source: Starfinder Core Rulebook

Found 1604 matches

Dive for Cover
Prerequisites: Base Reflex save bonus +2.

You know how to dive out of the area of an effect.

Diversion

You can draw attention to yourself, allowing your allies to slip away.

Divert

You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1½ × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296), up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).

Divination
Level:

Mystic 4

School: divination Casting Time: 10 minutes Range: personal Duration: instantaneous
Divine Boon
[Level: 12]

Your deity grants you mystic power. Choose one 1st- level mystic spell with some connection to your deity’s portfolio (subject to the GM’s approval). If you have levels in the mystic class, you gain 1 additional 1st- level spell per day and add the chosen spell to your list of mystic spells known. Otherwise, you can use the chosen spell once per day as a spell-like ability.

Diviner’s Tap
[Level: 8]

You can hack a computer to set up magical surveillance. This takes 10 minutes and requires a successful Computers check against the device’s DC. If you fail, you can’t try again on the same device. On a success, your tap lasts for a number of days equal to your caster level. You can program your tap either to give you general information about user activity on the device or to receive a mental alarm when a user accesses or transmits data about a specific topic (getting an idea of the information found). For instance, a user might hold a video call to talk about your exploits. If you chose to receive general information, you might know that a video call took place but not the call’s topic. If you chose to have the tap receive an alarm when the topic is you, you’d get the gist of the conversation (but not a complete transcript). Setting up a new diviner’s tap ends the duration of any previous one still in effect.

Dominate Person
Level:

Mystic 5

School: enchantment Casting Time: 1 round Range: close (25 ft. + 5 ft./2 levels) Duration: 1 day/level; see text Saving Throw: Will negates Spell Resistance: yes
Don't Quit
[Level: 1]

As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition (see page 273) of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.

While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.

At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.

At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration (see page 271) in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.

Doshko, Advanced
Level: 7 Price: 5,300 Bulk: 1 Damage: 2d12 P Critical:

Special:

Analog, Unwieldy

Doshko, Dimensional Blade
Level: 19 Price: 546,100 Bulk: 1 Damage: 13d12 P Critical:

Special:

Analog, Unwieldy