Found 4403 matches

Daze
Level:

Technomancer 0

,

Mystic 0

School: enchantment Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: 1 round Saving Throw: Will negates Spell Resistance: yes
Daze Monster
Level:

Technomancer 2

,

Mystic 2

School: enchantment Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 round Saving Throw: Will negates Spell Resistance: yes
Dazzler, Flash
Level: 3 Price: 1,420 Bulk: 2 Damage: 1d10 F Critical:

Blind

Range: 120 ft. Capacity: 20 charges Usage: 2 Special:

Nonlethal

Dazzler, Strobe
Level: 8 Price: 9,420 Bulk: 2 Damage: 2d12 F Critical:

Blind

Range: 150 ft. Capacity: 20 charges Usage: 2 Special:

Nonlethal

Dazzler, Sunspot
Level: 14 Price: 71,500 Bulk: 2 Damage: 4d12 F Critical:

Blind

Range: 150 ft. Capacity: 20 charges Usage: 2 Special:

Nonlethal

Deactivating Shot
[Level: 10]

For your debilitating trick, you can attempt to temporarily suppress one magic item or deactivate one weapon, piece of equipment, or armor upgrade worn or carried by the target. Roll 1d20 + your operative level; the DC is equal to 10 + the item level. If you succeed, you deactivate the device (or suppress the item’s magical properties) until the beginning of your next turn. The device’s owner can spend a move action and attempt an Engineering check (for technological devices) or a Mysticism check (for magic items) against your operative exploit DC to try to reactivate the device.

You can instead use this debilitating trick to temporarily deactivate a construct that has either the magical subtype (such as a golem) or the technological subtype (such as a robot). You don’t need to attempt a check, but the creature can attempt a Fortitude save to negate the debilitating effect. If it fails, it’s stunned until the beginning of your next turn. Once you’ve used this ability to attempt to deactivate a construct, that creature is immune to your deactivating shot for 24 hours.

Deadfall Stalker CR: 12 XP: 19,200 CN Large magical beast Init.: +5 Senses: blindsight (vibration) 60 ft., sense through (blindsight [vibration]) 60 ft., sightless Perception: +27 HP: 185 EAC: 26 KAC: 28 Fort: +16 Ref: +16 Will: +11 Speed: 30 ft., burrow 15 ft., climb 30 ft. Melee: bite +22 (3d8+20 B plus swallow whole) or claw +26 (3d6+20 S plus grab) Ranged: None Offensive Abilities: singular attraction, swallow whole (3d8+20 B, EAC 26, KAC 24, 46 HP) Spell-Like Abilities (CL 12th) 1/day—cosmic eddy (DC 19), greater invisibility (self only), passwall Str: +8 Dex: +5 Con: +4 Wis: +1 Int: -3 Cha: -2 Skills: Athletics +27, Stealth +22
Deadly Aim

Your can strike your enemies’ weak points and deal more damage. D Prerequisites: Base attack bonus +1.

Deafening
[Level: 3]

With the deafening fusion, a weapon releases a blast of low- frequency sonic energy on impact. The weapon gains the deafen critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the deafen effect. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a deafening fusion.

Death Cruiser CR: 14 XP: 38,400 NE Huge undead (incorporeal) Init.: +8 Senses: blindsense (life), darkvision 60 ft. Perception: +24 HP: 250 RP: 5 EAC: 28 KAC: 30 Fort: +16 Ref: +16 Will: +12 Speed: 40 ft., fly 40 ft. (Su, average) Melee: incorporeal slam +27 (8d6+14 B plus collect soul [DC 20]) Ranged: None Offensive Abilities: None Str: +0 Dex: +8 Con:Wis: +4 Int: +0 Cha: +6 Skills: Intimidate +25, Pilot +30, Survival +25 Languages: Abyssal, Common, Infernal (can’t speak any language)