source: Starfinder Core Rulebook

Found 1604 matches

Stellar Revelation
[Level: 1]

As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations). The list of stellar revelations begins on Stellar Revelations.

Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.

Stellar Rush
[Level: 2]

As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248).

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Step Up
Prerequisites: Base attack bonus +1.

You can close the distance when a foe tries to move away.

Step Up and Strike
Prerequisites: Dex 13, Step Up, base attack bonus +6.

When a foe tries to move away, you can follow and make an attack of opportunity.

Stickybomb Grenade, Mk 1
Level: 1 Price: 170 Bulk: L Damage:Critical:

Range: 20 ft. Capacity: Drawn Usage: None Special:

Explode (entangled 2d4 rounds, 10 ft.)

Stickybomb Grenade, Mk 2
Level: 4 Price: 675 Bulk: L Damage:Critical:

Range: 20 ft. Capacity: Drawn Usage: None Special:

Explode (entangled 2d4 rounds, 15 ft.)

Stickybomb Grenade, Mk 3
Level: 10 Price: 5,410 Bulk: L Damage:Critical:

Range: 20 ft. Capacity: Drawn Usage: None Special:

Explode (entangled 2d4 rounds, 20 ft.)

Streetsweeper, HFD
Level: 16 Price: 195,000 Bulk: 2 Damage: 5d10 So Critical:

Knockdown

Range: 50 ft. Capacity: 40 charges Usage: 5 Special:

Boost 1d10

Streetsweeper, LFD
Level: 12 Price: 39,300 Bulk: 2 Damage: 3d10 So Critical:

Knockdown

Range: 50 ft. Capacity: 40 charges Usage: 5 Special:

Boost 1d8