Special Abilities
Feats
Quick Pilfer
As 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 Concentration
As a swift action, you may spend a resolve point in order to attempt a concentration check to cast a spell defensively. If you succeed, you can cast the spell without provoking an attack of opportunity. If you fail, you cast and provoke an attack of opportunity normally. A concentration check is made by rolling a d20 and adding your level and casting stat modifier. The DC for this check is 15 + double the level of the spell being cast.
Quick Stimulant
As a swift action, you may spend a resolve point in order to convert a serum of healing in your posession to restore stamina rather than hit points. If the serums isn't already loaded into a weapon, it must be loaded into the weapon first, requiring a move action as normal. If this serum is already loaded into an injection weapon, it may be fired immediately.
Quick Attune
As a swift action, you may spend a resolve point in order to gain one attunement point. If you are already fully attuned, this action 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 swift action, you may spend a resolve point in order to cast a spell that is normally a standard action. A spell cast in this way uses a spell slot 2 levels higher than the original spell.
Quick Adapt
As a swift action, you may spend a resolve point in order to swap your most recent bonus combat feat for any other combat feat that you meet the prerequisites for. The feat being replaced cannot be a prerequisite for another feat. When a new bonus combat feat is gained, the previous feat becomes permanent.