source: Starfinder Core Rulebook
Found 1604 matches
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.