source: Starfinder Core Rulebook

Found 1604 matches

Hidden soldier armor
Level: 2 Price: 465 EAC Bonus: +3 KAC Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -2 Speed Adjustment: -5 ft. Upgrade Slots: 1 Bulk: 2
Historian

Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.

Hivonyx Titan Hauler

Despite its formidable array of weapons and sensors, the Titan Hauler is optimized for freight, carrying huge loads within its beetle-like frame. Its partially organic nature aids in this capacity, as sphincter doors and expandable chambers can resize themselves to accommodate any cargo.

huge None

Speed: 6

Maneuverability: poor

Drift: 1

AC: 22

TL: 21

HP: 200

DT: 5

CT: 40

Shields: medium 100 (forward 25, port 25, starboard 25, aft 25) Attacks

  • Forward: maser (6d10)
  • Aft: particle beam (8d6)
  • Turret: heavy plasma torpedo launcher (3d8), heavy plasma torpedo launcher (3d8)

Power Core: Nova Ultra (300 PCU)

Drift Engine: Signal Basic

Systems: basic long-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses, mk 3 mononode computer

Expansion Bays: cargo holds (5), escape pods (5)

Modifiers: +3 any one check per round, +2 Computers

Complement: 35

Crew

  • Captain: Bluff +17 (9 ranks), Computers +19 (9 ranks), Diplomacy +17 (9 ranks), Engineering +17 (9 ranks), gunnery +17, Intimidate +17 (9 ranks), Piloting +17 (9 ranks)
  • Engineer (1 officer, 15 crew): Engineering +17 (9 ranks)
  • Gunners (2 officers, 5 crew each): gunnery +17
  • Pilot (1 officer, 2 crew): Piloting +22 (9 ranks)
  • Science Officer (1 officer, 2 crew): Computers +19 (9 ranks)

Hold It Together

You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1½ × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.

Hold Monster
Level:

Mystic 4

School: enchantment Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 round/level (D) Saving Throw: Will negates, see text Spell Resistance: yes
Hold Person
Level:

Mystic 2

School: enchantment Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 round/level (D) Saving Throw: Will negates, see text Spell Resistance: yes
Hold Portal
Level:

Technomancer 1

School: abjuration Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 minute/level (D) Saving Throw: none Spell Resistance: no
Hologram Memory
Level:

Mystic 3

School: divination Casting Time: 1 full action Range: touch Duration: instantaneous Saving Throw: Will negates, see text Spell Resistance: no
Holographic Clone
[Level: 2]

You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.