Ghost in the Machine
[Level: 19]
When using your override class feature to affect an android, drone, robot, or creature with the technological subtype, a target that fails its saving throw by any amount is not dazed, and you can instead dictate its actions for the next round. These actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours unless you spend 1 Resolve Point. You can continue to spend Resolve Points in this manner each round to make the creature susceptible to override again.
Ghost Intrusion
[Level: 8]
Whenever you use the Computers skill to access a system and you fail to overcome its defenses by 4 or less, you do not trigger any countermeasures and there is no log of your attempt. If you fail by 5 or more, any countermeasures take effect against you as normal.
Ghost Killer
[Level: 5]
Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.
Ghost Sound
Level:
Mystic 0
,
Technomancer 0
School: illusion
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throw: Will disbelief
Effect: illusory sounds
Spell Resistance: no
Glammered
[Level: 1]
As a standard action, a weapon with the glamered fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is in disguise. After a glamered weapon is used to make an attack, this fusion is suppressed for 1 minute.
Glean Spell
[Level: 18]
Once per day, you can delve into the Akashic Record to cast a
spell from either the mystic or technomancer spell list as if it were on your list of spells known. The spell consumes a spell slot 1 level higher than the level of the spell.
Glide
You move the starship at half its normal speed. The starship can take turns during this movement, but the starship’s distance between turns increases by 2. You can add your ranks in the Piloting skill to the starship’s AC and TL for this round. You can only take this action if no other pilot actions have been taken during the helm phase (including glide).
Glimpse the Truth
[Level: 10]
By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet.
Glow of Life
[Level: 6]
As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level. Once you use this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.
When you are attuned or fully attuned, increase the amount you heal with this revelation to three times your solarian level.