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Sympathetic Heart Stop

Sympathetic Heart Stop

( points)

By first aligning with then clashing violently against the exact rhythm of your opponent’s movements, breath, and even heartbeat, your physical touch interrupts their life force.

Starfield Vision

Starfield Vision

( points)

While aboard a capital ship, you can recognize patterns and strategies, then intuit and perform actions that could dynamically tilt the battle in your favor.

Kinesthetic Geometry

Kinesthetic Geometry

( points)

You instinctively identify and leverage the perfect angles and impact points for throwing your weapon.

Martial Alacrity

Martial Alacrity

( points)

With a little quick thinking on your feet, you can adjust your attack strategy to find additional ways to hit an opponent.

When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Immediately after, you can make two unarmed strikes against the target of your last attack.

Gunner’s Focus

Gunner’s Focus

( points)

Bringing a heightened focus to the gunner’s seat, you can make a difficult shot seem easy.

You make an attack using a vehicle’s direct fire or indirect fire weapon with advantage.

Total Dismemberment

Total Dismemberment

( points)

With a flurry of lightning-fast cuts, you sever all of your opponent’s limbs.

Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage.

Reeling Strike

Reeling Strike

( points)

With a gesture, you telekinetically pull a distant foe towards you and strike them with your starglaive.

One target you can see or sense within 30 feet makes a Strength saving throw or is pulled towards you until it hits a stationary barrier (e.g. a wall or force field) or is within reach of your melee attacks. If the target ends up within reach of your melee attacks, you immediately take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.

Sever Limb

Sever Limb

( points)

With a swift, clean blow you sever the limb of your opponent.

Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage. On a hit you cleanly sever one of the target’s limbs and the target takes an additional 1d10 psychic damage. In addition, the creature suffers a level of strife. The limb is not severed if the target has immunity to the weapon’s damage or the creature is two or more sizes larger than you.

Psychic Sunder

Psychic Sunder

( points)

Focusing your psychic energy, you strike an object with concentrated force.

You make a single attack against an unattended object of size Large or smaller, such as a door, with a starglaive maul. On a hit, the object gains the broken condition. If the object is reinforced, you must instead beat its AC by 4 points or more in order to sunder it.

Earthstrike

Earthstrike

( points)

You strike the ground with a starglaive maul, causing a psychic shockwave to knock nearby creatures prone.

Use an action to strike the ground with a starglaive. All creatures within 10 feet of you make a Strength saving throw against your psionics save DC. On a failed save the target is pushed 5 feet and knocked prone.