level_requirement: 11
type: ability

Found 18 matches

Telepathic Bond
[Level: 11]

As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.

Specialization Power
[Level: 11]

You gain a special power depending on the specialization you chose at 1st level.

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.

Soldier's Onslaught
[Level: 11]

When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.

Countertech Sentinel
[Level: 11]

You can spend 1 Resolve Point to use your countertech magic hack to counter a direct attack against an ally within 15 feet. You can't use countertech sentinel against attacks that target an area. You must have the countertech magic hack to choose this magic hack.

Eternal Spell
[Level: 11]

Choose one 1st-level spell you know from the list of technomancer spells in the Starfinder Core Rulebook. You can cast it at will, as though it were a 0-level spell. It still counts as one of your 1st-level spells known, not one of your 0-level spells known. You can choose a 1st-level spell from a source other than the Core Rulebook with the GM’s permission.

Reboot Mind
[Level: 11]

You can free someone from magical mental control or conditions. As a standard action, you can spend 1 Resolve Point and touch a willing creature. This restarts the subject’s brain, ending all mind-affecting effects affecting it, as well as all conditions that could be removed by greater remove condition that were imparted on the creature by mind- affecting effects, but the subject becomes stunned until the end of its next turn. Once you reboot a mind, you can’t use this ability again for 24 hours.

You can attempt to reboot the mind of an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If she succeeds, the ally can allow her mind to be rebooted, but if she fails, you waste the expended Resolve Point and action.

You can use this ability to reboot your own mind. If you’re unable to take actions, you can reboot your mind without spending actions, but it must be the first thing you do on your turn, and you are stunned until the end of your next turn.

Seeking Shot
[Level: 11]

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 to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon’s range prevents the shot from reaching the target. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.