Found 4403 matches

Dross Gun, Flux
Level: 10 Price: 19,200 Bulk: 1 Damage: 2d12 A Critical:

Severe Wound

Range: 20 ft. Capacity: 20 charges Usage: 4 Special:

Penetrating

Dross Gun, Scoring
Level: 5 Price: 3,300 Bulk: 1 Damage: 1d8 A Critical:

Wound

Range: 20 ft. Capacity: 20 charges Usage: 2 Special:

Penetrating

Dross Gun, Scrapper
Level: 2 Price: 720 Bulk: 1 Damage: 1d6 A Critical:

Range: 15 ft. Capacity: 20 charges Usage: 1 Special:

Penetrating

Drow Enforcer CR: 1 XP: 400 CE Medium humanoid (elf) Init.: +4 Senses: darkvision 60 ft. Perception: +10 HP: 20 EAC: 16 KAC: 18 Fort: +3 Ref: +1 Will: +3, +2 vs. enchantment Speed: 25 ft. Melee: standard taclash +5 (1d4+2 S) Ranged: azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or shock grenade I +8 (explode [15 ft., 1d8 E, DC 10]) Offensive Abilities: create darkness, fighting styles (arcane assailant), rune of the eldritch knight Str: +1 Dex: +4 Con: +1 Wis: +0 Int: -1 Cha: +1 Skills: Acrobatics +10, Intimidate +5, Stealth +5 Languages: Common, Drow Gear: lashunta ringwear I, azimuth laser rifle with 4 batteries (20 charges each), shock grenades I (2), standard taclash
Drow Noble Arms Dealer CR: 11 XP: 12800 CE Medium humanoid (elf) Init.: +3 Senses: darkvision 60 ft. Perception: +26 HP: 170 RP: 6 EAC: 26 KAC: 28 Fort: +10 Ref: +12 Will: +14, +2 vs. enchantments Speed: 30 ft. Melee: ultrathin longsword +19 (4d8+12 S) Ranged: LFD sonic pistol +21 (2d8+11 So; critical defense [DC 20]) Offensive Abilities: create darkness, limning light Str: +1 Dex: +3 Con: +1 Wis: +2 Int: +5 Cha: +8 Skills: Bluff +21, Diplomacy +26, Intimidate +26, Sense Motive +26, Stealth +21 Languages: Abyssal, Aklo, Common, Drow, Eoxian Gear: kasatha microcord IV (electrostatic field mk 2, white force field [15 HP]), LFD sonic pistol with 2 super-capacity batteries (80 charges each), ultrathin longsword
Duck and Weave
[Level: 9]

When you move or make a ranged attack, you can spend 1 Resolve Point to avoid provoking attacks of opportunity from that movement or ranged attack.

Duck Under
[Level: 4]

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.

Dueling Sword (Corpse Fleet), Admiral
Level: 17 Price: 255,150 Bulk: L Damage: 8d6 S Critical:

Special:

analog

Dueling Sword (Corpse Fleet), Converted
Level: 4 Price: 2,100 Bulk: L Damage: 1d8 S Critical:

Special:

analog

Dueling Sword (Corpse Fleet), Officer
Level: 10 Price: 18,795 Bulk: L Damage: 3d4 S Critical:

Special:

analog