Found 4403 matches

Inoculation
[Level: 2]

You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease.

Insanity Mist
Type: poison (inhaled) Save: Fortitude DC 15
Inspiration Blazon
Level: 11 Price: 23,500 Bulk: 1
Inspired Medic
Prerequisites: Medicine

When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.

Inspiring Boost
[Level: 1]

As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Instant Ground
Level: 1 Price: 25 Bulk: 1
Instant Virus
Level:

Technomancer 3

School: necromancy Casting Time: 1 standard action Range: touch Duration: instantaneous; see text Saving Throw: Fortitude negates, see text Spell Resistance: yes
Instinctive Stabilizer
Level: 3 Price: 1,400 Bulk: L
Insulivate, Tier 1
Level: 1 Price: 75 Bulk: None
Insulivate, Tier 2
Level: 5 Price: 450 Bulk: None