You can identify biotic powers and understand how they work. This skill is also vital to all biotic users as it determines their power capabilities.
Biotic users also need a certain number of ranks in this skill to be able to access biotic powers.
Check: Use this skill to determine the effects of an incoming biotic power or of one already in use. The typical DC for this check is 16 + number of specialization of the power. It requires no more than a free action to identify the power and you can even use this check during the round of an opponent, to identify any power he might be using.
Note that non common powers only give vague details, but you can use Biotic knowledge action to learn more details.
This is the skill to know details about biotics, this is mostly useful for identifying unknown powers. Such action is normally a standard action.
By spending a full round action, the biotic can recover Biotic points. See She recovers one point for each full 5 points she makes the biotics skill roll by. She can do this any number of times per encounter. Doing so provokes attacks of opportunity.
If any damage is dealt to her Shields, Plating or her Hit Points, the entire effort is expended without effect.
Recovery table
| result | Recovered points |
| 4 or less | none |
| 5-9 | 1 |
| 10-14 | 2 |
| 15-19 | 3 |
| and so on | |
This can be used for tricks with biotic powers. This includes things like making holes in area attack to not harm a friend, molding the shape of a biotic field or such.
The base DC for a single geometric change is 20+2*rank of the biotic specialization being used. Each additional such in the same use increases by +5.
Normally this takes no time, but you can get +5 by taking a full round action to prepare.
This produces a much lesser manifestation of the power. You must have the biotic power to use it's minor manifestations.
DC is equal to 12+biotic rank requirement of the power+5 for each additional minor manifestation you have on+10 for each biotic power you have on+the accrue penalty from below.
They do not require any Biotic points to activate. One activation is in effect minutes equal to the success for powers with duration and does not cause cooldowns, but do get harder over time. The minor manifestation is canceled if you activate the same power for real.
When you use a minor manifestation it accrues a minor manifestation duration, if you use multiple at the same time they each do that. Each minute of use for continuous powers accrues one point, each single use for non continuous powers accrues one point. Each minute when you do not use any minor or real powers removes one point. Each point you have in effect causes +1DC to activating minor manifestations.
balance
| power | Effect | DC |
|---|---|---|
| Aegis Shield | Creates a barrier that keeps out rain and reduces felt wind flow by 10m/s and similar effects | 14 |
| Annihilation Field | Heats nearby people, they feel like it was 10 degrees C warmer. Cast again to start a fire | 17 |
| Barrier | Creates a barrier that keeps out rain and reduces felt wind flow by 10m/s and similar effects | 12 |
| Biotic Charge | Increase your running speed. When you take a run action increase the move in the second move action by 2 squares | 14 |
| Biotic Enhancement | Can have one of the tier one effects on without cost for minor effect duration | 12 |
| Biotic Kinesis | Use biotics to move objects around, maximally small objects/1kg at range of 2 squares and can only move them at maximum of 20cm/round. Rotations and such are slow too | 16 |
| Biotic Nova | Release a blast of biotic energy to push nearby things and beings affecting them all with throw minor manifestation | 15 |
| Biotic Shield Dome | As barrier minor manifestation, but 2 square radius | 17 |
| Biotic Strike | Use biotics to improve attacks againts inanimate things, causing +1 damage to such when hacking through them for the duration | 12 |
| Flare | Release a minor explosion of biotic energy in an 1 square radius up to 3 squares away. Does not do any damage, but pushes everything. Creatures must make a DC 12 reflex save to keep standing. Lose objects are moved 1m/weight in kg. Fastened objects cause that power effect on their fastenings | 18 |
| Lash | Use biotics to lash and object and pull it nearby fast. Up to 3 squares away, up to 5kg lose object is pulled to you in a round | 16 |
| Levitate | Use biotics to gain the ability to lighten body weight slightly, giving +5 to ignore falling damage and jump rolls for the duration of effect | 18 |
| Pull | Raise target into the air and slowly pull him nearby, maximal weight affected 10kg at range of maximum 3 squares | ![]() |
| Reave | Pinch a target up to 3 squares away, does no actual damage but target must succeed in a will DC 15 save or be distracted | ![]() |
| Shockwave | Use biotics to push an object and push it fast. Up to 2 squares away, up to 5kg lose object is pushes it up to 3 squares away from you in a round | ![]() |
| Singularity | creatures in a singularity, preventing them from moving, must make a reflex 12 save to move out | ![]() |
| Slam | Lift target in the air, then send him straight into the ground, maximum of 1 kg object. Deals 1d6 damage to object. | ![]() |
| Stasis | Use biotics to lock the target in space, preventing him from acting but protecting him from damage | ![]() |
| Throw | A blast of biotic energy sends the target flying | ![]() |
| Warp | A blast of biotic energy damages the target | ![]() |