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{
"title": "Speed",
"body": "Your drone’s land speed increases by 10 feet.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Resistance",
"body": "Your drone gains resistance to an energy type of your choice— acid, cold, electricity, fire, or sonic—equal to your mechanic level, to a maximum of 10. You can select this mod multiple times. Its effects do not stack; each time you select this mod, it must apply to a different energy type from the list above.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Enhanced Senses",
"body": "Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Climbing Claws",
"body": "Your drone gains a climb speed equal to half its land speed. This mod can be applied to only combat and stealth drones.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Melee Weapon Arm",
"body": "Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Jump Jets",
"body": "Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Camera",
"body": "Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Manipulator Arms",
"body": "Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a –4 penalty.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Hydrojets",
"body": "Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Hardened AI",
"body": "Your drone’s AI is secured against outside influence. Any attempt to hack your drone takes a –4 penalty, and your drone receives a +4 insight bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Riding Saddle",
"body": "Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You can direct your drone mount in battle without attempting Survival checks.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Skill Subroutines",
"body": "Choose another skill from the skill unit list. This is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill to become a class skill for your drone (this skill doesn’t have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Smuggler’s Compartment",
"body": "Your drone has a secret compartment that can hold a single item of light bulk or smaller. A successful Perception check (DC = 15 + your mechanic level) is needed to notice or find the compartment. Accessing this compartment is a move action.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Extra Ammo",
"body": "One of your drone’s weapon mounts can hold two additional batteries, magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. Your drone must have the weapon mount mod before selecting this mod. You can select this mod more than once, up to the number of weapon mounts the drone has.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Enhanced Armor",
"body": "Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Armor Slot",
"body": "Your drone gains an armor upgrade slot for an armor upgrade (see page 204). If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade’s requirements. You can select this mod up to four times, each time adding an additional slot.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Weapon Proficiency",
"body": "Your drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Basic Melee Weapon Proficiency, Heavy Weapon Proficiency, Longarm Proficiency, Small Arm Proficiency, or Special Weapon Proficiency. You can select this mod multiple times; each time, your drone gains another of the available proficiency feats as a bonus feat.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Weapon Mount",
"body": "You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Cargo Rack",
"body": "Your drone is outfitted with cargo space. The drone’s Strength score counts as 4 higher for the purpose of how determining much bulk it can carry, but all of this extra bulk must be stored gear and cargo, not mounted weapons, armor mods, or the like. This does not affect the drone’s actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Shock Wave",
"body": "Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyed by the attack). This deals 1d6 electricity damage per level to every creature within 10 feet (except the drone). An affected creature can attempt a Reflex save to take half damage (DC = 10 + half your mechanic level + your Intelligence modifier).",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Reductive Plating",
"body": "Your drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Reactive Camouflage",
"body": "Your drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Energy Shield",
"body": "Your _drone_ gains an energy shield that provides it with a number of temporary _Hit Points_ equal to your mechanic level. This shield remains active until all of its temporary _Hit Points_ are depleted. The _drone_ can replenish the shield’s _Hit Points_ to full by spending 1 _Resolve Point_ when you rest to regain _Stamina Points_. You can select this mod a second time to double the energy shield’s temporary _Hit Points_.",
"prerequisites": null,
"level_requirement": 2
},
{
"title": "Flight System",
"body": "Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed increases to its full land speed, and there is no limit on the amount of time it can fly.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Medical Subroutine",
"body": "Your drone is equipped with first aid capabilities. If you are reduced to 0 Hit Points, your drone can attempt to administer emergency medical treatment to you, even despite you being unconscious. On subsequent rounds on your turn, your drone takes as many move actions as necessary to return to your side, followed by a standard action to administer first aid. Once it has done so, you can spend 2 Resolve Points to recover a number of Hit Points equal to your mechanic level. Your drone cannot use this mod on anyone but you nor use it if you are dead or have fewer than 2 RP remaining. You can’t benefit from this treatment more than once every 24 hours. Your drone must have the manipulator arms and skill subroutines (with the Medicine skill) mods to select this mod.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Invisibility Field",
"body": "Once per day as a standard action, your drone can turn invisible for 10 minutes, as per the invisibility spell. If it makes an attack during this time, the invisibility ends. Your drone can spend 2 Resolve Points to use this ability again on the same day. Your drone must have the reactive camouflage mod to select this.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Greater Resistance",
"body": "Choose one type of energy for which your drone already has the resistance mod. Increase your drone’s resistance to that energy type by 5. You can select this mod multiple times. Its effects do not stack. Each time you select this mod, it applies to a different energy type for which your drone has the resistance mod.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Echolocators",
"body": "Your drone uses basic echolocation to notice unseen foes. The drone gains the blindsense (sound) ability (see page 262).",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Excavator",
"body": "Your drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Skill Unit",
"body": "Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).",
"prerequisites": "Mechanic, Level 1",
"level_requirement": null
},
{
"title": "Upgraded Power Core",
"body": "Your drone gains a pool of Resolve Points equal to 1 per 2 levels it has (minimum 1). Your drone can spend 1 Resolve Point to make a full attack without requiring your direct control and at only the normal –4 penalty for a full attack instead of the –6 penalty. Your drone regains Resolve Points after a full 8-hour rest as normal.",
"prerequisites": "Mechanic, Level 10",
"level_requirement": null
},
{
"title": "True AI",
"body": "Your drone’s AI can act with complete autonomy. Each round on your turn, your drone can take a full suite of actions (either a full action or else a move action, a standard action, and a swift action) without requiring your direct control, and it makes full attacks without your direct control with the normal –4 penalty. You don’t need to issue commands to your drone for it to take actions. You must still directly control the drone for it to use your skill ranks.",
"prerequisites": "Mechanic, Level 20",
"level_requirement": null
},
{
"title": "Limited AI",
"body": "Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn’t make a separate initiative roll). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range.",
"prerequisites": "Mechanic, Level 1",
"level_requirement": null
},
{
"title": "Master Control",
"body": "As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited AI). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone.",
"prerequisites": "Mechanic, Level 1",
"level_requirement": null
},
{
"title": "Expert AI",
"body": "Your drone’s AI has grown more sophisticated, giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can take a move action, take a standard action to attack, or make a full attack (this last option allows it to shoot more than once if it has the necessary weapons to do so). The drone takes a –6 penalty to full attacks made without your direct control instead of the normal –4 penalty. Like limited AI, you must still be conscious and within range.",
"prerequisites": "Mechanic, Level 7",
"level_requirement": null
},
{
"title": "Exocortex Mods",
"body": "Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, resistance, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in advanced melee or heavy weapons). At 11th level, you can apply an additional mod, and your options expand to include echolocators, excavator, flight system, greater resistance, invisibility field, and reactive camouflage. At 14th and 17th levels, you can apply an additional mod. Each time you gain a level, you can switch any of your mods for different mods, but you must always choose at least one mod from the 7th-level list.",
"prerequisites": "",
"level_requirement": 7
},
{
"title": "Twin Tracking",
"body": "You can designate two targets for your exocortex to track, increasing your base attack bonus against each. You can designate both targets with a single move action, but you must be able to see them both at that time.",
"prerequisites": "",
"level_requirement": 10
},
{
"title": "Multitasking (Ex)",
"body": "You can designate three targets for your exocortex to track (and designate them all as a single move action). In addition, the range of your exocortex’s wireless hack increases to 40 feet. Your exocortex can also engage in combat tracking and hack a nearby computer at the same time, but the computer counts as one of the exocortex’s designated targets (allowing you to track only two targets at the same time while wirelessly hacking the computer). Lastly, you can access your exocortex’s memory module in combat, even while it is engaged in combat tracking.",
"prerequisites": "",
"level_requirement": 15
},
{
"title": "Quad Tracking",
"body": "Your exocortex can track four targets simultaneously, and hacking a nearby computer doesn’t count against that limit.",
"prerequisites": "",
"level_requirement": 20
},
{
"title": "Combat Tracking",
"body": "Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Memory Module",
"body": "You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Wireless Hack",
"body": "Instead of combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks",
"prerequisites": "",
"level_requirement": 5
},
{
"title": "Artificial Intelligence",
"body": "You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a _drone_ or an _exocortex_. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.\r\n\r\n### _Drone_\r\nYou begin play with a powerful robotic _drone_ to house your AI. You build and control this _drone_, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your _drone_ is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it.\r\n\r\n### _Exocortex_\r\nYou begin play with an _exocortex_, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your _exocortex_ is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your _exocortex_ advances in sophistication and processing power. Only you can access or interact with your _exocortex_.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Bypass",
"body": "You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to _Computers_ and _Engineering_ skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Custom Rig",
"body": "You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a _datajack_ for the same price as installing a _datajack_ normally), your eyes, or an arm. For more information, see _augmentations_. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any _Computers_ or _Engineering_ skill check you attempt. Some _mechanic tricks_ and _drone mods_ require the use of a custom rig. In addition, you can use your custom rig as a Mk I _comm unit_. Finally, if you have a _drone_, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.\r\n\r\nIf your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Mechanic Trick",
"body": "As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a custom rig or other gear.\r\n\r\nYou learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your _Intelligence_ modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your _Intelligence_ modifier.\r\n\r\nUnless otherwise specified, you can’t learn _mechanic tricks_ more than once.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Overload",
"body": "As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.",
"prerequisites": "",
"level_requirement": 3
},
{
"title": "Weapon Specialization",
"body": "You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.",
"prerequisites": "",
"level_requirement": 3
},
{
"title": "Remote Hack",
"body": "You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.",
"prerequisites": "",
"level_requirement": 5
},
{
"title": "Expert Rig",
"body": "Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices. See page 213 for more information on computers.\r\n\r\nYou can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship’s downloaded data sets and transponder (see page 430) at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range.",
"prerequisites": "",
"level_requirement": 7
}
]
}