source: Starfinder Core Rulebook

Found 1604 matches

Triple Attack
[Level: 8]

When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

True AI
Prerequisites: Mechanic, Level 20

Your drone’s AI can act with complete autonomy. Each round on your turn, your drone can take a full suite of actions (either a full action or else a move action, a standard action, and a swift action) without requiring your direct control, and it makes full attacks without your direct control with the normal –4 penalty. You don’t need to issue commands to your drone for it to take actions. You must still directly control the drone for it to use your skill ranks.

True Communion
[Level: 18]

Up to twice per day, after performing a significant action strongly aligned with your faith’s dogma (at the GM’s discretion), you can spend 10 minutes in deep meditation or prayer to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.

True Expertise
[Level: 20]

You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point.

As long as you have at least 1 Resolve Point remaining, you can gain the improvisation’s effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point.

In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn’t 1d8+4, you can’t use this option.

True Seeing
Level:

Mystic 6

,

Technomancer 6

School: divination Casting Time: 1 standard action Range: touch Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
Twin Tracking
[Level: 10]

You can designate two targets for your exocortex to track, increasing your base attack bonus against each. You can designate both targets with a single move action, but you must be able to see them both at that time.

Uie Hiveguard

Shirrens may prefer peace to war, but they still remember the terrifying capabilities of their former slave masters, the Swarm. These destroyers employ much of the same technology to create swift, deadly warships that can be operated by a small crew.

large None

Speed: 8

Maneuverability: average

Drift: 1

AC: 19

TL: 19

HP: 170

DT:

CT: 34

Shields: light 60 (forward 15, port 15, starboard 15, aft 15) Attacks

  • Forward: heavy laser net (5d6), twin laser (5d8) Attack (Port) flak thrower (3d4)
  • Starboard: flak thrower (3d4)
  • Turret: light torpedo launcher (2d8)

Power Core: Arcus Maximum (200 PCU)

Drift Engine: Signal Basic

Systems: basic long-range sensors, crew quarters (common), mk 4 armor, mk 4 defenses, mk 1 trinode computer

Expansion Bays: cargo bay, escape pods (3)

Modifiers: +1 any three checks per round, +2 Computers

Complement: 13

Crew

  • Captain: Bluff +13 (6 ranks), Computers +15 (6 ranks), Diplomacy +13 (6 ranks), Engineering +13 (6 ranks), gunnery +13, Intimidate +13 (6 ranks), Piloting +13 (6 ranks)
  • Engineer (1 officer, 3 crew): Engineering +18 (6 ranks)
  • Gunners (2 officers, 2 crew each): gunnery +13
  • Pilot: Piloting +13 (6 ranks)
  • Science Officer: Computers +15 (6 ranks)

Ultimate Graviton
[Level: 16]

As your ability to manipulate powers of gravity expands, the range of any graviton revelation (but not zenith revelation) you have with a range doubles. Any graviton revelation (but not zenith revelation) you have that targets a single creature can now simultaneously target two creatures, who must be within 20 feet of each other. You also increase the power of any of the following gravity revelations you have.

  • Defy Gravity: Your fly speed increases by 20 feet.
  • Gravity Anchor: As a move action, you can gain both types of gravity anchor simultaneously.
  • Gravity Boost: Your bonus applies to all Acrobatics checks, and you take no damage from any fall.
  • Reflection: If you successfully redirect an attack as a reaction, you can continue to reflect additional attacks until the beginning of your next turn. You have a cumulative –2 penalty to your redirect attack roll on each reflection attempt after the first. If any reflected attack misses, you can’t make further redirect attempts until you use this revelation again.
Ultimate Photon
[Level: 16]

Your ability to manipulate powers of light and energy expand greatly. The radius of any photon revelation (but not zenith revelation) you have with a radius expands by 10 feet. Any photon revelation (but not zenith revelation) that lasts for 1 round or until you leave photon mode now lasts for 1d4 rounds if you are not in photon mode. You also increase the power of any of the following photon revelations you have.

  • Astrologic Sense: You can see twice as far into the future as normal.
  • Glow of Life: You can use this revelation as a swift action, rather than a move action.
  • Hypnotic Glow: The charm’s duration doubles.
  • Stellar Rush: You gain a +2 bonus to your EAC until the beginning of your next turn.