- Choose one weapon type (_small arms_, _longarms_, _heavy weapons_, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for _small arms_ or _operative melee weapons_. You can never have specialization in _grenades_. [1]
- The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities. [1]
- Whenever you successfully feint in combat, the foe gains the flat-footed condition until the end of your next turn. [1]
- You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting. [1]
- 6th Level [1]
- 12th Level [2]
- Ability to cast 2nd-level spells. [1]
- Ability to cast 4th-level spells. [1]
- Ability to cast spells, character level 3rd. [1]
- Ability to cast spells. [1]
- Acrobatics 1 rank. [1]
- Athletics 5 ranks. [2]
- Base Reflex save bonus +2. [1]
- Base attack bonus +1, four or more arms. [1]
- Base attack bonus +1, proficiency with heavy weapons. [1]
- Base attack bonus +1. [7]
- Base attack bonus +4. [1]
- Base attack bonus +6. [1]
- Base attack bonus +8. [2]
- Base attack bonus +12. [1]
- Bluff [1]
- Bluff 5 ranks. [2]
- Bodyguard [1]
- Cha 11. [1]
- Cha 13, Minor Psychic Power, character level 4th. [1]
- Cha 15, Intimidate 1 rank. [1]
- Cha 15, Minor Psychic Power, Psychic Power, character level 7th. [1]
- Character level 3rd, proficiency with selected weapon type. [1]
- Character level 5th. [1]
- Computers [2]
- Computers 3 ranks, Intimidate 3 ranks. [1]
- Computers, 6 ranks [1]
- Computers, 12 ranks [1]
- Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks. [1]
- Culture [2]
- Deflect Projectiles, base attack bonus +16. [1]
- Dex 13, Step Up, base attack bonus +6. [1]
- Dex 13. [1]
- Dex 15, Mobility or trick attack class feature. [1]
- Dex 15, Mobility, Shot on the Run, base attack bonus +6. Benefit: [1]
- Dex 15, base attack bonus +6. [1]
- Dex 15. [1]
- Dex 17, Mobility or trick attack class feature, Sidestep. [1]
- Diplomacy [2]
- Diplomacy 5 ranks, Intimidate 5 ranks. [1]
- Disguise [1]
- Engineering [2]
- Engineering 1 rank. [1]
- Engineering, 6 ranks [1]
- Engineering, 12 ranks [1]
- Great Fortitude, character level 5th. [1]
- Healing channel connection power, mystic level 1st. [1]
- Improved Combat Maneuver (disarm). [1]
- Improved Feint, base attack bonus +6. [1]
- Intelligence 15, character level 5th, no levels in technomancer. [1]
- Intimidate [2]
- Iron Will, character level 5th. [1]
- Key ability score 15, Dex 15, Mobility, caster level 4th. [1]
- Level 6 [1]
- Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank. [1]
- Lightning Reflexes, character level 5th. [1]
- Mechanic, Level 1 [3]
- Mechanic, Level 7 [1]
- Mechanic, Level 10 [1]
- Mechanic, Level 20 [1]
- Medicine [2]
- Piloting 5 ranks. [1]
- Piloting, 6 ranks [1]
- Piloting, 12 ranks [1]
- Proficiency in basic melee weapons [1]
- Proficiency in basic melee weapons or small arms (see below). [1]
- Proficiency in small arms. [1]
- Proficiency with selected weapon type. [1]
- Sense Motive [2]
- Spell Penetration. [1]
- Stand Still. [1]
- Str 13, Cleave, base attack bonus +4. [1]
- Str 13, base attack bonus +1. [1]
- Str 13, base attack bonus +5, proficiency in light and heavy armor. [1]
- Str 13, proficiency in light armor. [1]
- Str 13, proficiency in small arms and longarms. [1]
- Three or more combat feats [1]
- Unable to cast spells or use spell-like abilities. [1]
- Weapon Focus (any). [1]
- Weapon Specialization, character level 3rd. [1]
- Wis 15, character level 5th, no levels in mystic. [1]
- Zenith Revelation [2]
- Zenith Revelations [4]
- ex 15, Mobility, base attack bonus +4. [2]
Found 616 matches
LEVELS ASSIGNED | INCREASE TO BASE ATTACK BONUS |
---|---|
1-4 | +1 |
5–8 | +2 |
9-12 | +3 |
13–16 | +4 |
17–20 | +5 |
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.
Your custom rig’s computer functions now gain bonus lockout and wipe countermeasures. You can use your custom rig normally even when its lockout is active (you have special authorization no one else can access under any circumstances), and while any wiped data cannot be recovered by anyone else (as if the data module were destroyed), you can automatically recover it with 8 hours of work. These countermeasures have no additional cost and do not count against the maximum number of countermeasures your custom rig can have.
Additionally, you can use your custom rig to communicate over an encrypted channel with your ship at a range encompassing a planet and its close orbit, allowing you to remotely pilot your starship from point to point on the same planet or to and from orbit (as well as use the encrypted communications functions of your expert and advanced rig at the same range). If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range.
You are a master of technology. You can spend 1 Resolve Point to craft any technological weapon, armor, or item at a rate of 1 minute per item level or spend 1 Resolve Point to convert any existing technological armor or weapon into another suit of armor or another weapon of equal or lesser value at a rate of 1 minute per item level. This uses the normal crafting rules presented on page 235, but the item being converted counts as its full value in crafting components. You cannot convert a one- handed weapon into a two-handed weapon. When converting an item into a cheaper item, any excess value is lost and cannot be reclaimed by converting the item back.
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.
Your emotionsense is far more discerning, as if you had blindsight (emotion); see page 262.