source: Starfinder Core Rulebook
Found 1604 matches
Hack Directory
[Level: 2]
Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.
Hacker's Curse Trap
CR: 7
XP: 3200
Trap Type: hybrid
Perception DC: 30
Creature Type:
Disable: Computers DC 25 (rewrite virus code) or Mysticism DC 25 (dispel curse)
Trigger: touch
Init:
Duration:
Reset: 1 minute
Bypass:
Effect: curse (technological items become cursehacked; this is a curse effect); Will DC 17 negates (items of 8th level or above only; lower-level items receive no save); multiple targets (tech items carried by all creatures within 60 ft. of console)
Description
When an unauthorized user attempts to hack the trapped computer console, a magical curse script downloads into nearby technological items, which become cursehacked. A creature using a cursehacked item takes a –4 penalty to attack rolls (if it’s a weapon), AC (if it’s a suit of armor), skill checks (if it’s involved in attempting the skill check), and so on. The virus replicates in other technological items if they touch either a cursehacked item or a creature carrying or wearing one. This curse remains until removed by remove affliction or similar magic or by a successful Computers DC 35 check that takes 10 minutes for a single item.
Hammer Fist
[Level: 1]
You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).
Hammer, Assault
Level: 1
Price: 95
Bulk: 1
Damage: 1d6 B
Critical: —
Special: Analog
Hammer, Comet
Level: 10
Price: 16,900
Bulk: 1
Damage: 4d6 B
Critical: —
Special: Powered (capacity 20, usage 2)
Hammer, Gravity Well
Level: 19
Price: 551,000
Bulk: 1
Damage: 15d6 B
Critical: —
Special: Powered (capacity 40, usage 2)
Hammer, Meteoric
Level: 16
Price: 164,500
Bulk: 1
Damage: 11d6 B
Critical: —
Special: Analog
Hampering Shot
[Level: 6]
For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn.
Handy Junkbot
Level:
Technomancer 3
School: transmutation
Casting Time: 1 round
Range: touch
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
Hardened AI
[Level: 1]
Your drone’s AI is secured against outside influence. Any attempt to hack your drone takes a –4 penalty, and your drone receives a +4 insight bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions.