level_requirement: 2
type: ability

Found 59 matches

Combat Trick
[Level: 2]

You gain a bonus combat feat. You must meet all of that feat’s prerequisites.

Field Treatment
[Level: 2]

You can take 1 minute to tend your wounds and spend 1 Resolve Point to recover a number of Hit Points equal to three times your operative level.

Holographic Clone
[Level: 2]

You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.

Inoculation
[Level: 2]

You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease.

Jack of All Trades
[Level: 2]

You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks.

Nightvision
[Level: 2]

You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

Quick Disguise
[Level: 2]

Once per day as a standard action, you can quickly change your appearance. This functions as disguise self and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level.

Uncanny Mobility
[Level: 2]

When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.

Uncanny Pilot
[Level: 2]

When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.

Dark Matter
[Level: 2]

As a move action, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. You gain damage reduction 1/—. This increases to DR 2/— at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave graviton mode.

When you are attuned or fully attuned, your DR from dark matter is equal to half your solarian level.