source: Starfinder Core Rulebook

Found 1604 matches

Kill Shot
[Level: 20]

As a standard action, you can make a single attack against an enemy. If the attack hits and does not kill your enemy, you can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once you’ve used this ability on a creature (regardless of whether or not you forced it to attempt a Fortitude save), that creature is immune to your kill shot for 24 hours.

Kinetic Resistance
[Level: 13]

D You gain DR 3/—. At 17th level, this DR increases to 5/—.

Kip Up
Prerequisites: Acrobatics 1 rank.

You can stand up from prone in a hurry.

Knife, Survival
Level: 1 Price: 95 Bulk: L Damage: 1d4 S Critical:

Special:

Analog, Operative

Knife, Tactical
Level: 7 Price: 6,000 Bulk: L Damage: 2d4 S Critical:

Special:

Analog, Operative

Knock
Level:

Technomancer 2

School: transmutation Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: instantaneous; see text Saving Throw: none Spell Resistance: no
Knockdown
[Level: 6]

With the knockdown fusion, a weapon disrupts a target’s center of gravity. The weapon gains the knockdown critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion.

Knockout Shot
[Level: 14]

For your debilitating trick, you can attempt to knock the target out in one blow. The target must succeed at a Fortitude save or fall unconscious for 1 minute. Once you’ve used this ability to attempt to knock a creature out, that creature is immune to your knockout shot for 24 hours. You must have the staggering shot and stunning shot exploits to learn this exploit.

Laser Accuracy

You gain a +1 insight bonus to attack rolls with weapons in the laser category.

Laser Blast Trap

CR: 1

XP: 400

Trap Type: technological

Perception DC: 21

Creature Type:

Disable: Engineering DC 15 (disable motion sensors)

Trigger: location

Init: None

Duration: None

Reset: 1 minute

Bypass: None

Effect: laser +11 ranged (3d6+1 F)

Description

When sensors detect movement in the trapped room, a wall panel opens and a mounted laser rifle opens fire on the triggering creature.