source: Starfinder Core Rulebook
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Boost Shield
[Level: 8]
Your energy shield grants you a number of temporary Hit Points equal to your Intelligence modifier + double your mechanic level. In addition, if you have already used your shield, you can spend 1 Resolve Point to use it again without having to regain Stamina Points first. This replenishes your shield’s temporary Hit Points to full. You must have the energy shield mechanic trick to learn this trick.
Bow
Level: 1
Price: 255
Bulk: 1
Damage: 1d6 P
Critical: —
Range: 60 ft.
Capacity: Drawn None
Usage: 1
Special: Quick reload
Break Enchantment
Level:
Technomancer 5
,
Mystic 5
School: abjuration
Casting Time: 1 minute
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
Free creatures from curses, enchantments, and transmutations.
Brilliant Discovery
[Level: 18]
Up to twice per day, when you discover and document a new species of flora or fauna, you recover 1 RP. On an unexplored planet where every species is new, this process usually takes 10 minutes at most (and doesn’t count as rest to regain SP, but even on known planets, you might be able to find a new species in 1d4 hours (or fewer) in a remote biome or one with a high variety of wildlife.
Broadside
Prerequisites: 6th Level
At 6th level, you can expend 1 Resolve Point to fire all of the starship weapons mounted in one arc (including turret-mounted weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty.
Brutal Blast
You gain a +2 insight bonus to damage rolls with weapons that have the blast special property (such as a scattergun). This extra damage applies only to creatures within 10 feet of you; creatures farther away take the normal amount of damage. This bonus increases by 1 for every 4 soldier levels you have.
Bulk Freighter
Size: None
Maneuverability: poor
HP: 160 DT: 5 CT: 32
Mounts: forward arc (1 heavy), aft arc (1 heavy), turret (2 light)
Expansion Bays: 10
Minimum Crew: 20 Maximum Crew: 50
Cost: 55