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Expertise
[Level: 1]

You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.

Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.

Expertise Talent
[Level: 3]

At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269–270.

Explode Head
[Level: 18]

You can spend 1 Resolve Point as a standard action to psychically assault the brain of a foe within 60 feet, causing incredible pressure to build in its head. If the target has 20 Hit Points or fewer, its head explodes, instantly killing the target and spreading debris in a 10-foot radius. Each creature in the area must succeed at a Reflex saving throw or take 2d6 slashing damage from the flying debris. A target with more than 20 Hit Points takes 1d6 damage per mystic level you have (maximum 20d6), but can attempt a Fortitude save to take only half damage. If this damage would reduce the target to 0 HP, the target’s head explodes as described above. This ability works only on a creature that has a head and would die from the loss of a head.

Exploration Buggy

Price: 1000

Type: Land vehicle; Size: Large (5 ft. wide, 10 ft. long, 4 ft. high)

Speed: 15 ft., full 350 ft., 40 mph

EAC: 12; KAC: 14; Cover: Partial cover

Attack: (Collision) 4d4 (DC 10)

HP: 14 (7); Hardness: 5

Modifiers: +0 Piloting, –2 attack (–4 at full speed)

Passengers: 3

Explorer CR: 3 XP: 800 — — — Init.: +4 Senses:Perception: +9 HP: 35 EAC: 14 KAC: 15 Fort: +2 Ref: +5 Will: +6 Speed: 40 ft. Melee: survival knife +7 (1d4+3 S) Ranged: semi-auto tactical pistol +9 (1d6+3 P) Offensive Abilities: stunt and strike COM, stuntsCOM (Culture; analyze, distracting blather) Tryziarka Spell-Like Abilities (CL 3rd) 1/day—stabilize Str: +0 Dex: +4 Con: +0 Wis: +1 Int: +2 Cha: +0 Skills: Acrobatics +14 (+16 to escape grapple), Athletics +9, Culture +14, Stealth +9, Survival +14 Languages: Common Gear: graphite carbon skin, semi-auto tactical pistol with 18 small arm rounds, survival knife
Explorer

Size: medium

Maneuverability: good

HP: 55    DT: —    CT: 11

Mounts: forward arc (1 light), port arc (1 light), starboard arc (1 light), turret (1 light)

Expansion Bays: 4

Minimum Crew: 1    Maximum Crew: 6

Cost: 12

Explosive Blast
Level:

Technomancer 3

School: evocation Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: instantaneous Saving Throw: Reflex half Spell Resistance: yes
Explosive Detonation Trap

CR: 9

XP: 6400

Trap Type: technological

Perception DC: 33

Creature Type:

Disable: Engineering DC 28 (defuse explosive)

Trigger: proximity (thermal, 5 feet)

Init:

Duration:

Reset: none

Bypass:

Effect: explosion (8d12 F); Reflex DC 18 half; multiple targets (all targets within 20-ft. radius)

Description

When the trap detects a living creature within 5 feet, it explodes.