Special Abilities
Feats
Quick Penrose Process
As a swift action, you may spend a resolve point in order to extract energy from your black hole generator in order to use certain stellar revelations. At 7th level, you may use this with your Black Hole revelation. At 8th, 12th, 16th, and 20th levels 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 graviton revelation until 15th level, at which point it counts as two.
Quick Recall
As a swift action, you may spend a number of resolve points in order to recover a spell slot you have used previously in the day, as though you have not cast a spell using it. You must spend a number of resolve points equal to the level of the spell slot that you wish to recall. You do not need to use the spell slot in the same round that the resolve points are spent.
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 ability.
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 Casting
As a swift action, you may spend a number of resolve points in order to cast a spell that is normally a standard action. You must spend a number of resolve points equal to the level of the spell you are casting. Casting a spell in this manner does not provoke an attack of opportunity, even if it otherwise normally would.
Quick ShieldCalibration
As a swift action, you may spend a number of resolve pointpoints in order to activateextend the duration of your energyCalibrate shieldDefenses mechanicability trick,a insteadnumber of arounds standardequal action.to the number of resolve points spent. At 1st level, you need to spend 1 resolve point and increase the duration by 1 round. At 8th level, you need to spend 2 resolve points and extend the duration by 2 rounds. At 16th level, you need to spend 3 resolve points and extend the duration by 3 rounds.