source: Starfinder Core Rulebook

Found 1604 matches

Peer into the Future
[Level: 6]

Once per day, you can spend 10 minutes in uninterrupted
meditation to receive visions of possible futures. At any point over the next 24 hours, you can declare that you are using the benefit of this ability before rolling one initiative check, saving throw, or skill check. You gain a +4 insight bonus to that check. At 11th level, you can use this ability twice per day, though you can’t use it again until after you’ve used your first bonus.

Penetrating Attack
Prerequisites: Base attack bonus +12.

You know how to angle your attacks so that you penetrate your opponent’s defenses.

Penetrating Spell
Prerequisites: Ability to cast 4th-level spells.

You know how to cast spells so that they penetrate your opponent’s defenses.

Perfect Opportunity
[Level: 13]

When you hit a creature with an attack of opportunity, that creature can’t move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step (see page 247) out of a square you threaten, you can make an attack of opportunity against it with a –2 penalty to the attack roll. If the target provoked an attack of opportunity by moving, hitting with your attack of opportunity ends the target’s movement immediately, preventing it from carrying out the rest of its movement.

Petrol Tank, High-Capacity
Level: 3 Price: 280 Bulk: 2 Damage: — None Critical:

Special:

Petrol Tank, Standard
Level: 1 Price: 60 Bulk: 1 Damage: — None Critical:

Special:

Phase Shot
[Level: 14]

As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (any magical barrier, such as a wall of force, stops the shot). This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.