type: ability

Found 616 matches

Spry Cover
Prerequisites: Base attack bonus +1.

You can use covering fire to make it easier for your ally to move.

Squad Leader
[Level: 12]

You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC).

Staggering Shot
[Level: 6]

For your debilitating trick, you can attempt to stagger your target. The target must succeed at a Fortitude save or be staggered until the beginning of your next turn. Once you’ve used this ability to attempt to stagger a creature, that creature is immune to your staggering shot for 24 hours.

Stalwart
[Level: 6]

If you succeed at a Fortitude save against an effect that normally requires multiples successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save.

Stand Still

You can stop foes that try to move past you.

Starflight
[Level: 9]

While in starlight form, you gain the ability to fly as per the flight spell (spell level 3rd or lower).

Stargazer
[Level: 6]

You can study the stars to gain a bit of good luck. Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check (see page 243).

Starlight Form
[Level: 3]

You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

Starquake
Prerequisites: Zenith Revelations

When you’re fully graviton-attuned, you can create a violent ripple of movement to knock down your foes. As a move action, you can move up to your speed along the ground without provoking attacks of opportunity. Each creature you are adjacent to at any point during that movement takes 1d8 bludgeoning damage and must succeed at a Reflex save or be knocked prone. The affected creatures don’t need to be standing on solid ground to fall prone, and any that were in the air (but still adjacent to you) fall to the ground on a failed save. The damage increases by 1d8 for every 3 solarian levels you have beyond 7th. At 17th level, you can move up to twice your speed along the ground with this revelation.

Starry Bond
[Level: 12]

You can share the good fortune of your stargazer class feature with your allies. Whenever an ally linked by your telepathic bond class feature fails an ability check, attack roll, saving throw, or skill check, you can spend 1 Resolve Point as a reaction to enable your ally to reroll the failed check (see page 243). This ability otherwise functions as the stargazer class feature.