source: Starfinder Core Rulebook

Found 1234 matches

Heavy Armor Proficiency
Prerequisites: Str 13, proficiency in light armor.

You know how to use heavy armor.

Parting Shot
Prerequisites: Dex 15, Mobility, Shot on the Run, base attack bonus +6. Benefit:

You are an expert skirmisher and are able to take a final shot as you retreat.

Light Armor Proficiency

You know how to use light armor.

Minor Psychic Power
Prerequisites: Cha 11.

You have a minor natural psychic ability.

Animate Dead
Level:

Technomancer 4

,

Mystic 4

School: necromancy Casting Time: 1 standard action Range: touch Duration: instantaneous Saving Throw: none Spell Resistance: no
Create controlled undead creatures out of target corpses.
Arcane Eye
Level:

Technomancer 4

School: divination Casting Time: 10 minutes Range: planetary Duration: 1 minute/level (D) Saving Throw: none Effect: magical sensor Spell Resistance: no
Invisible floating eye moves 30 feet per round and sends you visual information.
Arcane Sight
Level:

Technomancer 3

School: divination Casting Time: 1 standard action Range: personal Duration: 1 minute/level (D)
Magical sources become visible to you.
Arcing Surge
Level:

Technomancer 3

School: evocation Casting Time: 1 standard action Range: 120 ft. Area: line-shaped burst Duration: instantaneous Saving Throw: Reflex half Spell Resistance: yes
Deal 10d6 electricity damage in a 120-foot line.
Augury
Level:

Mystic 2

School: divination Casting Time: 1 minute Range: personal Duration: instantaneous
Learn whether an action will be good or bad.
Battle Junkbot
Level:

Technomancer 6

School: transmutation Casting Time: 1 round Range: touch Duration: 1 round/level Saving Throw: none Spell Resistance: no
Create a temporary robot from random junk, turning it into a deadly combatant.