type: ability

Found 616 matches

Harmful Spells
[Level: 2]

When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.

Harrying Shot
[Level: 17]

As a full action, you can make one attack and give the benefit of harrying fire (see page 247) against any creature you hit with that attack. If you use a blast weapon or automatic weapon, the benefit applies against all targets hit. You can also take your nimble fusillade movement before or after this attack.

Heads Up
[Level: 6]

When you succeed at a Perception check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result.

Healer’s Bond
[Level: 3]

As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the status spell. This bond lasts until dispelled or until you create a new healer’s bond, which immediately ends the previous one. At 11th level, when you gain the telepathic bond class feature, you also gain the effects of status on all creatures linked by your telepathic bond.

Healing Channel
[Level: 1]

You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.

Healing Touch
[Level: 1]

Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

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

You know how to use heavy armor.

Heavy Fire
[Level: 5]

You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property (see pages 180–182).

Heavy Onslaught
[Level: 11]

Your attacks with heavy weapons bypass part of the target’s damage reduction. If your heavy weapon does not already overcome the target’s damage reduction, treat the target’s damage reduction as though it were 5 lower. At 15th level, treat the target’s damage reduction as 10 lower.

Heavy Weapon Proficiency
Prerequisites: Str 13, proficiency in small arms and longarms.

You know how to use heavy weapons.