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Special Abilities

Feats

Quick Penrose Process

As a swift action, you may spend a number of resolve points in order to extract energy from your black hole generator to power graviton stellar revelations. At 7th level, you may spend one resolve point to use this with your Black Hole revelation. At 8th level, you may spend two resolve points to use this ability with any graviton stellar revelations that have a minimum level of 2nd. At 12th level, you may spend three resolve points for a revelation with minimum level 6th. At 16th level, you may spend four resolve points for a revelation with minimum level 10th. At 20th level, you may spend five resolve points for a revelation with minimum level 14th. 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 Precision

As a swift action, you may spend a resolve point in order to call out a specific loctation on your target. Make a perception check with the same DC as your trick attack. If your perception check succeeds, you add your trick attack damage to the next successful ranged attack made as part of a standard action this turn. The target must be an otherwise valid target for your trick attack.

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.