source: Starfinder Core Rulebook

Found 1604 matches

Black Hole
[Level: 1]

When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.

Black Lotus Extract
Type: poison (contact) Save: Fortitude DC 20
Black Market Connections
[Level: 12]

You have contacts who can move goods of all manner discreetly and quietly just about anywhere to nearly any destination you can imagine. You can sell goods in any city for their usual price, even if the goods are illegal or too luxurious for the locals to afford. Additionally, for 10% more than the usual price, you can purchase goods to be delivered to a remote drop-off point (possibly near an adventure location) in the same solar system as a familiar city. The delivery always takes at least as long as the journey between the city and the drop-off point—and usually longer.

Blackwind Sepulcher

Sepulchers are easily recognized by their dome-like bridge canopy, which resembles an eerie red eye. Though employed by plenty of private Eoxian corporations, their intimidating bone spurs make it hard to forget the ships’ origin (and still common use) as troop transport for undead marines.

medium None

Speed: 8

Maneuverability: average

Drift: 2

AC: 20

TL: 20

HP: 85

DT:

CT: 17

Shields: light 60 (forward 15, port 15, starboard 15, aft 15) Attacks

  • Forward: heavy EMP cannon (special), light laser cannon (2d4)
  • Aft: gyrolaser (1d8)
  • Turret: light torpedo launcher (2d8), light torpedo launcher (2d8)

Power Core: Pulse White (140 PCU)

Drift Engine: Signal Booster

Systems: basic computer, basic long-range sensors, crew quarters (common), mk 5 armor, mk 6 defenses;

Expansion Bays: cargo holds (5)

Modifiers: +2 Computers

Complement: 6

Crew

  • Captain: gunnery +11, Intimidate +11 (5 ranks), Piloting +11 (5 ranks)
  • Engineer: Engineering +16 (5 ranks)
  • Gunners (2): gunnery +11
  • Pilot: Piloting +11 (5 ranks)
  • Science Officer: Computers +13 (5 ranks)

Blasting
[Level: 2]

The blasting fusion allows a weapon to make a single attack as a blast (see the blast weapon special property on page 180) once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon’s normal damage. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the blasting fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the blasting fusion.

Blazing Orbit
[Level: 6]

As a move action, you can move up to your speed, gaining concealment against any attack made against you during the move, and you can leave a trail of flames in every square you pass through. The flames last for 1 round and deal 2d6 fire damage to anyone who moves into them. You can’t move through another creature’s space during this movement. If you use blazing orbit again, any flames you previously created with it go out. The damage from the flames increases by 1d6 at 8th level and every 2 levels thereafter.

When you are attuned or fully attuned, any creature damaged by the flames also gains the burning condition (1d6 fire damage; see page 273).

Bleeding
[Level: 5]

The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect (see page 182). The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. 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 bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.

Bleeding Shot
[Level: 6]

For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level.

Blind-Fight

You are skilled at attacking opponents you can’t clearly see.