source: Starfinder Core Rulebook

Found 1604 matches

Stargazer
[Level: 6]

You can study the stars to gain a bit of good luck. Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check (see page 243).

Starhive Drone Mk III

As befits their name, Drones are extremely common and used as freight, personnel transport, light colonial defense, and more. Despite the ships’ mass production, Starhive takes a natural shirren pride in making sure each ship’s iridescent paint job is unique

small None

Speed: 8

Maneuverability: good

Drift: 1

AC: 14

TL: 13

HP: 40

DT:

CT: 8

Shields: basic 10 (forward 3, port 2, starboard 2, aft 3) Attacks

  • Forward: linked gyrolasers (2d8)
  • Port: light torpedo launcher (2d8)
  • Starboard: light torpedo launcher (2d8)

Power Core: Pulse Brown (90 PCU)

Drift Engine: Signal Basic

Systems: budget mid-range sensors, crew quarters (basic), mk 2 armor, mk 1 defenses, mk 1 mononode computer

Expansion Bays: cargo holds (2), escape pods

Modifiers: +1 any one check per round, +1 Piloting

Complement: 6

Crew

  • Captain: Computers +5 (1 rank), Diplomacy +5 (1 rank), Engineering +5 (1 rank), gunnery +5
  • Engineer: Engineering +10 (1 rank)
  • Gunners (2): gunnery +5
  • Pilot: Piloting +6 (1 rank)
  • Science Officer: Computers +5 (1 rank)

Starknife, Accelerated
Level: 12 Price: 40,400 Bulk: L Damage: 4d8 F & P Critical:

Special:

Powered (capacity 20, usage 1), Thrown (30 ft.)

Starknife, Dimensional Slice
Level: 19 Price: 602,200 Bulk: L Damage: 8d12 P Critical:

Special:

Analog, Thrown (80 ft.)

Starknife, Lightspeed
Level: 16 Price: 183,400 Bulk: L Damage: 8d8 F & P Critical:

Special:

Powered (capacity 20, usage 2), Thrown (50 ft.)

Starknife, Sintered
Level: 8 Price: 9,810 Bulk: L Damage: 4d4 P Critical:

Special:

Analog, Thrown (50 ft.)

Starknife, Tactical
Level: 1 Price: 110 Bulk: L Damage: 1d4 P Critical:

Special:

Analog, Thrown (20 ft.)

Starlight Form
[Level: 3]

You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

Starquake
Prerequisites: Zenith Revelations

When you’re fully graviton-attuned, you can create a violent ripple of movement to knock down your foes. As a move action, you can move up to your speed along the ground without provoking attacks of opportunity. Each creature you are adjacent to at any point during that movement takes 1d8 bludgeoning damage and must succeed at a Reflex save or be knocked prone. The affected creatures don’t need to be standing on solid ground to fall prone, and any that were in the air (but still adjacent to you) fall to the ground on a failed save. The damage increases by 1d8 for every 3 solarian levels you have beyond 7th. At 17th level, you can move up to twice your speed along the ground with this revelation.

Starry Bond
[Level: 12]

You can share the good fortune of your stargazer class feature with your allies. Whenever an ally linked by your telepathic bond class feature fails an ability check, attack roll, saving throw, or skill check, you can spend 1 Resolve Point as a reaction to enable your ally to reroll the failed check (see page 243). This ability otherwise functions as the stargazer class feature.