source: Starfinder Core Rulebook

Found 1604 matches

Resistant Armor, Lesser
Level:

Technomancer 3

,

Mystic 3

School: abjuration Casting Time: 1 standard action Range: touch Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)
Resistant Energy
[Level: 8]

Even when your energy shield is inactive, the ambient energy protects you from a particular type of energy attack. Choose acid, cold, electricity, fire, or sonic. You gain resistance 5 against that energy type. You must have the energy shield mechanic trick to learn this trick.

Resolve Attunement
[Level: 19]

You recover Resolve Points when you use powerful magic. Each time you cast a 6th-level spell, you regain 1 Resolve Point, up to your normal maximum. This applies only to spells you cast using your normal 6th-level spell slots, not to those you cast using magic items or other methods such as fuse spells.

Restoration
Level:

Mystic 4

School: conjuration Casting Time: 3 rounds Range: touch Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
Restoration, Lesser
Level:

Mystic 2

School: conjuration Casting Time: 3 rounds Range: touch Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
Restraints, Binders
Level: 1 Price: 5 Bulk:
Restraints, Manacles
Level: 4 Price: 350 Bulk: 1
Retrocognition
[Level: 15]

You can use retrocognition as a spell-like ability at will. When doing so, you take a –2 penalty to saving throws against mind-affecting effects for as long as you concentrate on retrocognition and an equal amount of time afterward. You can spend 1 Resolve Point to negate this penalty.

Retrocognitron
Level:

Mystic 5

School: divination Casting Time: 1 minute Range: personal Duration: concentration, up to 1 minute/level
Returning
[Level: 1]

You can add this fusion only to a weapon that has the thrown weapon special property. A returning weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it.