source: Starfinder Core Rulebook

Found 1604 matches

Hurry
[Level: 4]

As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.

Hybridized
[Level: 1]

A weapon with the hybridized fusion replaces much of its technological functions with magic counterparts. It gains the analog weapon special property (see page 180), and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A hybridized weapon still consumes ammunition and battery charges normally.

Hydrojets
[Level: 1]

Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones.

Hygiene Kit
Level: 1 Price: 3 Bulk: 1
Hyperclocking
[Level: 8]

You further improve the response time of your AI. If you have a drone, your drone gains a +1 insight bonus to AC. In addition, if your drone is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw. If you have an exocortex, you gain a +1 insight bonus to AC. In addition, whenever you fail a Reflex saving throw, you can spend 1 Resolve Point to reroll the saving throw (see page 243) and take the higher result. You must have the overclocking mechanic trick to learn this trick.

Hypnotic Glow
[Level: 6]

As a standard action, you can convince one living creature that you are to be trusted. This functions as charm person (see page 342), but with a duration of 1 round per solarian level you have. When the effect ends, if you are out of line of sight and the target is not engaged in an activity it wouldn’t have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someone else points it out. You can’t use this revelation again while you currently have a creature charmed via this ability, and once you’ve attempted to charm a creature, whether or not the attempt was successful, you can’t charm the same creature again for 24 hours. Your influence over the creature ends once the duration has expired, and at that time the target likely ceases doing anything you’ve requested of it. At 9th level, hypnotic glow functions as charm monster (see page 342).

When you are attuned or fully attuned and you successfully charm a creature using this ability, you can also command it to approach, flee, or halt on its next turn, as per the command spell (no save; see page 343).

Id Moss
Type: poison (ingested) Save: Fortitude DC 14
Idaran Millennia

The Idaran Millennia resembles a sleek bird skull, with delicate, rippled fins. When cruising, the ship remains compact, yet in combat its “beak” opens to reveal a magnetic launch strip capable of firing a swarm of fighters into the fray with incredible speed. Even more disturbing, its fins detach, floating in a perfect magnetic field lock—their purpose is a highly classified secret.

gargantuan None

Speed: 4

Maneuverability: poor

Drift: 1

AC: 23

TL: 23

HP: 330

DT: 10

CT: 66

Shields: medium 160 (forward 40, port 40, starboard 40, aft 40) Attacks

  • Forward: super plasma cannon (3d6×10)
  • Port: heavy laser cannon (4d8)
  • Starboard: heavy laser cannon (4d8)
  • Turret: high explosive missile launcher (4d8), high explosive missile launcher (4d8)

Power Core: Gateway Heavy (400 PCU)

Drift Engine: 1

Systems: budget long-range sensors, crew quarters (common), mk 5 armor, mk 6 defenses, mk 2 trinode computer

Expansion Bays: cargo holds (2), hangar bays (2)

Modifiers: +2 any three checks per round, +1 Piloting

Complement: 120

Crew

  • Captain: Bluff +22 (12 ranks), Diplomacy +22 (12 ranks), gunnery +22, Intimidate +22 (12 ranks), Piloting +23 (12 ranks)
  • Engineers (2 officers, 30 crew each): Engineering +22 (12 ranks) Gunners (3 officers, 15 crew each) gunnery +22
  • Pilot (1 officer, 4 crew): Piloting +28 (12 ranks)
  • Science Officer (1 officer, 3 crew): Computers +22 (12 ranks)