source: Starfinder Core Rulebook

Found 1604 matches

Daze
Level:

Technomancer 0

,

Mystic 0

School: enchantment Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: 1 round Saving Throw: Will negates Spell Resistance: yes
Daze Monster
Level:

Technomancer 2

,

Mystic 2

School: enchantment Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 round Saving Throw: Will negates Spell Resistance: yes
Deactivating Shot
[Level: 10]

For your debilitating trick, you can attempt to temporarily suppress one magic item or deactivate one weapon, piece of equipment, or armor upgrade worn or carried by the target. Roll 1d20 + your operative level; the DC is equal to 10 + the item level. If you succeed, you deactivate the device (or suppress the item’s magical properties) until the beginning of your next turn. The device’s owner can spend a move action and attempt an Engineering check (for technological devices) or a Mysticism check (for magic items) against your operative exploit DC to try to reactivate the device.

You can instead use this debilitating trick to temporarily deactivate a construct that has either the magical subtype (such as a golem) or the technological subtype (such as a robot). You don’t need to attempt a check, but the creature can attempt a Fortitude save to negate the debilitating effect. If it fails, it’s stunned until the beginning of your next turn. Once you’ve used this ability to attempt to deactivate a construct, that creature is immune to your deactivating shot for 24 hours.

Deadly Aim

Your can strike your enemies’ weak points and deal more damage. D Prerequisites: Base attack bonus +1.

Deafening
[Level: 3]

With the deafening fusion, a weapon releases a blast of low- frequency sonic energy on impact. The weapon gains the deafen critical hit effect (see page 182). 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 deafen effect. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a deafening fusion.

Death Ward
Level:

Mystic 4

School: necromancy Casting Time: 1 standard action Range: touch Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
Death's Head Necroglider

Tiny fighters made to resemble bone sarcophagi, Necrogliders are each just large enough for one undead pilot. These notorious pilots jack their brains directly into their ships’ sensors and controls, allowing them to recline in eerie repose as they direct the ships by thought alone.

tiny None

Speed: 12

Maneuverability: perfect

AC: 16

TL: 16

HP: 13

DT:

CT: 6

Shields: basic 10 (forward 3, port 2, starboard 2, aft 3) Attacks

  • Forward: gyrolaser (1d8), light EMP cannon (special)

Power Core: Micron Heavy (70 PCU)

Drift Engine: None

Systems: basic computer, budget short-range sensors, mk 3 armor, mk 3 defenses

Expansion Bays: None

Modifiers: +1 Piloting

Complement: 1

Crew

  • Pilot: gunnery +5, Piloting +11 (1 rank)

Deathblade
Type: poison (injury) Save: Fortitude DC 20
Debilitating Attack
[Level: 9]

When you hit an enemy with a ranged attack or an attack with a weapon with the blast or explode special property, you can spend 1 Resolve Point to inflict a debilitating effect on that enemy for a number of rounds equal to your Strength bonus. You can choose to make the target deafened, flat- footed, or off-target (see pages 275–277), or to reduce its speeds by half (to a minimum of 10 feet). The target can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier).

Debilitating Sniper
[Level: 6]

You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flat- footed, and you can use debilitating tricks.