type: ability

Found 616 matches

Keen Observer
Prerequisites: Sense Motive

Whenever you interact with a creature under a mental effect for at least 1 minute, the GM attempts an automatic secret Sense Motive check for you without your expertise die. On a success, you learn about the mental effect. If you specifically request a Sense Motive check to sense mental effects, you can attempt a Sense Motive check as normal, including your expertise die, in addition to this automatic check.

Keep Fighting
[Level: 9]

As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can’t use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level, and 20th level.

Kill Shot
[Level: 20]

As a standard action, you can make a single attack against an enemy. If the attack hits and does not kill your enemy, you can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once you’ve used this ability on a creature (regardless of whether or not you forced it to attempt a Fortitude save), that creature is immune to your kill shot for 24 hours.

Kinetic Resistance
[Level: 13]

D You gain DR 3/—. At 17th level, this DR increases to 5/—.

Kip Up
Prerequisites: Acrobatics 1 rank.

You can stand up from prone in a hurry.

Knockdown
[Level: 6]

With the knockdown fusion, a weapon disrupts a target’s center of gravity. The weapon gains the knockdown critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion.

Knockout Shot
[Level: 14]

For your debilitating trick, you can attempt to knock the target out in one blow. The target must succeed at a Fortitude save or fall unconscious for 1 minute. Once you’ve used this ability to attempt to knock a creature out, that creature is immune to your knockout shot for 24 hours. You must have the staggering shot and stunning shot exploits to learn this exploit.

Laser Accuracy

You gain a +1 insight bonus to attack rolls with weapons in the laser category.

Lashunta Magic

Lashuntas gain the following spell-like abilities:

  • At will: daze, psychokinetic hand
  • 1/day: detect thoughts

See Spell-like Abilities. The caster level for these effects is equal to the lashunta's level.