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        {
            "title": "Crush",
            "body": "As a standard action, you can increase the effects of gravity on the internal organs or workings of a target within 30 feet, causing it to have difficulty maintaining its normal functionality. The target must succeed at a Fortitude save or become staggered for 1 round. This revelation also affects constructs. You can maintain this effect as a move action each round, but the target can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, you can’t target that creature with crush again for 24 hours.\r\n\r\nWhen you are attuned or fully attuned, you can spend 1 Resolve Point to also stun the target for 1 round. Maintaining crush on subsequent rounds extends the staggered effect, but not the stunned effect.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Defy Gravity",
            "body": "As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall.\r\n\r\nWhen you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Glow of Life",
            "body": "As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level. Once you use this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.\r\n\r\nWhen you are attuned or fully attuned, increase the amount you heal with this revelation to three times your solarian level.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Gravity Surge",
            "body": "As a full action, you can perform a disarm or trip combat maneuver against a target within 30 feet. Use your Charisma modifier on your attack roll instead of your Strength modifier, and you gain a +4 bonus to this attack roll that doesn’t stack with the bonus from the Improved Combat Maneuver feat.\r\n\r\nWhen you are attuned or fully attuned, if you disarm a target with gravity surge and have a hand free, the dropped item flies toward you and you can snatch it from the air. If you trip a target with gravity surge, you can pull the target up to 10 feet closer to you.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Hypnotic Glow",
            "body": "As a standard action, you can convince one living creature that you are to be trusted. This functions as charm person (see page 342), but with a duration of 1 round per solarian level you have. When the effect ends, if you are out of line of sight and the target is not engaged in an activity it wouldn’t have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someone else points it out. You can’t use this revelation again while you currently have a creature charmed via this ability, and once you’ve attempted to charm a creature, whether or not the attempt was successful, you can’t charm the same creature again for 24 hours. Your influence over the creature ends once the duration has expired, and at that time the target likely ceases doing anything you’ve requested of it. At 9th level, hypnotic glow functions as charm monster (see page 342).\r\n\r\nWhen you are attuned or fully attuned and you successfully charm a creature using this ability, you can also command it to approach, flee, or halt on its next turn, as per the command spell (no save; see page 343).",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Reflection",
            "body": "You can reflect ranged attacks back at your enemies. If you took the total defense action on your last turn, or if you were fighting defensively and spend 1 Resolve Point, as a reaction you can redirect a ranged attack that misses you. Select a new target within 30 feet and make a ranged attack roll with a –4 penalty. If your attack hits, the new target is damaged as if it had been the intended target of the original ranged attack.\r\n\r\nWhen you are attuned or fully attuned, you don't take a –4 penalty to your redirected attack roll.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Soul Furnace",
            "body": "You can stoke the internal energy of your entire physiology, allowing you to boost your life processes. As a move action, you can spend 1 Resolve Point. If you are suffering from an affliction (a curse, disease, drug or poison), you can immediately attempt an additional saving throw at the affliction’s normal save DC. If you succeed at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.\r\n\r\nWhen you are attuned or fully attuned, you can also use this revelation to end any one of the following conditions you have: bleeding, blinded, burning, cowering, dazzled, exhausted, fatigued, frightened, panicked, shaken, or sickened.",
            "prerequisites": "",
            "level_requirement": 10
        },
        {
            "title": "Stealth Warp",
            "body": "You can bend light, sound, and even vibrations around your body, making you harder to notice. As a move action, you can grant yourself a +4 bonus to Stealth checks. This lasts for 1 round or until you leave graviton mode.\r\n\r\nWhen you are attuned or fully attuned, you can use this revelation to reduce your sensory output so much that you can attempt a Stealth check even when you’re directly observed and lack cover or a distraction. You are not invisible, simply difficult to see clearly, and if a creature was observing you prior to your Stealth check, it remains aware of your location until you successfully reach cover or concealment. Your stealth warp ends if you make an attack or cause another creature to attempt a saving throw, or at the beginning of your next turn unless you immediately take another move action to use this revelation.",
            "prerequisites": "",
            "level_requirement": 10
        },
        {
            "title": "Gravity Shield",
            "body": "As a move action, you can create a minor shield of compressed gravity waves, granting you a +1 circumstance bonus to your AC. The shield lasts for 1 round or until you leave graviton mode.\r\nWhen you are attuned or fully attuned, as a move action, you can create a disk of massive gravitational energies that is capable of deflecting incoming attacks. Choose one edge of your space. The shield extends along three continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from its far side, but not against attacks originating from the side you’re on. If you move, you can reposition your shield as part of your move action, moving it to a different edge of your space. You must use one of your hands to direct and maintain an active gravity shield. You cannot use this version of the gravity shield at the same time you use this revelation to gain a circumstance bonus to your AC. This gravity shield also lasts 1 round or until you leave graviton mode.",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Sunbolt",
            "body": "As a standard action, you can fire a bolt of concentrated solar energy at one target within long range (400 feet + 40 feet per solarian level you have) as a ranged attack targeting the foe’s EAC. If you hit, you deal 9d6 fire damage. If you have a solarian crystal (see Solarian Weapon Crystals on page 170) that changes the type of damage dealt by a solar weapon, you can use it to change the type of damage you deal with your sunbolt. Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.\r\n\r\nWhen you are attuned or fully attuned, you gain a +2 bonus to your ranged attack roll to use this revelation.",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Ultimate Graviton",
            "body": "As your ability to manipulate powers of gravity expands, the range of any graviton revelation (but not zenith revelation) you have with a range doubles. Any graviton revelation (but not zenith revelation) you have that targets a single creature can now simultaneously target two creatures, who must be within 20 feet of each other. You also increase the power of any of the following gravity revelations you have.\r\n\r\n* **Defy Gravity:** Your fly speed increases by 20 feet.\r\n* **Gravity Anchor:** As a move action, you can gain both types of gravity anchor simultaneously.\r\n* **Gravity Boost:** Your bonus applies to all Acrobatics checks, and you take no damage from any fall.\r\n* **Reflection:** If you successfully redirect an attack as a reaction, you can continue to reflect additional attacks until the beginning of your next turn. You have a cumulative –2 penalty to your redirect attack roll on each reflection attempt after the first. If any reflected attack misses, you can’t make further redirect attempts until you use this revelation again.",
            "prerequisites": "",
            "level_requirement": 16
        },
        {
            "title": "Ultimate Photon",
            "body": "Your ability to manipulate powers of light and energy expand greatly. The radius of any photon revelation (but not zenith revelation) you have with a radius expands by 10 feet. Any photon revelation (but not zenith revelation) that lasts for 1 round or until you leave photon mode now lasts for 1d4 rounds if you are not in photon mode. You also increase the power of any of the following photon revelations you have.\r\n\r\n* **Astrologic Sense:** You can see twice as far into the future as normal.\r\n* **Glow of Life:** You can use this revelation as a swift action, rather than a move action.\r\n* **Hypnotic Glow:** The charm’s duration doubles.\r\n* **Stellar Rush:** You gain a +2 bonus to your EAC until the beginning of your next turn.",
            "prerequisites": "",
            "level_requirement": 16
        },
        {
            "title": "Primary Fighting Style",
            "body": "You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112–115.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Primary Style Technique",
            "body": "At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Combat Feat",
            "body": "At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.\r\nWhenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Gear Boost",
            "body": "At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "Brutal Blast",
            "body": "You gain a +2 insight bonus to damage rolls with weapons that have the blast special property (such as a scattergun). This extra damage applies only to creatures within 10 feet of you; creatures farther away take the normal amount of damage. This bonus increases by 1 for every 4 soldier levels you have.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Bullet Barrage",
            "body": "You gain a +1 insight bonus to damage rolls for weapons in the projectile category. This bonus increases by 1 for every 4 soldier levels you have.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Flash Freeze",
            "body": "When you hit a creature with a weapon in the cryo category, that creature’s speeds are reduced by 10 feet for 1 round, to a minimum of 10 feet.",
            "prerequisites": "",
            "level_requirement": 7
        },
        {
            "title": "Heavy Onslaught",
            "body": "Your attacks with heavy weapons bypass part of the target’s damage reduction. If your heavy weapon does not already overcome the target’s damage reduction, treat the target’s damage reduction as though it were 5 lower. At 15th level, treat the target’s damage reduction as 10 lower.",
            "prerequisites": "",
            "level_requirement": 11
        },
        {
            "title": "Laser Accuracy",
            "body": "You gain a +1 insight bonus to attack rolls with weapons in the laser category.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Melee Striker",
            "body": "Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Powerful Explosive",
            "body": "When you attack with a weapon with the explode special property and a radius of 10 feet or greater, you can increase the radius of the explosion by 5 feet.",
            "prerequisites": "",
            "level_requirement": 7
        },
        {
            "title": "Sonic Resonance",
            "body": "When you hit a creature within 30 feet of you using a weapon in the sonic category, the sonic energy continues to resonate within that creature, giving it the flat-footed condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or to the center of the explosion (your choice if multiple creatures are equidistant) is affected.",
            "prerequisites": "",
            "level_requirement": 7
        },
        {
            "title": "Armored Advantage",
            "body": "When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Anchoring Arcana",
            "body": "As a full action, you can make a single attack with a magic weapon against a single foe. If the attack is a ranged attack, the target must be within the first range increment. Even if the attack normally affects an area or multiple targets, it affects only your selected target. If your attack hits, you can spend 1 Resolve Point to force the target to attempt a Will saving throw (DC = 10 + half your soldier level + your key ability score modifier). If the target fails its save, it can’t voluntarily move from its current space for 1d4 rounds. This has no effect on involuntary movement, but it does prevent the creature from teleporting or moving to another plane. Once you’ve struck a foe with this attack, whether it succeeds at or fails its saving throw, it is immune to this ability for 24 hours.",
            "prerequisites": "",
            "level_requirement": 7
        },
        {
            "title": "Electric Arc",
            "body": "When you hit a target with a weapon in the shock category, electricity arcs out from your original target to deal electricity damage to a secondary subject within 10 feet of the original target. This damage is equal to the weapon’s level. The secondary subject must be the creature nearest to the original target (your choice if multiple creatures are equidistant).\r\n\r\nThis gear boost does not function for weapons that have the explode or blast special property. If you use this gear boost with a weapon with the arc critical hit effect (see page 182), your secondary subject for electric arc must be the same as your secondary subject for the arc critical effect.",
            "prerequisites": "",
            "level_requirement": 7
        },
        {
            "title": "Plasma Immolation",
            "body": "You are expert at setting things on fire with plasma. If your attack roll with a weapon in the plasma category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condition. The condition deals 1d4 fire damage if the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15th or higher.",
            "prerequisites": "",
            "level_requirement": 7
        },
        {
            "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": "Secondary Fighting Style",
            "body": "You choose another fighting style. Once you choose this second style, it cannot be changed.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Secondary Style Technique",
            "body": "At 9th level and every 4 levels thereafter, you gain a style technique unique to your secondary fighting style. For the purposes of these style techniques, treat your soldier level as equal to your soldier level – 8.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Soldier's Onslaught",
            "body": "When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.",
            "prerequisites": null,
            "level_requirement": 11
        },
        {
            "title": "Kill Shot",
            "body": "As a standard action, you can make a single attack against an enemy. If the attack hits and does not kill your enemy, you can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once you’ve used this ability on a creature (regardless of whether or not you forced it to attempt a Fortitude save), that creature is immune to your kill shot for 24 hours.",
            "prerequisites": "",
            "level_requirement": 20
        },
        {
            "title": "Rune of the Eldritch Knight",
            "body": "You can imbue a weapon with a magic sigil, the rune of the eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing DR and affecting incorporeal creatures. This takes 10 minutes, and you can imbue only a single weapon at a time. If you imbue a new weapon with the rune of the eldritch knight, any previously imbued weapon loses this benefit. When calculating the Hit Points and hardness of a weapon imbued with the rune of the eldritch knight, treat its item level as 5 higher.",
            "prerequisites": null,
            "level_requirement": 1
        },
        {
            "title": "Secret of the Magi",
            "body": "When you imbue a weapon with the rune of the eldritch knight, in addition to its normal benefits, the rune grants the weapon one of the following weapon fusions of your choice: ethereal, flaming, frost, merciful, or shock. The weapon can’t gain a fusion it already has, and this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once. The bonus fusion ends when the weapon ceases to be imbued with the rune of the eldritch knight. For more information on fusions, see page 191.",
            "prerequisites": "",
            "level_requirement": 5
        },
        {
            "title": "Power of Legend",
            "body": "You can call on the link between you and the legendary heroes who wielded powerful magic weapons eons ago to overcome adversity. As a move action when wielding a magic weapon or a weapon imbued with the rune of the eldritch knight, you can spend 1 Resolve Point to end one of the following conditions affecting you: bleeding, burning, confused, exhausted, fatigued, flat-footed, off-target, shaken, or sickened. Alternatively, you can spend 1 Resolve Point to change the cowering condition to the frightened condition or change the frightened condition to the shaken condition. In this case, the new condition lasts for the same duration the original condition would have and can’t be further affected by this ability.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Secret of the Archmagi",
            "body": "You can imbue two weapons with the rune of the eldritch knight. If you attempt to imbue a third weapon, the weapon infused first loses its rune and all benefits. In addition to the normal benefits, the runes grant the weapons one or more of the following weapon fusions (see page 191) of your choice: bane, corrosive, ethereal, flaming, frost, holy, merciful, shock, thundering, or unholy. You can grant no more than 10 total levels’ worth of fusions between the two weapons, and the bane fusion counts as a 10th-level fusion for this purpose.",
            "prerequisites": "",
            "level_requirement": 13
        },
        {
            "title": "Arcane Attack",
            "body": "As a standard action, you can spend 1 Resolve Point to use a weapon imbued with the rune of the eldritch knight to make an attack that strikes true. This attack ignores all cover and concealment, including total concealment (though you must at least be aware of a creature’s presence to target it with this attack). If the attack is a ranged attack, the target must be within the first range increment. The attack only affects your selected target, even if it normally affects an area or multiple targets. You still must make a normal attack roll, and if your attack misses, it has no effect.",
            "prerequisites": "",
            "level_requirement": 17
        },
        {
            "title": "Hammer Fist",
            "body": "You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Enhanced Tank",
            "body": "You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities, having earned the trust of contacts that can get you experimental equipment, or a powerful patron giving you gear not available to the general public to help you achieve mutual goals. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount.",
            "prerequisites": "",
            "level_requirement": 5
        },
        {
            "title": "Smash Through",
            "body": "While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a bull rush combat maneuver (see page 246). If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed attack (and can use your hammer fist ability when doing so).",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Mobile Army",
            "body": "You become a master of all weapons associated with your armor. You deal 1d6 additional damage with any attack from a weapon that is part of your armor, including unarmed attacks using the hammer fist ability and weapons that have been attached to your armor as an armor upgrade. The additional damage is of the same type as the weapon’s normal type. Also, while wearing heavy or powered armor, you gain a +2 bonus to your KAC against combat maneuvers.",
            "prerequisites": "",
            "level_requirement": 13
        },
        {
            "title": "On the Bounce",
            "body": "You learn to control your armor with such ease, you are actually more maneuverable in it than out of it. While wearing heavy armor or powered armor, you can move up to your speed when you make a full attack. You can move before or after all your attacks, but not both. If you have the Shot on the Run feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are ranged attacks. If you have the Spring Attack feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are melee attacks. If you have both feats, your attacks can be any combination of melee and ranged attacks.",
            "prerequisites": "",
            "level_requirement": 17
        },
        {
            "title": "Charge Attack",
            "body": "As a standard action, you can make a charge without the charge penalties (see page 248), and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a –4 penalty.",
            "prerequisites": "",
            "level_requirement": 5
        },
        {
            "title": "Keep Fighting",
            "body": "As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can’t use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level, and 20th level.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Perfect Opportunity",
            "body": "When you hit a creature with an attack of opportunity, that creature can’t move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step (see page 247) out of a square you threaten, you can make an attack of opportunity against it with a –2 penalty to the attack roll. If the target provoked an attack of opportunity by moving, hitting with your attack of opportunity ends the target’s movement immediately, preventing it from carrying out the rest of its movement.",
            "prerequisites": "",
            "level_requirement": 13
        },
        {
            "title": "Against the Odds",
            "body": "You gain a bonus to melee damage rolls equal to double the number of enemies within 10 feet of you. Enemies who don’t constitute a significant threat (those with a CR equal to your level – 4 or less, or as determined by the GM) don’t count when calculating this bonus.",
            "prerequisites": "",
            "level_requirement": 17
        },
        {
            "title": "Rapid Response",
            "body": "You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Heavy Fire",
            "body": "You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property (see pages 180–182).",
            "prerequisites": "",
            "level_requirement": 5
        },
        {
            "title": "Explosives Acumen",
            "body": "You increase the DC to avoid attacks you make using weapons with the explode special property by 1. You reduce the amount of any damage you take from any weapon with the explode special property by an amount equal to your Strength bonus.",
            "prerequisites": "",
            "level_requirement": 13
        }
    ]
}
The page title as you'd like it to be seen by the public