Explode Head
[Level: 18]
You can spend 1 Resolve Point as a standard action to psychically assault the brain of a foe within 60 feet, causing incredible pressure to build in its head. If the target has 20 Hit Points or fewer, its head explodes, instantly killing the target and spreading debris in a 10-foot radius. Each creature in the area must succeed at a Reflex saving throw or take 2d6 slashing damage from the flying debris. A target with more than 20 Hit Points takes 1d6 damage per mystic level you have (maximum 20d6), but can attempt a Fortitude save to take only half damage. If this damage would reduce the target to 0 HP, the target’s head explodes as described above. This ability works only on a creature that has a head and would die from the loss of a head.
Exploration Buggy
Price: 1000
Type: Land vehicle; Size: Large (5 ft. wide, 10 ft. long, 4 ft. high)
Speed: 15 ft., full 350 ft., 40 mph
EAC: 12; KAC: 14; Cover: Partial cover
Attack: (Collision) 4d4 (DC 10)
HP: 14 (7); Hardness: 5
Modifiers: +0 Piloting, –2 attack (–4 at full speed)
Passengers: 3
Explorer
Size: medium
Maneuverability: good
HP: 55 DT: — CT: 11
Mounts: forward arc (1 light), port arc (1 light), starboard arc (1 light), turret (1 light)
Expansion Bays: 4
Minimum Crew: 1 Maximum Crew: 6
Cost: 12
Explosive Blast
Level:
Technomancer 3
School: evocation
Casting Time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
Explosive Detonation Trap
CR: 9
XP: 6400
Trap Type: technological
Perception DC: 33
Creature Type:
Disable: Engineering DC 28 (defuse explosive)
Trigger: proximity (thermal, 5 feet)
Init:
Duration:
Reset: none
Bypass:
Effect: explosion (8d12 F); Reflex DC 18 half; multiple targets (all targets within 20-ft. radius)
Description
When the trap detects a living creature within 5 feet, it explodes.
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.
Extended Spell
[Level: 5]
When you cast a spell, you can spend 1 Resolve Point to double its duration. This has no effect on spells with a duration of concentration, instantaneous, 1 round or less, or permanent, nor can it increase a spell’s duration to more than 24 hours.
Extensive Studies
[Level: 12]
Choose a skill that is a class skill for you. Once per day, you can reroll one such skill check before learning the results of the roll. You must take the second result, even if it is worse.