source: Starfinder Core Rulebook

Found 1604 matches

Null-Space Chamber, Mk 2
Level: 9 Price: 12,250 Bulk: L
Null-Space Chamber, Mk 3
Level: 13 Price: 50,000 Bulk: L
Null-Space Chamber, Mk 4
Level: 17 Price: 250,000 Bulk: L
Nyfiber Net
Level: 2 Price: 460 Bulk: 1 Damage: — None Critical:

Range: 10 ft. Capacity: Drawn None Usage:
Obedience Implant Trap

CR: 12

XP: 19200

Trap Type: hybrid

Perception DC: 38

Creature Type:

Disable: Engineering DC 33 (disable lancet) or Mysticism DC 33 (render implant ineffective)

Trigger: proximity (visual, 10 feet)

Init:

Duration:

Reset: manual

Bypass:

Effect: lancet +27 melee (3d6+10 P plus dominate person); Will DC 21 negates dominate person effect

Description

(CR 12) When the trap sees a creature within 10 feet, a lancet implants a magic microchip in the triggering creature, which falls under the telepathic control of the trap’s creator, as per dominate person (but affecting any creature). Removing the chip safely requires a 1-minute surgical procedure and a successful Medicine DC 28 check. Failure deals 3d6 slashing damage and leaves the implant in place. An implanted chip prevents magical means of ending the spell effect. Any later successful save (such as to resist a command) renders the spell effect dormant for 1 round rather than ending it. OBEDIENCE IMPLANT TRAP CR 12 XP 19,200 Type; Perception DC 38; Disable Trigger ; Reset Effect

Ominous
[Level: 1]

A weapon with the ominous fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains intimidation as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the intimidation effect. A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude save negates). A creature that gains the shaken condition from a weapon with the ominous fusion can’t gain that condition again from the same weapon for 24 hours.

On the Bounce
[Level: 17]

You learn to control your armor with such ease, you are actually more maneuverable in it than out of it. While wearing heavy armor or powered armor, you can move up to your speed when you make a full attack. You can move before or after all your attacks, but not both. If you have the Shot on the Run feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are ranged attacks. If you have the Spring Attack feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are melee attacks. If you have both feats, your attacks can be any combination of melee and ranged attacks.

Opening Volley
[Level: 1]

You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.

Opening Volley
[Level: 1]

You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.