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{
    "count": 616,
    "next": "https://api.starfinder.dragonlash.com/abilities/?format=api&page=3",
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    "results": [
        {
            "title": "Dimorphic",
            "body": "All _lashuntas_ gain +2 _Charisma_ at _character creation_. Korasha _lashuntas_ are muscular\r\n(+2 _Strength_ at _character creation_) but often brash and unobservant (–2 _Wisdom_ at _character creation_). Damaya _lashuntas_ are typically clever and well-spoken (+2 _Intelligence_ at _character creation_) but somewhat delicate (–2 _Constitution_ at _character creation_).",
            "prerequisites": null,
            "level_requirement": null
        },
        {
            "title": "Lashunta Magic",
            "body": "_Lashuntas_ gain the following _spell-like abilities_:\r\n\r\n* **At will:** _daze_, _psychokinetic hand_\r\n* **1/day:** _detect thoughts_\r\n\r\nSee _Spell-like Abilities_. The caster level for these effects is equal to the _lashunta's_ level.",
            "prerequisites": null,
            "level_requirement": null
        },
        {
            "title": "Limited Telepathy",
            "body": "Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Student",
            "body": "Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Blindsense",
            "body": "Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat- footed against attacks from creatures it can’t see.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Communalism",
            "body": "Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll\r\nor skill check twice and take the higher result.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Cultural Fascination",
            "body": "Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Limited Telepathy",
            "body": "_Shirrens_ can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak",
            "prerequisites": null,
            "level_requirement": null
        },
        {
            "title": "Fearless",
            "body": "Vesk receive a +2 racial bonus to saving throws against fear effects.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Natural Weapons",
            "body": "Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Low-light Vision",
            "body": "Vesk can see in dim light as if it were normal light. For more details, see page 264.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Armor Savant",
            "body": "Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Darkvision",
            "body": "Ysoki can see up to 60 feet in the dark. See page 263 for more information.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Moxie",
            "body": "Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to\r\nthe check.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Scrounger",
            "body": "Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Cheek Pouches",
            "body": "Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Envoy Improvisation",
            "body": "As you gain experience, you learn _envoy improvisations_—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.\r\n\r\nIf an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.\r\n\r\nSome _envoy improvisations_ are _language-dependent_, _mind-affecting_, _sense-dependent_, or some combination of any or all of these.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Clever Feint",
            "body": "As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.\r\n\r\nAt 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Dispiriting Taunt",
            "body": "As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect.\r\n\r\nAt 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Don't Quit",
            "body": "As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition (see page 273) of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.\r\n\r\nWhile your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.\r\n\r\nAt 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.\r\n\r\nAt 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration (see page 271) in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Expanded Attunement",
            "body": "You can use beneficial mind-affecting envoy improvisations to aid allies who usually would not be able to gain benefits from mind-affecting effects, such as constructs, robots, and undead. If the improvisation grants a morale bonus, even allies who can’t normally benefit from morale bonuses gain that bonus.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Get ’Em",
            "body": "As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.\r\n\r\nAt 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Inspiring Boost",
            "body": "As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.\r\nAt 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Look Alive",
            "body": "When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to Perception and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Not in the Face",
            "body": "As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn.\r\n\r\nAt 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Universal Expression",
            "body": "When using a language-dependent improvisation that affects an enemy, you can use the improvisation against that enemy even if the two of you do not share a language.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Watch Your Step",
            "body": "When an ally within 60 feet must succeed at a Reflex save to avoid a harmful effect, as a reaction before your ally attempts the saving throw, you can grant the ally a +2 bonus to that saving throw.\r\n\r\nAt 6th level, you can spend 1 Resolve Point to have the ally roll twice on the saving throw and take the better result. Both of those rolls benefit from the +2 bonus provided by this ability.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Clever Attack",
            "body": "You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.",
            "prerequisites": "",
            "level_requirement": 4
        },
        {
            "title": "Duck Under",
            "body": "You can duck under a foe’s melee attack, causing it to overextend and move into a position more favorable to you. You must take the total defense action (see page 247) to use this ability. If, before the start of your next turn, a foe misses you with a melee attack, as a reaction you can attempt a reposition combat maneuver with a +8 bonus to your attack roll against that foe.",
            "prerequisites": "",
            "level_requirement": 4
        },
        {
            "title": "Focus",
            "body": "As a standard action, you can encourage a single ally within 60 feet to focus on the danger at hand. If that ally is flat-footed or off-target, you end that condition. If circumstances would cause the ally to immediately become flat-footed or off-target again, you instead suppress that condition for 1 round.",
            "prerequisites": "",
            "level_requirement": 4
        },
        {
            "title": "Hurry",
            "body": "As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.",
            "prerequisites": "",
            "level_requirement": 4
        },
        {
            "title": "Quick Dispiriting Taunt",
            "body": "You can use dispiriting taunt as a move action instead of a standard action. You must have the dispiriting taunt envoy improvisation to choose this improvisation.",
            "prerequisites": "",
            "level_requirement": 4
        },
        {
            "title": "Quick Inspiring Boost",
            "body": "You can use inspiring boost as a move action instead of a standard action, though when you do so, the number of Stamina Points your ally recovers is reduced by your envoy level. You must have the inspiring boost envoy improvisation to choose this improvisation.",
            "prerequisites": "",
            "level_requirement": 4
        },
        {
            "title": "Long-Range Improvisation",
            "body": "Double the range of your improvisations with ranges of at least 30 feet.",
            "prerequisites": "",
            "level_requirement": 4
        },
        {
            "title": "Watch Out",
            "body": "As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone.\r\n\r\nAt 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack.",
            "prerequisites": null,
            "level_requirement": 4
        },
        {
            "title": "Clever Improvisations",
            "body": "The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Draw Fire",
            "body": "As a standard action, you can spend 1 Resolve Point to make all enemies within 100 feet take a –4 penalty to all ranged attacks they make that don’t target you until the end of your next turn. This penalty remains even if you and an enemy move more than 100 feet away from each other, and enemies that weren’t within 100 feet when you used draw fire don’t take the penalty if they later come within range.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Heads Up",
            "body": "When you succeed at a Perception check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Improved Get ’Em",
            "body": "Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.",
            "prerequisites": null,
            "level_requirement": 6
        },
        {
            "title": "Desperate Defense",
            "body": "As a move action, you can cause one ally adjacent to you to not be considered helpless (see page 276) for the purpose of actions that can be used only against helpless creatures (such as a coup de grace). This effect ends if the creature ceases to be adjacent to you or at the beginning of your next turn, whichever comes first.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Expert Attack",
            "body": "As a move action, you can spend 2 Resolve Points to add your bonus from expertise to your next attack roll before the end of your turn.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Hidden Agenda",
            "body": "You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Improved Hurry",
            "body": "You can use the hurry envoy improvisation as a move action instead of a standard action. You must have the hurry envoy improvisation to choose this improvisation.\r\n\r\nAt 12th level, you can use hurry as a standard action and spend 1 Resolve Point to grant a standard action instead of a move action.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Situational Awareness",
            "body": "If you ready an action, once before the trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the same kind of action as your originally readied action, or you must ready a lesser action. (For example, if you readied a standard action, you could switch to another standard action, a move action, or a swift action, and if you readied a move action, you could switch to another move action or a swift action.)",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Sustained Determination",
            "body": "As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can’t grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Expertise",
            "body": "You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.\r\n\r\nBeginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Skill Expertise",
            "body": "At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Expertise Talent",
            "body": "At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269–270.",
            "prerequisites": null,
            "level_requirement": 3
        },
        {
            "title": "Additional Skill Expertise",
            "body": "Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Altered Bearing",
            "body": "You can quickly adjust your posture, your stride, your demeanor, and the way your clothes and gear fit, causing casual observers to fail to recognize your true appearance. When you attempt a Disguise check to alter minor details of your appearance, you can forgo your expertise die to attempt the check as a move action. You don’t reduce the DC by 5 for attempting to alter only minor details, and if an observer succeeds at an opposed Perception check that pierces your disguise, he also realizes your true race and what features you have disguised. You can’t use this ability for more complex disguises.",
            "prerequisites": "",
            "level_requirement": null
        }
    ]
}
The page title as you'd like it to be seen by the public