source: Starfinder Core Rulebook

Found 1604 matches

Extra Mod
[Level: 14]

If you have a drone, your drone gains an additional basic mod. If you have an exocortex, you gain an additional basic mod. It can’t be a basic mod taken a second time as an advanced mod. You can rebuild this extra mod when you gain a mechanic level as with any other mod, but you can’t rebuild this mod to convert it into the advanced version of the mod.

Extra Resolve
Prerequisites: Character level 5th.

Your resolve is stronger than most.

Fabricate Arms
[Level: 5]

As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use fuse spells with this magic hack. A weapon can’t be larger than two-handed, and the size of the item can’t exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4th- level spell slot to fabricate a suit of armor of 10th level or lower. The armor or weapon persists for a number of rounds equal to your technomancer level. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack.

Fabricate Tech
[Level: 2]

As a full action, you can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. You can create any single technological item with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands or in an adjacent square. You can use fuse spells with this magic hack. The size of the item cannot exceed 10 bulk or Medium size, and the quality of the item is average. Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, you could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or you could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to your technomancer level. At the end of this duration, the item disappears. You can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack.

Fangblade
Level: 7 Price: 5,430 Bulk: 1 Damage: 1d12 S Critical:

Bleed

1d8 Special:

Powered (capacity 20, usage 1)

Far Shot
Prerequisites: Base attack bonus +1.

You remain accurate at longer ranges.

Fast Hack
Prerequisites: Computers

When you attempt a Computers check to hack into a computer system, you can forgo rolling your expertise die to instead halve the time it takes to make the attempt (to a minimum of 1 round). At 9th level, if you successfully hack the system, you can also negate a single countermeasure protecting that computer system. You cannot use this talent to negate a countermeasure from the same computer again for 24 hours.

Fast Talk
Prerequisites: Bluff 5 ranks.

You can baffle a foe with chatter to disguise the start of battle.

Fatigue
Level:

Mystic 0

School: necromancy Casting Time: 1 standard action Range: touch Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: yes
Fear
Level:

Mystic 1

,

Mystic 4

,

Mystic 2

,

Mystic 3

School: enchantment Casting Time: 1 standard action Range: see text Duration: see text Saving Throw: Will partial Spell Resistance: yes