Found 4403 matches

Anassanoi CR: 5 XP: 1,600 — — — Init.: +6 Senses: blindsense (thought) 30 ft. Perception: +12 HP: 65 RP: 4 EAC: 17 KAC: 18 Fort: +4 Ref: +8 Will: +7 Speed: 40 ft. Melee: survival knife +12 (1d4+5 S) Ranged: static arc pistol +12 (1d6+4 E; critical arc 2) Offensive Abilities: debilitating trick, trick attack +3d8 Str: +0 Dex: +5 Con: +0 Wis: +2 Int: +1 Cha: +3 Skills: Culture +17, Diplomacy +12, Medicine +12, Sense Motive +17 (+21 to trick attack), Stealth +17 Languages: Anassan; telepathy 30 ft. Gear: business stationwear, static arc pistol with 2 batteries (20 charges each), survival knife
Anchor Pistol, Emergent
Level: 9 Price: 13,200 Bulk: L Damage: 2d6 E Critical:

Bind

Range: 40 ft. Capacity: 40 charges Usage: 4 Special:

Nonlethal

Anchor Pistol, Flux
Level: 20 Price: 814,000 Bulk: L Damage: 8d6 E Critical:

Bind

Range: 60 ft. Capacity: 80 charges Usage: 5 Special:

Nonlethal

Anchor Pistol, Inductive
Level: 15 Price: 108,000 Bulk: L Damage: 4d6 E Critical:

Bind

Range: 40 ft. Capacity: 80 charges Usage: 4 Special:

Nonlethal

Anchor Pistol, Voltaic
Level: 4 Price: 2,100 Bulk: L Damage: 1d6 E Critical:

Bind

Range: 40 ft. Capacity: 40 charges Usage: 2 Special:

Nonlethal

Anchoring
[Level: 1]

A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally.

Anchoring Arcana
[Level: 7]

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.

Anchorite CR: 4 XP: 1200 LE Medium outsider (evil) Init.: +5 Senses: darkvision 60 ft., low-light vision Perception: +10 HP: 50 EAC: 16 KAC: 18 Fort: +6 Ref: +8 Will: +3 Speed: 30 ft. Melee: ascetic velstrac flenser +10 (1d4+5 S & So; critical bleed 1d4) Ranged: tactical acid dart rifle +13 (1d8+4 A & P; critical corrode 1d4) or frag grenade II +13 (explode [15 ft., 2d6 P, DC 13]) Offensive Abilities: unnerving gaze (30 ft., DC 13) Str: +1 Dex: +5 Con: +3 Wis: +1 Int: +0 Cha: +1 Skills: Acrobatics +15, Athletics +10, Intimidate +10, Sense Motive +10 Languages: Common, Infernal; telepathy 30 ft. Gear: velstrac harness (functions as defrex hide), tactical acid dart rifle with 20 darts, ascetic velstrac flenser (see page 129) with 1 battery (20 charges), frag grenades II (2)
Ancient CR: 5 XP: 1,600 N Large plant Init.: +5 Senses: low-light vision Perception: +11 HP: 70 EAC: 17 KAC: 19 Fort: +9 Ref: +7 Will: +4 Speed: 10 ft., climb 10 ft. Melee: None Ranged: laser spines +14 (1d4+5 F; critical burn 1d4 F) Offensive Abilities: None Str: +2 Dex: +5 Con: +3 Wis: +2 Int: -4 Cha: +0 Skills: Acrobatics +11, Athletics +11 (+19 to climb), Survival +16