, base attack bonus +8.

Benefit: When you are threatening a foe with a melee weapon and an ally scores a critical hit against it with a ranged attack, you may make a melee attack against that foe as a reaction.

Source: The Starfarer's Companion

Explosive Delivery (Combat)

You clip an armed grenade onto an opponent’s armor, or slip it into the opponents gear, and shift away to avoid the ensuing explosion.

Prerequisite: Sleight of Hand 5 ranks or base attack bonus +5.

Benefit: As a standard action, you can attempt a melee attack roll against an adjacent opponent’s KAC + 8 or a Sleight of Hand check with a DC of 15 + 1-1/2 the opponent’s CR. If you succeed, you can temporarily attach a drawn grenade to the opponent. (If you have the Quick Draw feat, you can draw the grenade as a part of this action.) The grenade explodes at the end of your current turn, unless it has a delayed fuse that causes it to go off 1 round or more after it is activated. The foe takes a –2 penalty to the saving throw against this grenade, and the grenade’s explosion has half its normal area. If the grenade doesn’t explode at the end of your turn, the opponent can remove it as a move action.

Normal: You cannot typically use Sleight of Hand against an opponent during combat.

Source: The Starfarer's Companion

Fearsome Blow (Combat)

With a lucky blow from your weapon, you are able to unnerve your opponent.

Prerequisite: Intimidate 3 ranks.

Benefit: Any time you score a critical hit against a significant enemy (see Chapter 8 of the Starfinder Core Rulebook), you can attempt an Intimidate check to demoralize that opponent as a reaction action.

Source: The Starfarer's Companion

Fearsome Spectacle (Combat)

Your powerful strikes sap the morale from your enemies.

Prerequisite: Intimidate 10 ranks, Fearsome Blow.

Benefit: Any time you score a critical hit against a significant enemy (see Chapter 8 of the Starfinder Core Rulebook), you can attempt an Intimidate check as a reaction action to demoralize all opponents within 30 feet who saw the attack.

Source: The Starfarer's Companion

Jet Rush (Combat)

You boost your attempts to shove opponents around the battlefield using your armor enhancement.

Prerequisite: Improved Combat Maneuver (bull rush).

Benefit: You can activate a jump jet or a jetpack armor upgrade as a part of a successful bull rush combat maneuver in order to add 5 feet to the distance that you push your opponent. If you succeed on a bull rush combat maneuver while your jump jets or jetpack are already active, you move the target an additional 5 feet.

Source: The Starfarer's Companion

Perfect Defense (Combat)

You can enter a defensive stance that allows you to parry enemy attacks more often.

Prerequisites: Bodyguard or parry alternate class feature, character level 7th.

Benefit: As a full action, you can enter a defensive stance that enables you to block multiple attacks. When doing so, whenever you use a reaction to use the parry alternate class feature or the Bodyguard feat, you may use either ability against a total number of attacks made against you or your allies equal to 3 + 1 for every 4 levels beyond 7th that you possess (four times at 11th, five times at 15th, and so on). This ability also allows you to use your parry alternate class feature against attacks that target allies that are within your reach. Furthermore, if you have the In Harm’s Way feat, you can use that feat whenever you use Bodyguard or the parry alternate class feature to protect an ally from an attack and an attack hits, you may use In Harm’s Way to redirect a total number of attacks to you equal to 3 + 1 for every 4 levels beyond 7th that you possess, even if you’ve already used In Harm’s Way once this round.

During any round that you use this ability, you cannot use Combat Reflexes to make additional attacks of opportunity.

Source: Duelist

Resolute Fighting (Combat)

You can tap into your resolve to make use of your combat flexibility more often.

Prerequisites: Adaptive Fighting, three or more other combat feats.

Benefit: Whenever you have already used your daily use of the Adaptive Fighting feat, you can spend 1 Resolve Point to use it against without having to rest first. Spending a Resolve Point in this way doesn’t require an action.

Source: Loremaster

Ricochet Shooter (Combat)

You can bounce your shots off of objects and terrain features so they hit their mark.

Benefit: Whenever you take the attack or full attack action and attack with a ranged weapon that uses charges or rounds of ammunition, you can take a –2 penalty to your attack roll to ricochet your attack off of an unattended object or structure onto the target of your attack. When doing so, you count the square that you are ricocheting off as the point of origin for your attack for determining cover bonuses to KAC or EAC, and the object or structure used to ricochet takes damage as if you had attacked it. Both the target of your attack and the object or structure that you ricochet off of must be within your weapon’s first range increment in order for you to use this ability.

Normal: You determine cover bonuses based on your square in relation to your target’s square.

Source: The Starfarer's Companion

Riving Critical (Combat)

Your powerful strikes sap the morale from your enemies.

Prerequisite: Improved Critical, ability to cast spells, base attack bonus +8.

Benefit: Any time you score a critical hit against a significant enemy (see Chapter 8 of the Starfinder Core Rulebook), that opponent takes a -2 penalty on all saving throws against spells you cast until the end of your next turn.

Source: The Starfarer's Companion

Spell Volley (Combat)

You disorient foes with your magical attacks, leveling them vulnerable to your melee assault.

Benefit: Whenever you deal damage to an opponent with a spell on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.

Source: The Starfarer's Companion

Studied Aim (Combat)

Identifying your foes enables you to exploit their weak points.

Prerequisites: Deadly Aim, Engineering 2 ranks, Life Science 2 ranks, Mysticism 2 ranks.

Benefit: After successfully identifying a creature using Engineering, Life Science, or Mysticism, you can treat your ranks in the skill that you used to identify the creature as your base attack bonus for the purpose of determining the amount of additional damage that you deal with the Deadly Aim feat. If the number of ranks that you possess in the skill and your base attack bonus are both equal to your level, you increase the additional damage that you deal when using Deadly Aim against that creature by +2 instead.

This benefit lasts for as long as you remain engaged in combat with the identified creature, and applies against all creatures of the same kind as that creature (you don’t need to successfully identify different creatures of the same kind individually to receive this bonus against them).

Source: Loremaster

Trigger Happy (Combat)

You can lose a spray of bullets or charges from your firearms, making it difficult to dodge your attacks.

Prerequisite: Small Arms Proficiency.

Benefit: When you take the attack or full attack action and attack with a small arms weapon, you can triple the normal number of charges or rounds of ammunition spent on each attack you make by your result. If you do, you gain a +1 bonus on your attack rolls made as part of the attack or full attack action. If this causes the amount of ammunition you spend to exceed the amount of charges or rounds that your weapon has remaining, those charges or rounds are expended normally, but you do not gain any benefit from this feat.

Source: The Starfarer's Companion

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