source: Starfinder Core Rulebook
Found 1604 matches
Healing Junkbot
Level:
Technomancer 3
School: transmutation
Casting Time: 1 round
Range: touch
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
Healing Touch
[Level: 1]
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Heat Leech
Level:
Technomancer 5
School: evocation
Casting Time: 1 standard action
Range: 60 ft.
Area: cone-shaped burst
Duration: instantaneous; see text
Saving Throw: Reflex half
Spell Resistance: yes
Heavy Fire
[Level: 5]
You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property (see pages 180–182).
Heavy Freighter
Size: large
Maneuverability: average
HP: 120 DT: — CT: 24
Mounts: forward arc (1 heavy, 2 light), port arc (1 heavy), starboard arc (1 heavy)
Expansion Bays: 8
Minimum Crew: 6 Maximum Crew: 20
Cost: 40
Heavy Onslaught
[Level: 11]
Your attacks with heavy weapons bypass part of the target’s damage reduction. If your heavy weapon does not already overcome the target’s damage reduction, treat the target’s damage reduction as though it were 5 lower. At 15th level, treat the target’s damage reduction as 10 lower.
Heavy Weapon Proficiency
Prerequisites: Str 13, proficiency in small arms and longarms.
You know how to use heavy weapons.
Hidden Agenda
[Level: 8]
You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results.