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Special Abilities

Quick Pilfer

Once per day, asAs a swift action, you may spend a resolve point in order to make a sleight of hand check to retrieve an un-wielded item off of an adjacent creature. The DC for this check is 20 + the creature's CR. If the creature is willing, you gain a +2 circumstance bonus to the check.

Quick Reflect

As a swift action, you may spend a resolve point in order to take a moment and reflect on the multiple outcomes that have lead to this precise moment in time. Focusing in this way allows you to recover a spell slot that has already been used to cast a spell as though the spell was never cast.

Quick Synthesis

As a swift action, you may spend a resolve point in order to create any medicinal or serum with item fromlevel anyup creatureto thatyour level. This medicinal or serum may be loaded into an injection weapon as part of the action used to make it. It must be used on the round in which it is created, or it becomes inert.

Quick Attune

As a swift action, you may spend a resolve point in order to gain one attunement point. If you are adjacentalready to.fully Youattuned, mustthis makeaction instead switches you either from photon-attuned to graviton-attuneed, or vice-versa. This point is then your first attunement point in your newly entered stellar mode.

Quick Casting

As a Slightswift action, you may spend a resolve point in order to cast a spell that is normally a standard action. Casting a spell in this manner doesn't provoke an at attack of Handopportunity, skilleven checkif withit normally would. A spell cast in this way uses a DCspell equalslot to2 levels higher than the original spell.