source: Starfinder Core Rulebook

Found 1604 matches

Echelon fashion, ready to wear
Level: 14 Price: 71,300 EAC Bonus: +15 KAC Bonus: +16 Max Dex Bonus: +8 Armor Check Penalty: - Speed Adjustment: - Upgrade Slots: 0 Bulk: L
Echoes of Obedience
[Level: 6]

Even creatures that resist your dominance can’t shake the lingering echoes of your mind. When a creature succeeds at a saving throw against one of your mind-affecting charm or compulsion spells or spell-like abilities and negates the effect, it takes a –1 penalty to AC, attack rolls, and skill checks until the beginning of your next turn. This is a mind-affecting effect.

Echolocators
[Level: 11]

Your drone uses basic echolocation to notice unseen foes. The drone gains the blindsense (sound) ability (see page 262).

Efficiency
Level: None Price: 3 Bulk: None
Efficient Bandolier
Level: 4 Price: 2,000 Bulk: L
Efficient Cloaking Field
[Level: 14]

Your cloaking field lasts for up to 100 rounds (10 minutes), and it recharges at the rate of 2 rounds of cloaking per minute while inactive. You can spend 1 Resolve Point as a move action to recharge 20 rounds immediately, and you can do this even while the cloaking field is active. You must have the cloaking field exploit to learn this exploit.

Electric Arc
[Level: 7]

When you hit a target with a weapon in the shock category, electricity arcs out from your original target to deal electricity damage to a secondary subject within 10 feet of the original target. This damage is equal to the weapon’s level. The secondary subject must be the creature nearest to the original target (your choice if multiple creatures are equidistant).

This gear boost does not function for weapons that have the explode or blast special property. If you use this gear boost with a weapon with the arc critical hit effect (see page 182), your secondary subject for electric arc must be the same as your secondary subject for the arc critical effect.

Elusive Hacker
[Level: 10]

Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future.

Elusive Target
[Level: 13]

On any turn in which you move, you gain a +1 insight bonus
to your AC until the start of your next turn.

Emotionsense
[Level: 6]

You can detect and locate creatures within 60 feet that have emotions, as if you had blindsense (emotion); see page 262. A creature can keep its emotions calm to avoid detection by this ability by succeeding at a Bluff check with a DC equal to 10 + your Sense Motive modifier, but a creature under the influence of an emotion effect cannot try to avoid detection. Creatures under the effects of nondetection or similar effects automatically avoid detection by this ability. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don’t have emotions and can’t be sensed this way.