type: ability

Found 616 matches

Trick Attack
[Level: 1]

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Triple Attack
[Level: 8]

When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

True AI
Prerequisites: Mechanic, Level 20

Your drone’s AI can act with complete autonomy. Each round on your turn, your drone can take a full suite of actions (either a full action or else a move action, a standard action, and a swift action) without requiring your direct control, and it makes full attacks without your direct control with the normal –4 penalty. You don’t need to issue commands to your drone for it to take actions. You must still directly control the drone for it to use your skill ranks.

True Communion
[Level: 18]

Up to twice per day, after performing a significant action strongly aligned with your faith’s dogma (at the GM’s discretion), you can spend 10 minutes in deep meditation or prayer to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.

True Expertise
[Level: 20]

You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point.

As long as you have at least 1 Resolve Point remaining, you can gain the improvisation’s effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point.

In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn’t 1d8+4, you can’t use this option.

Twin Tracking
[Level: 10]

You can designate two targets for your exocortex to track, increasing your base attack bonus against each. You can designate both targets with a single move action, but you must be able to see them both at that time.

Ultimate Graviton
[Level: 16]

As your ability to manipulate powers of gravity expands, the range of any graviton revelation (but not zenith revelation) you have with a range doubles. Any graviton revelation (but not zenith revelation) you have that targets a single creature can now simultaneously target two creatures, who must be within 20 feet of each other. You also increase the power of any of the following gravity revelations you have.

  • Defy Gravity: Your fly speed increases by 20 feet.
  • Gravity Anchor: As a move action, you can gain both types of gravity anchor simultaneously.
  • Gravity Boost: Your bonus applies to all Acrobatics checks, and you take no damage from any fall.
  • Reflection: If you successfully redirect an attack as a reaction, you can continue to reflect additional attacks until the beginning of your next turn. You have a cumulative –2 penalty to your redirect attack roll on each reflection attempt after the first. If any reflected attack misses, you can’t make further redirect attempts until you use this revelation again.
Ultimate Photon
[Level: 16]

Your ability to manipulate powers of light and energy expand greatly. The radius of any photon revelation (but not zenith revelation) you have with a radius expands by 10 feet. Any photon revelation (but not zenith revelation) that lasts for 1 round or until you leave photon mode now lasts for 1d4 rounds if you are not in photon mode. You also increase the power of any of the following photon revelations you have.

  • Astrologic Sense: You can see twice as far into the future as normal.
  • Glow of Life: You can use this revelation as a swift action, rather than a move action.
  • Hypnotic Glow: The charm’s duration doubles.
  • Stellar Rush: You gain a +2 bonus to your EAC until the beginning of your next turn.
Ultraclocking
[Level: 14]

If you have a drone, you can grant the effects of haste to your drone for 1 minute as a move action. If you have an exocortex, you can gain the effects of haste for 1 minute as a move action. Once you or your drone has used this ability, you cannot use it again until you spend 1 Resolve Point to regain Stamina Points from a 10-minute rest. You must have the overclocking and hyperclocking mechanic tricks to learn this trick.

Uncanny Agility
[Level: 7]

You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.