source: Starfinder Core Rulebook

Found 1604 matches

Longsword, Ultrathin
Level: 11 Price: 26,300 Bulk: 1 Damage: 4d8 S Critical:

Special:

Analog

Longsword, Zero-Edge
Level: 14 Price: 79,500 Bulk: L Damage: 7d8 S Critical:

Severe Wound

Special:

Analog

Look Alive
[Level: 1]

When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to Perception and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first.

Low-light Vision

Vesk can see in dim light as if it were normal light. For more details, see page 264.

Lunge
Prerequisites: Base attack bonus +6.

You can strike foes that would normally be out of reach.

Machine Gun, Heavy
Level: 17 Price: 220,300 Bulk: 2 Damage: 7d10 P Critical:

Range: 120 ft. Capacity: 100 rounds Usage: 4 Special:

Analog, Automatic

Machine Gun, Light
Level: 8 Price: 8,600 Bulk: 2 Damage: 2d10 P Critical:

Range: 60 ft. Capacity: 60 rounds Usage: 2 Special:

Analog, Automatic

Machine Gun, Medium
Level: 11 Price: 23,100 Bulk: 2 Damage: 3d10 P Critical:

Range: 60 ft. Capacity: 60 rounds Usage: 2 Special:

Analog, Automatic

Machine Gun, Squad
Level: 4 Price: 2,060 Bulk: 2 Damage: 1d10 P Critical:

Range: 60 ft. Capacity: 40 rounds Usage: 2 Special:

Analog, Automatic

Magic Hack
[Level: 2]

You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.