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Player > Class > Archetypes > Battleflower
Starfinder Character Operations Manual p.98
Battleflowers (or ukara in Triaxian) are elite martial artists from
Ning on Triaxus. The battleflower tradition goes back millennia.
Renouncing family, social status, and outward expressions of
gender, battleflowers perform extravagant, ritualized combats.
They are celebrities in Ning and the wider Pact Worlds.
This art requires martial skill and a flair for performance, so
most battleflowers are envoys, operatives, solarians, or soldiers.
Many battleflowers are ryphorians (Starfinder Alien Archive 96),
but anyone can train to become one of these gladiators.
This archetype grants optional alternate class features at 2nd, 6th, 9th, 12th, and 18th levels. At each of these levels, you can choose the alternate feature or the class feature for your class. If a class feature requires a saving throw, the DC equals 10 + half your class level + your key ability score modifier.
You must have 2 ranks in Profession (dancer) to take the battleflower archetype.
Choose one of the following feats for which you meet the prerequisites as a bonus feat: Advanced Melee Weapon Proficiency, Bodyguard, Close Combat (Starfinder Pact Worlds 190), Improved Combat Maneuver, Improved Unarmed Strike, Jet Dash, or Special Weapon Proficiency. If you choose a feat that grants weapon proficiency, you also gain Weapon Specialization as a bonus feat at 3rd level for the selected weapon or weapon type.
You can use Acrobatics checks in place of Diplomacy checks to change a creature’s attitude as a sense-dependent rather than language-dependent effect. In addition, your movements can enthrall observers. As a full action, you can move up to your speed while performing an acrobatic dance. Choose one enemy within 60 feet; that foe must succeed at a Will save or be fascinated while you continue to take this full action on your turns. You can affect one extra target for every 3 class levels you have above 6th. This is a mind-affecting, sense-dependent effect.
When you make an unarmed strike, before the attack roll you
can declare an attempt to stun the target. If you hit, the target
takes damage normally and must succeed at a Fortitude save or
be stunned for 1 round (DC = 10 + your level + your key
ability score modifier). You can attempt this strike a
number of times per day equal to your class level.
Starting at 12th level, when declaring your stunning
strike, you can choose a condition other than stunned. At
12th level, you can render a target staggered for 1d6+1 rounds.
At 16th level, you can make a target permanently blinded or
deafened. At 20th level, you can render the target paralyzed for
1d6+1 rounds. Effects from multiple hits don’t stack, but they
can extend the duration.
As part of a move action, you can expend 1 Resolve Point to take 20 on an Acrobatics check to balance, or 2 Resolve Points to take 20 on an Acrobatics check to tumble. For balance, the effect lasts up to 1 minute, and for tumble, it lasts 1 round. In both cases, you can move at full speed.
You can choose any number from 1 to 20 as the d20 result of your initiative check, adding initiative modifiers as normal.
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