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Special Abilities

Feats

Quick DistractionPenrose Process

As a swift action, you may spend a resolve point in order to makeextract aenergy sleightfrom ofyour handblack checkhole againstgenerator anin enemyorder to use certain stellar revelations. At 7th level, you may use this with your debilitatingBlack trickHole classrevelation. featureAt on8th, them.12th, The16th, enemyand must20th belevels you can use this ability with any graviton stellar revelations that have a minimum level of 2nd, 6th, 10th, and 14th respectively. Finally, at 15th level, you may spend two resolve in order to use this ability with a graviton zenith revelation. For the purposes of calculating disproportionate revelations, this counts as one thatgraviton wouldrevelation otherwiseuntil be15th alevel, validat targetwhich forpoint yourit trick attack, the sleight of hand check uses the same DCcounts as your trick attack, and you cannot do this in the same round that you have performed a trick attack. Any exploits that provide additional options for effects of a debilitating trick can also be used with this.two.

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 can cast and provoke an attack of opportunity normally. You make make the choice to cast the spell after you have made your concentration check. 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 Distraction

As a swift action, you may spend a resolve point in order to make a sleight of hand check against an enemy to use your debilitating trick class feature on them. The enemy must be one that would otherwise be a valid target for your trick attack, the sleight of hand check uses the same DC as your trick attack, and you cannot do this in the same round that you have performed a trick attack. Any exploits that provide additional options for effects of a debilitating trick can also be used with this.

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 this serum is already loaded into an injection weapon, it may be fired immediately. Otherwise, the serum must be either loaded into a weapon as a move action, or used as a standard serum of healing.

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. Casting a spell in this manner does not provoke an attack of opportunity. A spell cast in this way uses a spell slot 2 levels higher than the original spell.

Quick Shield

As a swift action, you may spend a resolve point in order to activate your energy shield mechanic trick, instead of a standard action.