source: Starfinder Core Rulebook

Found 1604 matches

Focus Fire
[Level: 5]

When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty. Once you have the soldier’s onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty.

Focused Damage
[Level: 13]

When you use focus fire, each attack against the first target deals 2d6 additional damage. Additional creatures you attack after killing or knocking out your first target don’t take this extra damage.

Fog Cloud
Level:

Technomancer 2

,

Mystic 2

School: conjuration Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 10 minutes/level Saving Throw: none Spell Resistance: no
Force Blast
Level:

Mystic 2

School: evocation Casting Time: 1 standard action Range: 30 ft. Area: cone-shaped burst Duration: instantaneous Saving Throw: Reflex partial, see text Spell Resistance: yes
Forced Amity
[Level: 3]

You can spend 1 Resolve Point as a standard action to shunt positive emotions and thoughts through your connection, forcing a humanoid creature to become friendly to you for a time. This functions as charm person.

Forceful Commands
[Level: 15]

When you use a mind-affecting charm or compulsion spell or spell-like ability against a target benefiting from an active spell that protects against your attack, you automatically become aware of the presence of such defenses, and can spend 1 Resolve Point as part of casting the spell to attempt a caster level check to dispel the highest-level such spell, as if you had cast dispel magic.

Four Armed

Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.

Frag Grenade, Mk 1
Level: 1 Price: 35 Bulk: L Damage: 1d6 P Critical:

Range: 20 ft. Capacity: Drawn None Usage: None Special:

Explode (1d6 P, 15 ft.)

Frag Grenade, Mk 2
Level: 4 Price: 700 Bulk: L Damage: 2d6 P Critical:

Range: 20 ft. Capacity: Drawn None Usage: None Special:

Explode (2d6 P, 15 ft.)

Frag Grenade, Mk 3
Level: 8 Price: 2,560 Bulk: L Damage: 4d6 P Critical:

Range: 20 ft. Capacity: Drawn None Usage: None Special:

Explode (4d6 P, 15 ft.)