Advanced Rig
[Level: 13]
Your custom rig’s computer functions gain a bonus firewall countermeasure (see page 217). This firewall has no additional cost, does not count against the maximum number of countermeasures your custom rig can have, and can block off a module or group of modules already protected by a firewall.
In addition, you can use your custom rig to communicate over an encrypted channel with your ship, allowing you to access the ship’s sensors, control its security systems, and prepare its engines for takeoff (as well as use the encrypted communications functions of your expert rig) at a range of 50 miles. If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range.
Quad Attack
[Level: 13]
When making a full attack using only melee weapons with the operative special property or small arms, you can make up to four attacks instead of two.
Solarian's Onslaught
[Level: 13]
When making 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. If you have the flashing strikes class feature, you instead take a –5 penalty to these attacks as long as they are all melee attacks.
Secret of the Archmagi
[Level: 13]
You can imbue two weapons with the rune of the eldritch knight. If you attempt to imbue a third weapon, the weapon infused first loses its rune and all benefits. In addition to the normal benefits, the runes grant the weapons one or more of the following weapon fusions (see page 191) of your choice: bane, corrosive, ethereal, flaming, frost, holy, merciful, shock, thundering, or unholy. You can grant no more than 10 total levels’ worth of fusions between the two weapons, and the bane fusion counts as a 10th-level fusion for this purpose.
Mobile Army
[Level: 13]
You become a master of all weapons associated with your armor. You deal 1d6 additional damage with any attack from a weapon that is part of your armor, including unarmed attacks using the hammer fist ability and weapons that have been attached to your armor as an armor upgrade. The additional damage is of the same type as the weapon’s normal type. Also, while wearing heavy or powered armor, you gain a +2 bonus to your KAC against combat maneuvers.
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.
Explosives Acumen
[Level: 13]
You increase the DC to avoid attacks you make using weapons with the explode special property by 1. You reduce the amount of any damage you take from any weapon with the explode special property by an amount equal to your Strength bonus.
Kinetic Resistance
[Level: 13]
D You gain DR 3/—. At 17th level, this DR increases to 5/—.
Elusive Target
[Level: 13]
On any turn in which you move, you gain a +1 insight bonus
to your AC until the start of your next turn.
Focused Damage
[Level: 13]
When you use focus fire, each attack against the first target deals 2d6 additional damage. Additional creatures you attack after killing or knocking out your first target don’t take this extra damage.