source: Starfinder Core Rulebook

Found 1604 matches

Mystic Strike
Prerequisites: Ability to cast spells.

Your magical power flows into your weapons.

Nanoflechette Launcher Trap

CR: 11

XP: 12800

Trap Type: technological

Perception DC: 36

Creature Type:

Disable: Engineering DC 29 (close one aperture) or DC 35 (open door)

Trigger: location

Init: 17

Duration: 10 rounds

Reset: 1 minute

Bypass:

Effect: nanoflechettes +25 ranged (6d12 P); multiple targets (all targets in room)

Description

When sensors detect movement in the trapped room, the doors seal and five wall apertures open on its initiative count to launch nanoflechettes at everyone in the room. The trap fires nanoflechettes for 10 rounds, unless all the apertures have been closed or destroyed. An aperture has EAC 23, KAC 27, Fort +14, Ref +11, hardness 10, and 40 Hit Points. Closing or destroying one aperture reduces the damage dealt by 1d12.

Natural Grace

Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.

Natural Weapons

Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Need for Speed
[Level: 12]

Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase (see page 283), reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more.

Needler Pistol
Level: 1 Price: 105 Bulk: L Damage: 1d4 P Critical:

Injection

DC +2 Range: 30 ft. Capacity: 6 darts Usage: 1 Special:

Analog, Injection

Needler Rifle
Level: 1 Price: 110 Bulk: 1 Damage: 1d6 P Critical:

Injection

DC +2 Range: 60 ft. Capacity: 12 darts Usage: 1 Special:

Analog, Injection

Neural Shunt
[Level: 2]

Once per day, as a reaction when you fail a saving throw against a mind-affecting effect, you can shunt that effect into your exocortex instead. When you do so, you are not affected by the mind-affecting effect, but for the normal duration of that effect, you lose the Skill Focus feat granted by your exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, spells such as dispel magic or break enchantment can be cast on you to end the effect as if you were affected by it. Once the duration of the mind- affecting effect has ended, your exocortex resumes its normal functions. You must have an exocortex to learn this trick.

Nightvision
[Level: 2]

You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.