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"count": 616,
"next": "https://api.starfinder.dragonlash.com/abilities/?format=api&page=7",
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{
"title": "Peer into the Future",
"body": "Once per day, you can spend 10 minutes in uninterrupted\r\nmeditation to receive visions of possible futures. At any point over the next 24 hours, you can declare that you are using the benefit of this ability before rolling one initiative check, saving throw, or skill check. You gain a +4 insight bonus to that check. At 11th level, you can use this ability twice per day, though you can’t use it again until after you’ve used your first bonus.",
"prerequisites": "",
"level_requirement": 6
},
{
"title": "Speak with Animals",
"body": "You can communicate with any creature of the animal type,\r\nthough this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Grasping Vines",
"body": "You can spend 1 Resolve Point as a standard action to cause an area within 100 feet to sprout writhing vines in a 20-foot- radius spread. The target surface must be solid but does not need to be capable of sustaining plants normally. The vines have a reach of 5 feet and attempt to wrap around creatures in the area of effect or those that enter the area; such a creature must succeed at a Reflex save or gain the entangled condition. Creatures that successfully save can move as normal, but those that remain in the area must attempt a new save at the end of your turn each round. Creatures moving into the area must attempt a save immediately; failure ends their movement and they become entangled. An entangled creature can break free as a move action with a successful Acrobatics check or DC 15 Strength check. The vines last for a number of rounds equal to your mystic level, and the entire area is difficult terrain while the effect lasts. At 11th level, the vines can reach 10 feet and sprout thorns that deal 1d6 piercing damage each round to creatures in the area.",
"prerequisites": "",
"level_requirement": 3
},
{
"title": "Animal Adaptation",
"body": "As a standard action, you can modify your body. Choose one of the following to gain the noted benefit: elongated legs (increase your land speed by 10 feet), fins and webbed digits (granting you a swim speed equal to half your land speed), suckers on wrists and feet (granting you a climb speed equal to half your land speed), or vertical-slit pupils (granting you darkvision 60 feet). This ability lasts for a number of minutes per day equal to your mystic level; this duration doesn’t need to be continuous, but it must be used in 1-minute increments. Your base form and size are largely unchanged, but some of your body parts are altered. Armor and gear you are wearing adjusts to your new shape for the duration of this ability. You can have only one of these adaptations active at a time; choosing a new adaptation is a standard action and the new choice replaces the old. At 12th level, the climb and swim speeds granted by your adaptation are equal to your land speed, and you add wings (granting you a fly speed of 30 feet with average maneuverability) to the list of possible adaptations.",
"prerequisites": "",
"level_requirement": 6
},
{
"title": "Reactive Resistance",
"body": "The first time each day you would take energy damage, you immediately gain resistance 10 to that energy type for the remainder of the day. (If you are damaged by more than one energy type simultaneously, choose which type you resist.)",
"prerequisites": "",
"level_requirement": 9
},
{
"title": "Share Resistance",
"body": "As a standard action, you can spend 1 Resolve Point to grant allies linked by your telepathic bond class feature resistance 5 to the same energy type that you can resist through your reactive resistance class feature for 1 minute. You can’t use this ability if your reactive resistance class feature has not yet been activated for the day.",
"prerequisites": "",
"level_requirement": 12
},
{
"title": "Plant Transport",
"body": "Once per day as a full action, you can enter any living plant equal to your size or larger and exit from another plant of the same kind in the same solar system, regardless of the distance separating the two. The destination plant does not need to be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you merely designate direction and distance and this ability moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, this ability fails and you are ejected from the entry plant. You cannot travel through plant creatures. You can bring along objects as long as their bulk doesn’t exceed your Strength score. You can also bring up to five willing Medium or smaller creatures (each carrying no more bulk than their Strength scores) with you, provided they are linked to you with joined hands.",
"prerequisites": "",
"level_requirement": 15
},
{
"title": "Guided Rebirth",
"body": "As long as you have at least 1 Resolve Point remaining, you can spend all your remaining Resolve Points as a full action to surround yourself with an organic cocoon. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to animal, humanoid (of any subtype), or your original type, gaining superficial physical characteristics as appropriate. This change does not alter your ability scores, Hit Points, Stamina Points, saving throws, skill points, class skills, or proficiencies. Each time you make this transformation, you are cleansed of all poisons and diseases, are restored to full Hit Points and Stamina Points, and heal all ability damage. You must select a type other than your current type every time you make the transformation. You can use this ability once per day. Once you use this ability, you can’t regain Resolve Points until you rest for 8 hours, even if you have another means to do so.",
"prerequisites": "",
"level_requirement": 18
},
{
"title": "Connection Power",
"body": "At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Connection Spell",
"body": "Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.\r\n\r\nIf your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Healing Touch",
"body": "Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Channel Skill",
"body": "You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Mindlink",
"body": "You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.",
"prerequisites": null,
"level_requirement": 2
},
{
"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": "Telepathic Bond",
"body": "As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Transcendence",
"body": "You are close to becoming one with your connection. You can cast each of your connection spells once per day without consuming a spell slot. In addition, you learn how to temporarily transcend your physical form. Once per day, you can spend 1 Resolve Point to project your consciousness outside of your physical body in the form of an intangible psychic image of yourself. This counts as a 6th-level illusion effect and lasts for a number of rounds equal to your mystic level. While your consciousness is projected, your physical body is considered blind, deaf, and helpless, but you can return to your body as a swift action. You control your psychic image as though it was your own body, and your senses perceive only what the image can see and hear. You move with a fly speed of 60 feet and perfect maneuverability. You can pass through solid objects as though you were incorporeal, but you can’t go farther into a solid object than your space (5 feet for a Medium creature). You can’t directly affect physical objects. Your projected consciousness is immune to most attacks or effects, whether or not they affect incorporeal creatures, but mind- affecting effects have their full effect on you.\r\n\r\nYou can cast any mystic spell or spell-like ability with a range of touch or greater from your projected consciousness. The spells affect other targets normally. You can’t cast any spells on your projected consciousness except for illusion spells. You need not maintain line of effect to your projected consciousness, but if you cross into another plane, even momentarily (including via Drift travel), your mind immediately returns to your physical body.",
"prerequisites": "",
"level_requirement": 19
},
{
"title": "Enlightenment",
"body": "You achieve enlightenment, becoming a living incarnation of your connection. You no longer age, nor do you die of old age. Once per day as a move action, you can enter a state of total communion with your connection that lasts for 1 minute. During this time, you gain a +4 insight bonus to attack rolls, saving throws, and skill checks, and you gain 20 temporary Resolve Points that you can use only on connection powers. Any unspent temporary Resolve Points disappear at the end of this minute. In addition, once per week, you can cast miracle as a spell-like ability.",
"prerequisites": "",
"level_requirement": 20
},
{
"title": "Operative's Edge",
"body": "Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.",
"prerequisites": null,
"level_requirement": 1
},
{
"title": "Specialization",
"body": "Your specialization represents your primary area of expertise. Pick one _operative specialization_ upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the _Skill Focus_ feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each _operative_ level (this does not allow you to exceed the maximum number of skill ranks in a single skill).",
"prerequisites": null,
"level_requirement": 1
},
{
"title": "Specialization Exploit",
"body": "You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites.",
"prerequisites": "",
"level_requirement": 5
},
{
"title": "Specialization Skill Mastery",
"body": "You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.",
"prerequisites": "",
"level_requirement": 7
},
{
"title": "Specialization Power",
"body": "You gain a special power depending on the specialization you chose at 1st level.",
"prerequisites": "",
"level_requirement": 11
},
{
"title": "Trick Attack",
"body": "You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.",
"prerequisites": "",
"level_requirement": 1
},
{
"title": "Evasion",
"body": "If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Operative Exploit",
"body": "As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Quick Movement",
"body": "As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.",
"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": "Debilitating Trick",
"body": "When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.",
"prerequisites": "",
"level_requirement": 4
},
{
"title": "Uncanny Agility",
"body": "You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.",
"prerequisites": "",
"level_requirement": 7
},
{
"title": "Triple Attack",
"body": "When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.",
"prerequisites": "",
"level_requirement": 8
},
{
"title": "Quad Attack",
"body": "When making a full attack using only melee weapons with the operative special property or small arms, you can make up to four attacks instead of two.",
"prerequisites": "",
"level_requirement": 13
},
{
"title": "Double Debilitation",
"body": "When you hit an enemy with a trick attack, you can apply two of the effects from your debilitating trick.",
"prerequisites": "",
"level_requirement": 17
},
{
"title": "Supreme Operative",
"body": "Whenever you attempt a skill check with your specialization’s associated skills, you can roll twice and take the higher result. Once per day as a move action, you can temporarily trade out one of your operative exploits for another operative exploit requiring the same level or lower. This trade lasts 24 hours. If the exploit you trade away is a prerequisite for any of your other abilities, you lose all abilities that require it as a prerequisite for the duration.",
"prerequisites": "",
"level_requirement": 20
},
{
"title": "Alien Archive",
"body": "Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature.",
"prerequisites": null,
"level_requirement": 2
},
{
"title": "Combat Trick",
"body": "You gain a bonus combat feat. You must meet all of that feat’s prerequisites.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Field Treatment",
"body": "You can take 1 minute to tend your wounds and spend 1 Resolve Point to recover a number of Hit Points equal to three times your operative level.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Holographic Clone",
"body": "You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Inoculation",
"body": "You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Jack of All Trades",
"body": "You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Nightvision",
"body": "You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Quick Disguise",
"body": "Once per day as a standard action, you can quickly change your appearance. This functions as disguise self and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Uncanny Mobility",
"body": "When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Uncanny Pilot",
"body": "When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions.",
"prerequisites": "",
"level_requirement": 2
},
{
"title": "Bleeding Shot",
"body": "For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level.",
"prerequisites": "",
"level_requirement": 6
},
{
"title": "Certainty",
"body": "You can spend 1 _Resolve Point_ as a reaction to reroll one of your specialization’s associated skill checks (see page 243).",
"prerequisites": null,
"level_requirement": 6
},
{
"title": "Debilitating Sniper",
"body": "You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flat- footed, and you can use debilitating tricks.",
"prerequisites": "",
"level_requirement": 6
},
{
"title": "Enhanced Senses",
"body": "You can sense your surroundings without needing to see them. You gain _blindsense_ with a range of 60 feet. You must have _darkvision_ and _low-light vision_, or the _nightvision_ exploit, to learn this exploit.",
"prerequisites": null,
"level_requirement": 6
},
{
"title": "Hampering Shot",
"body": "For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn.",
"prerequisites": "",
"level_requirement": 6
},
{
"title": "Improved Quick Movement",
"body": "You can move even faster than other operatives. You gain double the benefits of your quick movement ability, up to a maximum additional increase of +20 feet. You must have quick movement to learn this exploit.",
"prerequisites": "",
"level_requirement": 6
},
{
"title": "Interfering Shot",
"body": "For your debilitating trick, you can prevent your target from using reactions (see page 244) until the end of your next turn.",
"prerequisites": "",
"level_requirement": 6
}
]
}