source: Starfinder Core Rulebook

Found 1604 matches

Tool Kit, Engineering Specialty
Level: 2 Price: 445 Bulk: L
Torpedo Minisub

Price: 1500

Type: Water vehicle; Size: Large (5 ft. wide, 10 ft. long, 3 ft. high)

Speed: 20 ft., full 200 ft., 22 mph (swim)

EAC: 12; KAC: 14; Cover: Total cover

Attack: (Collision) 4d4 (DC 10)

HP: 10 (5); Hardness: 5

Modifiers: +2 Piloting, –1 attack (–3 at full speed)

Passengers: 1

Toughness

You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.

Trailblazer
[Level: 1]

A weapon with the trailblazer fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage).
Additionally, ranged attack rolls with the weapon don’t take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricane- force winds as if they were strong winds.

See Biomes on page 396 for more information on environments that impose attack penalties, and see Underwater Combat on page 405 for rules on attacking submerged targets.

Transcendence
[Level: 19]

You are close to becoming one with your connection. You can cast each of your connection spells once per day without consuming a spell slot. In addition, you learn how to temporarily transcend your physical form. Once per day, you can spend 1 Resolve Point to project your consciousness outside of your physical body in the form of an intangible psychic image of yourself. This counts as a 6th-level illusion effect and lasts for a number of rounds equal to your mystic level. While your consciousness is projected, your physical body is considered blind, deaf, and helpless, but you can return to your body as a swift action. You control your psychic image as though it was your own body, and your senses perceive only what the image can see and hear. You move with a fly speed of 60 feet and perfect maneuverability. You can pass through solid objects as though you were incorporeal, but you can’t go farther into a solid object than your space (5 feet for a Medium creature). You can’t directly affect physical objects. Your projected consciousness is immune to most attacks or effects, whether or not they affect incorporeal creatures, but mind- affecting effects have their full effect on you.

You can cast any mystic spell or spell-like ability with a range of touch or greater from your projected consciousness. The spells affect other targets normally. You can’t cast any spells on your projected consciousness except for illusion spells. You need not maintain line of effect to your projected consciousness, but if you cross into another plane, even momentarily (including via Drift travel), your mind immediately returns to your physical body.

Transfer Charge
Level:

Technomancer 0

School: transmutation Casting Time: 1 standard action Range: touch Duration: instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: yes (object)
Transport

Size: medium

Maneuverability: average

HP: 70    DT: —    CT: 14

Mounts: forward arc (1 heavy, 1 light), aft arc (1 light), turret (2 light)

Expansion Bays: 5

Minimum Crew: 1    Maximum Crew: 6

Cost: 15

Trash Compactor Trap

CR: 5

XP: 1600

Trap Type: technological

Perception DC: 27

Creature Type:

Disable: Engineering DC 19 (disable compression for 1round) or DC25 (open exit door)

Trigger: location

Init: 10

Duration: 7 rounds

Reset: 1 minute

Bypass:

Effect: Initial: several 60-ft.-long chutes (3d6 falling damage); Reflex DC 18 avoids; multiple targets (any target in one of several 5-ft.-square areas); Secondary: crushing walls (30-ft.-square room compresses 10 ft. per round, 2d6 B on first round, 8d6 B on second round, and 32d6 B on third round); Reflex DC 15 half; never miss; onset delay (1 round); multiple targets (all nonamorphous targets in the room)

Description

This trap consists of several 5-foot-square trapdoors that open when a creature stands on one, dumping the victim down a 60-foot-long chute and into a 30-foot-by-30-foot trash compactor with a single locked exit in one corner. The room is filled with debris and the floor functions as difficult terrain. One round later on the trap’s initiative count, two of the walls of the room begin closing inward, reducing the width of the room by 10 feet each round (to 20 feet on the first round, and so on). On the first round, this deals 2d6 bludgeoning damage to all nonamorphous creatures in the room. The damage increases to 8d6 on the second round, and to 32d6 on the third round. On the fourth round, the trash compactor’s exit opens to release the compressed garbage. A creature can climb back up the slippery chute with a successful DC 32 Athletics check. The gears controlling the compression mechanism have EAC 14, KAC 20, hardness 20, and 69 Hit Points.

Trick Attack
[Level: 1]

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.