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Trench Run

Trench Run

( points)

You fly dangerously close to avoid the guns firing above you and line up a perfect shot, but doing so puts you right in the crosshairs of the close range guns.

You may only perform this starship maneuver while operating in a combat zone surrounding a capital ship. Until the end of your next turn, any attacks that target you have disadvantage, and you have disadvantage on saving throws against weapons with the anti-starfighter property.

Hit the Brakes

Hit the Brakes

( points)

You suddenly decelerate, causing your foe to fly past you and into your gunsights.

Choose another starfighter operating in the same combat zone which has locked on to you. The starfighter makes a Dexterity saving throw. On a failure, you make an attack against the target.

Ace Maneuvering

Ace Maneuvering

( points)

You pull a maneuver either too brilliant or foolhardy for your tail to predict—putting them in your crosshairs.

One starfighter of your choice currently locked on to you makes a Wisdom saving throw or its lock on you is broken and you lock on to it instead. While locked on to a target you have advantage on attacks made against it. This lock on ends if you attack a different target or attempt to lock on to a different target.

Triumphant Return

Triumphant Return

( points)

Not to be kept down, you return to the battle, defiant and ready for more.

Impeccable Presence

Impeccable Presence

( points)

The icon of decorum, your presence leaves no doubt of your whereabouts. When you have the attention you seek, you can add extra flourish that makes hearts swoon.

Allies within 30 feet of you are always aware of your location, regardless of effects or cover that would obfuscate you. You can target them and they can target you as if you can see or hear each other.

Bravado Taunt

Bravado Taunt

( points)

You open your guard in a brazen display of  confidence, daring your foes to strike you.

Really Very Funny

Really Very Funny

( points)

A little bit of slipping, an ungainly flip, or a teetering and unlikely turn disorients even the most perceptive of opponents.

Quick, Drink This

Quick, Drink This

( points)

No matter how deadly or serious an opponent is, if they can drink, you can splash something down their throat with superlative timing.

Make a Persuasion check opposed by the Insight check of a creature within your reach. On a success, the creature drinks whatever item you are offering to it, whether that is a potion, poison, or otherwise. Any alchemical item (such as an acid flask or alchemist’s fire) deals four times as much damage as normal when a creature drinks it in this way, although any ongoing damage is only dealt twice.

 

Vicious Blade

Vicious Blade

( points)

You enchant your weapon with clinging shadows.

Hungry Ghosts

Hungry Ghosts

( points)

You draw up the dead to do your horrible bidding. Choose a number of squares equal to your Charisma modifier within 30 feet. These squares become occupied with shadowy apparitions, which have an AC equal to 10 + your Charisma modifier your Maneuver DC and 10 hit points.