source: Starfinder Core Rulebook
Found 1604 matches
Flash Grenade, Mk 4
Level: 16
Price: 53,000
Bulk: L
Damage: —
Critical: —
Range: 20 ft.
Capacity: Drawn
Usage: None
Special: Explode (blinded 1d8 rounds, 20 ft.)
Flash Teleport
[Level: 8]
As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.
Flashing Strikes
[Level: 7]
Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.
Flat Affect
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Fleet
You are faster than most.
Flesh to Stone
Level:
Mystic 6
School: transmutation
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
Flight
Level:
Technomancer 1
,
Technomancer 2
,
Technomancer 3
,
Technomancer 4
,
Technomancer 5
,
Technomancer 6
School: transmutation
Casting Time: 1 standard action; see text
Range: see text
Duration: see text
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Flight System
[Level: 11]
Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed increases to its full land speed, and there is no limit on the amount of time it can fly.
Fly
You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.
Focus
[Level: 4]
As a standard action, you can encourage a single ally within 60 feet to focus on the danger at hand. If that ally is flat-footed or off-target, you end that condition. If circumstances would cause the ally to immediately become flat-footed or off-target again, you instead suppress that condition for 1 round.