type: ability

Found 616 matches

Debilitating Sniper
[Level: 6]

You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flat- footed, and you can use debilitating tricks.

Debilitating Trick
[Level: 4]

When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Debug Spell
[Level: 5]

Any piece of code has bugs, but you can turn the bugs in your spellcode into features. After rolling damage for an instantaneous spell that deals Hit Point damage, you can spend 1 Resolve Point to reroll one die with a result of 1 (see page 243). At 11th level, you can reroll up to two dice with a result of 1, and at 17th level, you can reroll up to three dice with a result of 1. For example, if you were 17th level and cast disintegrate, you could spend 1 Resolve Point to reroll up to three dice that rolled 1s, after rolling and seeing how many 1s you rolled.

Defiant
[Level: 1]

A weapon with the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon’s level (minimum +1).

Deflect Projectiles
Prerequisites: Base attack bonus +8.

You can use your melee weapon to deflect attacks.

Defy Gravity
[Level: 6]

As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall.

When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet.

Demand

You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1½ × your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.

Deny Death
[Level: 18]

You are immune to death effects and negative levels. If you
would normally die from damage, as long as you have at least 1 Resolve Point remaining, you can immediately spend all of your remaining Resolve Points to instead stay alive. If your Hit Points would have been reduced to 0, you now have 1 Hit Point instead. Once you use this ability, you can’t regain Resolve Points again until you rest for 8 hours, even if you have another means to do so.

Desert Stride

Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.

Desperate Defense
[Level: 8]

As a move action, you can cause one ally adjacent to you to not be considered helpless (see page 276) for the purpose of actions that can be used only against helpless creatures (such as a coup de grace). This effect ends if the creature ceases to be adjacent to you or at the beginning of your next turn, whichever comes first.