General Feats

Additional Mechanoi Mod

You have upgraded your body to allow the inclusion of additional modifications.

Prerequisites: Mechanoi mods racial trait, technological subtype.

Benefit: You gain one additional major mod or two additional minor mods, chosen from among those listed by the mechanoi mod racial trait.

Special: You may select this feat multiple times.

Source: The Starfarer's Companion

Auspicious Blessing

You are blessed by a higher power, and you can invoke this blessing to fuel your victories.

Benefit: Once per day, whenever you roll a d20 roll or check and fail, you can reroll the roll or check. When doing so, you must accept the new result, even if it is worse.

Source: The Starfarer's Companion

Befuddling Glitch

The effects of your technological distractions bewilder your foes.

Prerequisites: Computers 12 ranks, Amplified Glitch, Overwhelming Glitch.

Benefit: When you use Amplified Glitch, choose one opponent affected by the distraction. Unless that opponent succeeds on a Will saving throw (DC = 10 + ½ your ranks in Computers + your Intelligence bonus), it is confused for 1d4 rounds.

Source: The Starfarer's Companion

Bountiful Healing

Your excess healing is not wasted.

Prerequisite: Lay on hands class feature.

Benefit: When you heal a target (including yourself) up to its maximum Hit Points with your lay on hands class feature, all excess healing persists for 1 hour as temporary Hit Points. Temporary Hit Points granted by this ability do not stack, instead leaving the target with the most recent amount of temporary Hit Points.

Source: The Starfarer's Companion

Cautious Hacker

Slow and steady bypasses the countermeasure.

Prerequisite: Computers 3 ranks.

Benefit: The first time you attempt to hack a computer system, you can choose to take twice as long as normal to attempt the hack (typically, this increases the time to 2 full actions per tier of the computer system). If you do so, you only trigger the computer’s countermeasures if you fail your check by 5 or more.

Normal: Hacking a computer requires 1 full action per tier of the computer system and failing the Computers check triggers any countermeasures.

Source: The Starfarer's Companion

Celebrity Influence

Your reputation precedes you, and you aren’t afraid to leverage your status to get what you want.

Benefit: Whenever you are in an area in which you are famous, whether from the celebrity theme ability, the deacon of the faith class ability, or similar circumstances, you gain a +4 circumstance bonus on all Diplomacy and Intimidate checks. At the GM’s discretion, this ability might also apply in areas where you have performed a significant service or accomplished a heroic deed.

Source: The Starfarer's Companion

Cerebral Stimulant

You have learned to synthesize a substance that enhances your mental capabilities and speeds your processing time, though using it takes its toll on you.

Prerequisite: Life Science 5 ranks.

Benefit: You can spend 10 minutes and a negligible amount of materials to create a medicinal that speeds your mental performance. After consuming the medicinal as a standard action, you gain a +2 circumstance bonus on the next Intelligence-based skill check you attempt, and the check takes half as long as normal to perform, to a minimum of one round, for checks that typically take longer than 1 round to perform. The mental boost lasts for as long as it takes you to complete the check, and afterward you are sickened for a number of rounds equal to the amount of time it took you to complete the skill check. The medicinal must be consumed within 1 hour or it loses its potency and it is uniquely crafted to your physiology; if another creature consumes your cerebral stimulant, it must succeed on a DC 20 Fortitude save or be nauseated for 1 round. You can safely consume one cerebral stimulant per day. You can consume additional cerebral stimulants beyond this limit, but you must spend 1 Resolve Point when you consume the medicinal or become nauseated for 1 round and gain no positive benefit.

Source: The Starfarer's Companion

Classically Trained

While you have since expanded your understanding of magic and the universe, you began you study of spellcasting at a wizard’s academy or had a wizard serve as your mentor.

Prerequisites: Mysticism 1 rank, ability to cast spells, no levels in wizard.

Benefit: Choose a 1st-level wizard tradition power. You may use that ability once per day. Substitute your character level for your wizard level and your key ability modifier for your Intelligence modifier when determining the effect of the ability.

Source: The Starfarer's Companion

Cloak of Shadows

You can wrap yourself in shadows.

Prerequisites: Shadowed sneak class feature, character level 5th.

Benefit: Once per day, you can alter the illumination level within 20 feet of you to dim light as a standard action, increasing the illumination in areas of darkness and reducing the illumination in areas of normal and bright light. This effect lasts for a number of rounds equal to your level. This is a supernatural ability.

If an area of illumination within this affected area that have been adjusted by magic, this ability fails unless you succeed on a Will save (DC 10 + 1/2 the caster’s level + the caster’s spellcasting ability score modifier). If you succeed, the magical effect is suppressed for a number of rounds equal to your level and the effects of this ability prevails.

Source: Shadowdancer

Combine Spells

You can cast spells from one spellcasting class using another class’s spell slots.

Prerequisites: Able to cast 1st-level spells in two or more different spellcasting classes.

Benefit: You can cast 1st-level or lower spells from one of your spellcasting classes using available spell slots from any of your other spellcasting classes. When doing so, the spell counts as being 1 level higher than normal for the purpose of determining the level of spell slot needed to cast the spell. (For instance, casting a 1st-level technomancer spell using a mystic spell slot requires a 2nd-level mystic spell slot.) This ability cannot be used to cast a spell at a lower level if the spell exists on both spell lists.

Special: You can select this feat multiple times. Each time you select it, it applies to spells that are 1 spell level higher. For instance, the second time you select Combine Spells, it applies to 2nd level or lower spells. The third time you select it, it applies to 3rd level or lower spells, and so on. You cannot select this feat an additional time if you would be unable to cast spells of this spell level. For example, you must be able to cast 2nd level spells in at least one spellcasting class to select this feat a second time, you must be able to cast 3rd level spells in at least one spellcasting class to select this feat a third time, and so on.

Source: Mystic Theurge

Cunning

You are exceptionally cunning and more skillful than your contemporaries.

Benefit: For every character level you have (and whenever you gain a new level), you gain 1 additional skill rank. In addition, whenever you make a skill check with a trained class skill that is associated with your class’s key ability score modifier, you gain a +1 base bonus on your check. If you are a multiclass character, choose one of your class’s key ability scores to apply this benefit to. If your class’s key ability score is Constitution, choose one of the other abilities listed in your class’s key ability score entry to apply this benefit to instead.

Source: Loremaster

Deadly Tracker

By interpreting signs of your opponent’s passage, you are able to easily target its weak points.

Prerequisites: Survival 7 ranks, studied target class feature.

Benefit: If you have successfully used the Survival skill to track an opponent for at least 1 mile in the last 24 hours, you can study it as a free action.

Normal: Studying a target is a move action.

Source: The Starfarer's Companion

Dimensional Agility

You aren’t phased by extradimensional travel.

Prerequisite: Character level 11th.

Benefit: Whenever you are the target of a dimension door spell, you can act normally after casting the spell or traveling with another creature that cast the spell. In addition, you gain a +4 bonus to your AC against attacks of opportunity that you provoke from casting a spell with the teleportation descriptor. If you also the Mobility feat, these bonuses stack, but the bonus from this feat is reduced to +2 (for a total bonus of +6).

Source: Shadowdancer

Elaborate Performance

Your performances are a multi-sensory experience: dances punctuated with syncopated clapping, songs with evocative body motions, or instrumentals full of extravagant gestures.

Prerequisite: Bardic performance class feature.

Benefit: When you start a bardic performance that requires you to make a Profession check (such as countersong, fascinate, or rallying performance) and normally requires only an audible or visual component, you can choose to add the other type of component as an additional requirement in order to increase the performance’s effect. For instance, if you typically use Profession (dance), a bardic connection with visual components, for your bardic performances, you could add audible stomps and impressive heel clicks. Your performance gains all of the restriction for having both audible and visual components, and any Profession check that you attempt as part of the performance receives a +2 bonus. Your performance still uses your muse’s keyed Profession skill.

Source: The Starfarer's Companion

Electrostatic Disabling

Your study of mechanical devices allows you to zap them in just the right spot to disable them quickly, but it is a risky endeavor.

Prerequisite: Engineering 3 ranks.

Benefit: If you deal at least 1 point of electricity damage (via a spell, weapon, or similar effect) to a mechanical device that is subject to Disable Device, you can attempt an Engineering check to disable it as a standard action, regardless of the device’s complexity. However, should you fail the check, something immediately goes wrong, as if you had failed the Engineering check by 5 or more. At the GM’s discretion, some tasks may be too complex to accomplish with this method (for instance, rigging an explosive to detonate in 3 rounds). This technique is generally ineffective against armor upgrades, power armor, and weapons.

Normal: An Engineering check to disable a device take an amount of time based on the complexity of the device, and something goes wrong only if you fail the Engineering check by 5 or more.

Source: The Starfarer's Companion

Expanded Deoxyomorphism

You genetically enhance your body with traits from additional creatures.

Prerequisites: Deoxyomorphic being racial trait, deoxyomorphic subtype.

Benefit: You may choose an additional player race with your deoxyormohpic being racial trait. You count as both the chosen race and your original race for effects targeting creatures by race if you didn’t already, and you gain one additional racial trait from the race you choose, developing physical features and limbs to accommodate the new racial trait as appropriate. You may choose a movement speed that your chosen race possesses instead of a new racial trait.

Alternatively, you may choose a race that you have already chosen with the deoxyomorphic being racial trait or the Expanded Deoxyomorphism feat. If you do, you count as having that race’s subtypes for the purpose of meeting feat prerequisites, and you gain one additional racial trait from the race you choose as detailed above.

Special: You may select this feat multiple times.

Source: The Starfarer's Companion

Focused Traditionalist

Your habitual study of spells favored by your arcane tradition has left you more flexible than other wizards.

Prerequisites: Mysticism 1 rank, tradition class feature.

Benefit: Choose one school of magic. You may prepare two spells of that school using a single preparation slot of at least 1 level higher. For example, you can prepare two 3rd level spells of this school in a single 4th level preparation slot. You still cast these spells using a 3rd level of higher spell slot.

Source: The Starfarer's Companion

Fortunate Turn

You are inexplicably lucky at crucial moments.

Benefit: Whenever you are targeted by an attack or are forced to make a saving throw, you can add a +2 luck bonus to your KAC or EAC, or on your Fortitude, Reflex, or Will save (your choice). Using this ability is a reaction, and you must declare that you are using this ability before the result of your opponent’s attack roll or the result of your saving throw is revealed. Once you have used this ability, you cannot use it again until you have made a 10-minute rest to regain stamina points.

Source: The Starfarer's Companion

Fox Shape

You can change your appearance into that of an ordinary fox.

Prerequisites: Change shape racial trait, kitsune subtype.

Benefit: You can use your change shape racial ability to assume the form of a specific single fox of the same age and sex in addition to your human form. You gain a +10 racial bonus on Disguise checks made to appear vulpine. You do not take any penalty for disguising yourself as a creature of a different size or type, and you can become Small when you disguise yourself in this way. While in this disguise, you gain a +10 ft. bonus to your land speed and a +2 bonus to all Dexterity checks and Dexterity-based skill checks, and cannot use tools or weapons that require hands.

Source: The Starfarer's Companion

Hardy Junkbots

Your technomantic creations are more resilient than most.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: Any time you magically create a robot out of scrap (via battle junkbot or a similar spell), its hardness increases by 3 (granting it hardness 3 if it does not already have hardness) and it gains resist 5 against one energy type of your choice.

Source: The Starfarer's Companion

Hyperspace Expert

You are a practiced hand at traveling through hyperspace, and you know how to squeeze the most efficient—and least dangerous—trip out of your starship.

Prerequisites: Piloting 12 ranks or need for speed theme ability.

Benefit: When you are serving as the pilot of a starship, reduce the travel time of any trip you take through hyperspace by 1 day, to a minimum of half a day, and reduce the chance of a random encounter occurring while you are in hyperspace by 10%, to a minimum of 1%.

Source: The Starfarer's Companion

Improved Suppressive Fire

You are more sufficient with your suppressive fire.

Prerequisites: Suppressive Fire, base attack bonus +4, proficiency with heavy weapons.

Benefit: Whenever you use Suppressive Fire, reduce the number of charges or rounds of ammunition that you must expend to use Suppressive Fire to 5. Alternatively, you may choose to spend 10 charges or rounds of ammunition. If you do, you make a single ranged attack roll and add your full ranged attack bonus with whatever weapon you’re using to use Suppressive Fire and compare the result to the AC of all creatures in the area to determine whether or not your Suppressive Fire affects those creatures.

Normal: When using Suppressive Fire, you must spend 10 charges or rounds of ammunition from your weapon, and you roll a ranged attack roll with a +4 bonus to determine whether Suppressive Fire affects those creatures.

Source: The Starfarer's Companion

Magical Tail

You grow an additional tail, representing your growing magical prowess.

Prerequisites: Kitsune magic racial trait, kitsune subtype.

Benefit: You can use your innate chakra to cast certain spells. Each spell cast using the Magical Tail feat consumes an amount of arcane energy (AE). You have a maximum of 2 AE per day that refreshes after a long rest, and can cast any of the following spells as long as you have enough AE remaining to pay the spell’s cast: charm person (1 AE), disguise self (1 AE), or token spell (0 AE). The DC for these spells is equal to 10 + the spell’s AE cost + your Charisma modifier.

If you gain access to a spell that can be undercast through this feat, you can cast the undercast version of the spell by spending 1 AE fewer for each level lower than the spell is cast. A magical tail spell with an AE cost of 0 can be cast any number of times, and can be cast even if you have 0 AE remaining. Because this ability grants spellcasting, you qualify for feats and requirements that require the ability to cast spells, such as Mystic Strike.

Special: You can select this feat up to eight times, growing an additional magical tail each time that represents your growing magical prowess. Each time after the first that you select it, your maximum AE increases by 2 and you choose two spells from among those listed on the Magical Tail Spells sidebar and add them to the list of spells that you can cast using the Magical Tail feat.

The second time you select the Magical Tail feat and each time thereafter, you add additional spells from the following list to the list of spells that you can cast using your Magical Tail feat. These spells are organized by the number of Magical Tail feats that you need to possess before you can select them—1 feat, 4 feats, and 7 feats, respectively. Spells that require that you possess one Magical Tail feat are known as Two-Tail Spells, spells that require that you possess four Magical Tail feats are known as Five-Tail Spells, and spells that require that you possess seven Magical Tail feats are known as Eight-Tail Spells. Magical Tail spells are also organized by the minimum character level you need in order to cast the spell; if you do not meet this minimum requirement, you cannot add the spell to your Magical Tail spells known, regardless of the number of Magical Tail feats you have. Spells with links are new spells and are available on this site.

At each new character level, you can choose to learn a new Magical Tail spell in place of one you already know. In effect, you lose the old spell in exchange for the new one. The new spell must have the same AE cost as that of the spell being exchanged. You may only swap a single spell at any given level, and must choose whether to swap the spell before making any other decisions regarding any feats or class options you gain from your new level. You cannot replace charm person, disguise self, or token spell in this manner.

If you add a spell to your list of Magical Tail spells that is a higher-level version of a Magical Tail spell you already know, you must immediately lose the lower-level version and learn a different Magical Tail spell that has the same AE cost as that spell. For instance, if you already have the 1st-level flight spell as a Magical Tail spell and later learn the 3rd-level flight spell, you must immediately exchange your 1st-level flight spell for a different Magical Tail spell with the same AE cost. This doesn’t count as your one free Magical Tail spell swap that you gain at each character level.

Two-Tail Spells

Minimum 1st Level: detect magic (0 AE), command (1 AE), ghost sound (0 AE), lesser confusion (1 AE), life bubble (1 AE), psychokinetic hand (0 AE), unseen servant (1 AE).

Minimum 4th Level: darkvision (2 AE), flight (2 AE; 2nd level), hold person (2 AE), holographic image (2 AE; 2nd level), invisibility (2 AE), knock (2 AE), mirror image (2 AE), see invisibility (2 AE).

Five-Tail Spells

Minimum 7th Level: arcane sight (3 AE), charm monster (3 AE), deep slumber (3 AE), dispel magic (3 AE), flight (3 AE; 3rd level), holographic image (3 AE; 3rd level), hologram memory (3 AE), nondetection (3 AE), suggestion (3 AE), tongues (3 AE)

Minimum 10th Level: dimension door (4 AE), confusion (4 AE), discern lies (4 AE), flight (4 AE; 4th level), greater invisibility (4 AE), hold monster (4 AE), holographic image (4 AE; 4th level), possession (4 AE), reincarnate (4 AE; target always returns to life as a kitsune)

Eight-Tail Spells

Minimum 13th Level: break enchantment (5 AE), commune with nature (5 AE), feeblemind (5 AE), flight (5 AE; 5th level), greater command (5 AE), greater dispel magic (5 AE), holographic image (5 AE; 5th level), mislead (5 AE), modify memory (5 AE), passwall (5 AE), telekinesis (5 AE), unwilling guardian (5 AE)

Minimum 16th Level: control gravity (6 AE), flight (6 AE; 6th level), greater possession (6 AE), holographic image (6 AE; 6th level), mass invisibility (6 AE), true seeing (6 AE), veil (6 AE)

Source: The Starfarer's Companion

Major Psychokinetic Power

Your mental power over the physical world increases.

Prerequisites: Cha 15, Minor Psychic Power, Psychokinetic Power, character level 7th.

Benefit: Select one of the following 2nd-level spells: apport object, force blast, hurl forcedisk. 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.

Source: The Starfarer's Companion

Memorable Performance

Your virtuosity makes such an impression on the audience that they continue to be affected even after you cease performing.

Prerequisite: Bardic performance class feature.

Benefit: Whenever you do not maintain a bardic performance as a swift action for any reason or become paralyzed, stunned, unconscious, dying, or dead, the effects of your performance continue for 1 round afterwards. If you begin a new performance, the effects of the previous performance end immediately.

Source: The Starfarer's Companion

Merciful Revival

You can extend the grace granted to you to pull someone back from the brink of dead.

Prerequisites: Lay on hands class feature, 15th-level paladin.

Benefit: Once per day, you can use your lay on hands on a creature that has been dead for less that 2 rounds to bring it back to life as per the 5th-level version of mystic cure.

Source: The Starfarer's Companion

Mind Over Matter

Your willpower allows you to temporarily ignore physical laws.

Prerequisites: Cha 17, Major Psychokinetic Power, Minor Psychic Power, Psychokinetic Power, character level 9th.

Benefit: Once per day, you can cast flight (as the 3rd-level version) as a spell-like ability, using your character level as your caster level. Additionally, when in zero gravity conditions (see Chapter 11 of the Starfinder Core Rulebook), you move at your full land speed when you push off an object, and you gain a +5 bonus on any skill checks you attempt to avoid the off-kilter condition, move along a wall at full speed, or stop your movement.

Source: The Starfarer's Companion

Minor Miracles

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

Prerequisites: Wis 13, character level 5th, no levels in cleric, worship a deity.

Benefit: Choose two 0-level cleric spells and one 1st-level spell granted by one of your deity’s domains. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these spells is Wisdom. These spells are granted to you by your deity and you lose access to the benefits of this feat if you grossly violate the tenants of your faith (at the GM’s discretion). You may regain access to these powers through sincere repentance and a casting of the atonement spell.

If you later gain levels in cleric, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

Source: The Starfarer's Companion

Munitions Expert

Your facility with explosives lets you modify grenades on the fly to have customized effects.

Prerequisites: Engineering 5 ranks or custom rig class feature.

Benefit: As a full action, you can attempt an Engineering check (DC = 15 +the grenade’s item level) to modify a grenade. If you succeed, you can chose one of the following modifications for the grenade: It explodes 1 round after being throw, its blast radius is increased or decreased by 5 feet, or its blast excludes one square of your choice, selected when you throw it. These abilities only function if you successfully attack with the grenade within 1 round. If you miss, the grenade explodes as normal. Whether you succeed or fail on your check, the grenade cannot be used with this ability again.

If you have the custom rig class feature, you can also use your Intelligence modifier, rather than your Dexterity modifier, to determine the save DC of any grenade or explosive you use.

Source: The Starfarer's Companion

Mystic Spell Hack

You hack access to a spell that is not on your class’s list of spells known

Prerequisite: Spell hack class feature, technomancer 4th level.

Benefit: Choose one spell on the mystic spell list that is not on the technomancer spell list. This spell must be at least one spell level lower than the highest spell level that you can cast. Add the chosen spell to your technomancer spell list and to your list of technomancer spells known as a technomancer spell of the spell’s mystic spell level. If you choose a spell with a variable spell level with this feat, whenever you gain the ability to cast a new level of technomancer spells, you may immediately trade the chosen spell for a higher-level version of the spell, provided the higherlevel version’s mystic spell level is at least one spell level lower than the highest level of technomancer spell that you can cast.

For instance, if you choose the 1st-level mind thrust spell with this feat as a 4th-level technomancer, upon reaching 7th-level technomancer and gaining access to 3rd-level technomancer spells, you can immediately exchange the 1st-level mind thrust spell for the 2ndlevel mind thrust spell.

Special: This feat can be selected once, plus one additional time for every 3 technomancer levels beyond 4th that you possess.

Source: The Starfarer's Companion

Natural Empath

Your mental sensitivities give you insight into the emotions and motivations of those around you.

Prerequisites: Cha 13, Minor Psychic Power or limited telepathy racial trait.

Benefit: You can study one creature within 30 feet of you in an attempt to detect emotional energy it is projecting. Unless the creature succeeds on a Will save (DC = 10 + ½ your character level + your Charisma modifier), you gain a +4 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the creature, and you may always act in surprise rounds that the creature triggers.

Source: The Starfarer's Companion

Overwhelming Glitch

Your technological distractions briefly overload an opponent’s senses.

Prerequisites: Computers 6 ranks, Intimidate 3 ranks, Amplify Glitch.

Benefit: When you use Amplified Glitch, chose one opponent affected by the distraction. Unless that opponent succeeds on a Fortitude save (DC = 10 + ½ your ranks in Computers + your Intelligence modifier), it is blinded or deafened (your choice) for 1d4 rounds.

Source: The Starfarer's Companion

Planetary Explorer

You eagerly visit new planets throughout the universe and can intuit information about most natural worlds you visit.

Prerequisite: Life Science 5 ranks.

Benefit: When in a natural setting on a planet that is not your homeworld, you can spend 10 minutes to study signs in the local flora and fauna to discover information about the environment. At the end of this time, attempt a Life Science check. Generally, the DC of such a check is 20, but the GM may adjust it if you are on a familiar or exceptionally unfamiliar world. If you succeed, you accurately predict the general animal and plant population within a 10-mile radius. Additionally, you receive a +2 circumstance bonus on initiative, Perception, Stealth, and Survival checks while you are within 10 miles of the area you studied.

If you fail your Life Science check by less than 5, you gain no useful information about the area nor any bonuses. If you fail the check by more than 5, you draw inaccurate conclusions about the local plant and animal life, and you take a -2 penalty on the next initiative check you make within 10 miles of the studied area, as you are caught off-guard based on your incorrect assumptions.

You cannot take 20 on your Life Science check, nor can you gain any benefit from studying the same area more than once, or studying any area within 10 miles of the original area you studied.

Source: The Starfarer's Companion

Psychic Reading

Your sensitive mind can read the impressions left on objects by their users.

Prerequisites: Cha 13, Minor Psychic Power, character level 3rd.

Benefit: Once per day, by spending 1 minute handling an item, you pick up latent psychic impressions left on it. As long as the object was handled in the last 24 hours, you may make a special Charisma level check (1d20 + Charisma modifier + character level against a DC of 10 + target CR + target’s Wisdom bonus) to receive a brief vision of the last creature to have touched it and an impression of that creature’s general emotional state at the time (worried, frightened, happy, etc.). Beginning at 5th level, if you have already expended your daily use of this ability, you can spend 1 Resolve Point to use it again without having to rest first.

Source: The Starfarer's Companion

Psychokinetic Power

You’ve trained your mind to exert tangible influence over the material world.

Prerequisites: Cha 13, Minor Psychic Power, character level 4th.

Benefit: Select one of the following 1st-level spells: floating disk, gust, unseen servant. 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.

Source: The Starfarer's Companion

Resolute Auspicious Blessing

You bring about your own blessings using your unwavering resolve.

Prerequisites: Auspicious Blessing, character level 3rd.

Benefit: Whenever you have already used your daily use of your Auspicious Blessing feat, you can spend Resolve Points to use it again without having to rest first. The first time you do so, you must spend 1 Resolve Point. Each subsequent time you use the Auspicious Blessing feat in a single day, the Resolve Point cost increases by 1 (2 for the second use, 3 for the third use, and so on). This increase resets back to 1 Resolve Point after you take a long rest to regain your daily use of the Auspicious Blessing feat.

Source: The Starfarer's Companion

Resolute Elemental Assault

You can call upon your elemental powers more often than most suli.

Prerequisite: Elemental assault racial trait, character level 3rd, native subtype.

Benefit: Whenever you have already used your daily use of your elemental assault racial trait, you can spend 1 Resolve Point to use it against without having to rest first.

Source: The Starfarer's Companion

Resolute Firestarter

You can call upon your fiery powers more often than most ifrits.

Prerequisite: Firestarter racial trait, character level 3rd, native subtype.

Benefit: Whenever you have already used your daily use of your firestarter racial trait, you can spend 1 Resolve Point to use it against without having to rest first.

Source: The Starfarer's Companion

Resolute Hydraulic Control

You can call upon your watery powers more often than most undines.

Prerequisite: Hydraulic control racial trait, character level 3rd, native subtype.

Benefit: Whenever you have already used your daily use of your hydraulic control racial trait, you can spend 1 Resolve Point to use it against without having to rest first.

Source: The Starfarer's Companion

Resolute Light And Dark

You can manipulate your physiology more often than most wayangs.

Prerequisite: Light and dark racial trait, character level 3rd, wayang subtype.

Benefit: Whenever you have already used your daily use of your light and dark racial trait, you can spend 1 Resolve Point to use it against without having to rest first.

Source: The Starfarer's Companion

Resolute Spit Venom

You can spit venom at your foes more often than most nagaji.

Prerequisite: Spit venom racial trait, character level 3rd, nagaji subtype.

Benefit: Whenever you have already used your daily use of your spit venom racial trait, you can spend 1 Resolve Point to use it against without having to rest first.

Source: The Starfarer's Companion

Resolute Traditionalist

You can push yourself to tap your tradition’s power more frequently than most.

Prerequisites: Tradition class feature, character level 5th.

Benefit: Whenever you have already expended your daily uses of the 1st-level power granted by your tradition, you can spend 1 Resolve Point to use it again without having to rest first.

Source: The Starfarer's Companion

Resolute Toxic Ichor

You can squeeze extra toxicity from your poisonous blood.

Prerequisite: Toxic ichor racial trait, character level 3rd, vishkanya subtype.

Benefit: Whenever you have already used your daily use of your toxic ichor racial trait, you can spend 1 Resolve Point to use it against without having to rest first.

Source: The Starfarer's Companion

Resolute Toxic Skin

You can squeeze extra toxicity from your poisonous skin.

Prerequisite: Toxic skin racial trait, character level 3rd, grippli subtype.

Benefit: Whenever you have already used your daily use of your toxic skin racial trait, you can spend 1 Resolve Point to use it against without having to rest first.

Source: The Starfarer's Companion

Storied Background

You have a particularly storied past that has shaped and defined the person you now are.

Prerequisite: Must be taken at 1st level, cannot be themeless.

Benefit: Choose a second theme. You immediately gain the 1st level benefits of your second theme, and gain the 6th level benefits of your second theme at 6th level.

Special: No effect can allow you to ignore the prerequisites of this feat.

Source: The Starfarer's Companion

Storied Continuation

You cultivate both halves of your background equally.

Prerequisite: Storied Background, character level 13th.

Benefit: You immediately gain the 12th level benefits of your second theme, and gain the 18th level benefits of your second theme at 18th level.

Special: No effect can allow you to ignore the prerequisites of this feat.

Source: The Starfarer's Companion

Strong Link

Whether mystical or mechanical, your bond with your familiar or companion is stronger than most, enabling you to closely monitor each other.

Prerequisites: Animal companion, drone, or familiar class feature, character level 7th.

Benefit: You and your companion are constantly aware of each other’s exact position and condition, as if you had cast status on each other.

Source: The Starfarer's Companion

Studied Husbandry

Your extensive study of many different life forms has given you insight into the best ways to manage animals from across the universe.

Prerequisite: Life Science 3 ranks.

Benefit: Any time you attempt a Survival check to handle or ride an animal, you may attempt a Life Science check at the same DC as a part of the same action. If you succeed on the Life Science check, you gain a +4 insight bonus on the Survival check.

Source: The Starfarer's Companion

Telepathic Coordination

Your mental connection with your teammates allows you to synchronize your efforts.

Benefit: Any time you use the aid another, covering fire, or harrying fire action to assist an ally with whom you are telepathically linked (via the limited telepathy racial trait, telepathic bond class feature, telepathy spell, or a similar ability), increase the bonus that you grant on a successful attempt by 1. This increase does not stack with other abilities that increase the benefit of these actions.

Source: The Starfarer's Companion

Unorthodox Theology

While your devotion to your deity does focus on one aspect of the divine, you incorporate some techniques from other branches of worship and gain access to unusual powers.

Prerequisites: Domain class feature, ability to cast 2nd-level spells.

Benefit: Choose one domain, other than your primary domain, associated with your deity. You may replace a number of your domain spells equal to your Wisdom modifier (minimum 1) with spells of the same levels from the chosen domain. For instance, if you possessed the Good domain and chose the Liberation domain, you could replace bless with lesser remove condition. Once these substitutions are made, they are permanent.

Source: The Starfarer's Companion

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