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 Serum
As a swift action, you may spend a resolve point to combine the contents of your microlab to create any serum with an item level no higher than your biohacker level. These serums are non-magical, just like any other serum you can craft without using the Mysticism skill. You may then fire this serum at a party member as though it was one of your biohacks. These serums are unstable, and will cease to function outside of the round in which they are crafted.
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. The highest level spell you can cast using this ability is 2 spell levels lower than the highest spell level you can cast. Casting a spell in this manner does not provoke an attack of opportunity, even if it otherwise normally would.
Quick Calibration
As a swift action, you may spend a number of resolve points in order to extend the duration of your Calibrate Defenses ability a number of rounds equal 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.