type: ability

Found 616 matches

Parting Shot
Prerequisites: Dex 15, Mobility, Shot on the Run, base attack bonus +6. Benefit:

You are an expert skirmisher and are able to take a final shot as you retreat.

Patch

You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core.

Critical Damage Condition Actions To Patch DC
Glitching 1 10 + 1½ × your Starship’s tier
Malfunctioning 2 15 + 1½ × your Starship’s tier
Wrecked 3 20 + 1½ × your Starship’s tier
Peer into the Future
[Level: 6]

Once per day, you can spend 10 minutes in uninterrupted
meditation to receive visions of possible futures. At any point over the next 24 hours, you can declare that you are using the benefit of this ability before rolling one initiative check, saving throw, or skill check. You gain a +4 insight bonus to that check. At 11th level, you can use this ability twice per day, though you can’t use it again until after you’ve used your first bonus.

Penetrating Attack
Prerequisites: Base attack bonus +12.

You know how to angle your attacks so that you penetrate your opponent’s defenses.

Penetrating Spell
Prerequisites: Ability to cast 4th-level spells.

You know how to cast spells so that they penetrate your opponent’s defenses.

Perfect Opportunity
[Level: 13]

When you hit a creature with an attack of opportunity, that creature can’t move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step (see page 247) out of a square you threaten, you can make an attack of opportunity against it with a –2 penalty to the attack roll. If the target provoked an attack of opportunity by moving, hitting with your attack of opportunity ends the target’s movement immediately, preventing it from carrying out the rest of its movement.

Phase Shot
[Level: 14]

As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (any magical barrier, such as a wall of force, stops the shot). This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.

Plant Transport
[Level: 15]

Once per day as a full action, you can enter any living plant equal to your size or larger and exit from another plant of the same kind in the same solar system, regardless of the distance separating the two. The destination plant does not need to be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you merely designate direction and distance and this ability moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, this ability fails and you are ejected from the entry plant. You cannot travel through plant creatures. You can bring along objects as long as their bulk doesn’t exceed your Strength score. You can also bring up to five willing Medium or smaller creatures (each carrying no more bulk than their Strength scores) with you, provided they are linked to you with joined hands.

Plasma Immolation
[Level: 7]

You are expert at setting things on fire with plasma. If your attack roll with a weapon in the plasma category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condition. The condition deals 1d4 fire damage if the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15th or higher.

Plasma Sheath
[Level: 2]

As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.

When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.