- 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
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1½ x the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298). If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.
- Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
- Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
- Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
- Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
- Other: Any remaining ship statistics.
You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC equals 5 + 1½ x the tier of the enemy starship + its bonus from defensive countermeasures (see page 298). If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.
If you have at least 6 ranks in Computers, you can lock your starship’s targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check. The DC equals 5 + 1½ x the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you succeed, your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round.
If you have at least 12 ranks in Computers, you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1½ × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you’re successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).
You move the starship at half its normal speed. The starship can take turns during this movement, but the starship’s distance between turns increases by 2. You can add your ranks in the Piloting skill to the starship’s AC and TL for this round. You can only take this action if no other pilot actions have been taken during the helm phase (including glide).
You can fire one of your starship’s weapons with a –2 penalty to the gunnery check. You can take this action only if no other gunner actions have been taken during the gunnery phase (including snap shot).