source: Starfinder Core Rulebook

Found 1604 matches

Control Undead
Level:

Technomancer 6

,

Mystic 6

School: necromancy Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: yes
Convincing Liar
Prerequisites: Bluff

When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.

Coordinated Assault
[Level: 11]

If you have a drone, whenever both you and your drone make attacks against the same target, you each receive a +1 circumstance bonus to your attack rolls. If you have an exocortex instead, whenever you and your exocortex are both attempting to hack a system, you each receive a +1 circumstance bonus to the checks to gain access. In either case, these bonuses increase to +2 at 17th level.

Coordinated Shot
Prerequisites: Base attack bonus +1.

You can maneuver a foe to be in the direct line of an ally’s fire.

Corona
[Level: 6]

As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20.

When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level.

Corrosive
[Level: 9]

The corrosive fusion weaves the destructive power of acid into the weapon’s form. Half the weapon’s damage type is replaced with acid damage. You can activate or deactivate the corrosive fusion as a swift action. If the weapon already deals two types of damage, replace one of them with acid (you decide which damage type is replaced each time you activate the corrosive fusion). You can add this fusion only to a weapon that does not already deal acid damage. This fusion never causes a weapon that normally targets KAC to target EAC.

Corrosive Haze
Level:

Technomancer 4

School: evocation Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 round/level Saving Throw: Reflex negates Effect: 5-ft.-diameter cloud of acid Spell Resistance: yes
Cosmic Eddy
Level:

Mystic 4

School: evocation Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 1 round/level (D) Saving Throw: Reflex partial, see text Spell Resistance: yes
Countertech
[Level: 2]

As a reaction when you take damage from an attack by a technological weapon or source within medium range that specifically targets you, you can expend an unused spell slot to disrupt the attack. With a spell slot of 1st to 5th level, you can counter an attack from a technological weapon whose item level is equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. 6th-level spell slots can counter any weapon with a level equal to or less than your caster level. For example, at 2nd level, you could expend a 1st-level spell slot to counter an attack from a 1st- or 2nd-level weapon. To successfully counter the attack, you must roll a countertech check (1d20 + your caster level) with a DC equal to 11 + the weapon’s level. If the countertech check succeeds, the attack deals half damage. If the countertech check fails, the attack deals normal damage. This magic hack only affects attacks that target you directly; you cannot use countertech against attacks that target an area or that target another person.

Countertech Sentinel
[Level: 11]

You can spend 1 Resolve Point to use your countertech magic hack to counter a direct attack against an ally within 15 feet. You can't use countertech sentinel against attacks that target an area. You must have the countertech magic hack to choose this magic hack.