source: Starfinder Core Rulebook

Found 1604 matches

Sedative, Tier 2
Level: 5 Price: 3,000 Bulk: None
Sedative, Tier 3
Level: 10 Price: 15,000 Bulk: None
Sedative, Tier 4
Level: 15 Price: 23,500 Bulk: None
See Invisibility
Level:

Mystic 2

,

Technomancer 2

School: divination Casting Time: 1 standard action Range: personal Duration: 10 minutes/level (D)
Seeker Rifle, Advanced
Level: 14 Price: 72,300 Bulk: 1 Damage: 6d8 P Critical:

Range: 100 ft. Capacity: 18 rounds Usage: 1 Special:

Analog

Seeker Rifle, Elite
Level: 17 Price: 242,500 Bulk: 1 Damage: 9d8 P Critical:

Range: 100 ft. Capacity: 18 rounds Usage: 1 Special:

Analog

Seeker Rifle, Paragon
Level: 20 Price: 809,200 Bulk: 1 Damage: 12d8 P Critical:

Range: 100 ft. Capacity: 24 rounds Usage: 1 Special:

Analog

Seeker Rifle, Tactical
Level: 7 Price: 6,030 Bulk: 1 Damage: 2d8 P Critical:

Range: 100 ft. Capacity: 8 rounds Usage: 1 Special:

Analog

Seeking
[Level: 3]

The seeking fusion causes an attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment).

Seeking Shot
[Level: 11]

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 to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon’s range prevents the shot from reaching the target. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.