source: Starfinder Core Rulebook

Found 1604 matches

Frost
[Level: 5]

The frost fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. Half the weapon’s damage type is replaced with cold damage. You can activate or deactivate the frost fusion as a swift action. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the frost fusion). You can add this fusion only to a weapon that does not already deal cold damage. This fusion never causes a weapon that normally targets KAC to target EAC.

Full Power
Prerequisites: Piloting, 6 ranks

If you have at least 6 ranks in Piloting, you can spend 1 Resolve Point to move your starship up to 1½ times its speed. You can make turns during this movement, but you add 2 to your starship’s distance between turns.

Fuse Spells
[Level: 20]

You can combine lower-level spell slots to cast higher-level spells. As part of casting a spell, you can spend 1 Resolve Point to exchange a number of unused spell slots for a single spell slot of a higher level; this expends the lower-level spell slots. Add up the levels of the expended slots to determine which higher level of spell you can cast (maximum 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you could exchange two 3rd-level slots to cast a 6th-level spell. If you combine spell slots to cast a 6th-level spell, it doesn’t count as such for resolve attunement.
Furthermore, you can spend 2 Resolve Points to combine two 6th-level spell slots to cast wish.

Fusillade
Prerequisites: Base attack bonus +1, four or more arms.

You use your numerous limbs to lay down a hail of fire.

Gear Boost
[Level: 3]

At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.

Gear Clamp
Level: 1 Price: 100 Bulk: L
Gem
Level: None Price: None Bulk: None
General Knowledge
[Level: 1]

You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose.

Get ’Em
[Level: 1]

As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.

At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.