Found 4403 matches

Astriapi Warden CR: 6 XP: 2,400 — — — Init.: +2 Senses: blindsense (scent) 30 ft., darkvision 60 ft. Perception: +13 HP: 75 RP: 4 EAC: 17 KAC: 18 Fort: +5 Ref: +5 Will: +9 Speed: 30 ft., fly 30 ft. (Ex, average) Melee: basic spined blade +10 (1d6+6 P; critical injection DC +2) or bite +10 (1d6+6 P) Ranged: corona laser pistol +12 (2d4+6 F; critical burn 1d4) Offensive Abilities: grasping vines (DC 16) Str: +0 Dex: +2 Con: +3 Wis: +5 Int: +0 Cha: +2 Skills: Acrobatics +13, Diplomacy +18, Life Science +13, Mysticism +18, Survival +13 Languages: Astriapi. Common; speak with animals Gear: elite stationwear, basic spined blade, corona laser pistol with 1 battery (20 charges)
Astrologic Sense
[Level: 6]

You can sense the movement of all objects influencing you to gain insight into upcoming events. Once per day as a full action, you can try to determine whether a particular action of yours will bring good or bad results for you in the immediate future. This functions as augury (see page 340) with your effective caster level equal to your solarian level. You can spend 1 Resolve Point to use this revelation again on the same day, but you still can’t use it more than once per hour.

When you are attuned or fully attuned, you can see 1 hour into the future (instead of half an hour as is normal for augury) when you use this revelation.

Atech Immortal

Severe and pugnacious, the Immortal is the workhorse capital ship of military fleets like those of the Stewards and the Knights of Golarion. Thickly armored and loaded with weapons, this cruiser rarely needs to fire a shot in most conflicts, as its mere appearance in-system can stop a conflict cold and send all but the most militant threats running for the safety of the Drift.

huge None

Speed: 8

Maneuverability: average

Drift: 1

AC: 22

TL: 22

HP: 230

DT: 5

CT: 46

Shields: medium 200 (forward 50, port 50, starboard 50, aft 50) Attacks

  • Forward: particle beam cannon (3d4×10)
  • Port: light plasma cannon (2d12)
  • Starboard: light plasma cannon (2d12)
  • Turret: heavy plasma torpedo launcher (5d10)

Power Core: Nova Ultra (300 PCU)

Drift Engine: Signal Basic

Systems: basic long-range sensors, crew quarters (good), mk 4 armor, mk 4 defenses, mk 3 duonode computer

Expansion Bays: cargo holds (3), life boats, medical bay, shuttle bay

Modifiers: 3 any two checks per round, +2 Computers

Complement: 60

Crew

  • Captain: Bluff +19 (10 ranks), Computers +21 (10 ranks), Diplomacy +19 (10 ranks), Engineering +19 (10 ranks), gunnery +19, Intimidate +19 (10 ranks)
  • Engineer (1 officer, 20 crew): Engineering +19 (10 ranks) Gunners (3 officers, 10 crew each) gunnery +24
  • Pilot (1 officer, 3 crew): Piloting +19 (10 ranks)
  • Science Officer: Computers +21 (10 ranks)

Atlapak CR: 9 XP: 6,400 N Large vermin (aquatic) Init.: +4 Senses: darkvision 180 ft., sense through (vision [fog only]) 90 ft. Perception: +17 HP: 145 EAC: 22 KAC: 24 Fort: +13 Ref: +11 Will: +8 Speed: 20 ft., fly 30 ft. (Ex, clumsy or average), swim 30 ft. Melee: claw +18 (2d10+12 B) Ranged: sonic snap +21 (3d6+9 So; critical stunned [DC 16]) Offensive Abilities: atmospheric enhancement, sonic snap Str: +3 Dex: +4 Con: +6 Wis: +0 Int:Cha: +0 Skills: Acrobatics +22 (+14 to fly in normal atmosphere), Athletics +17 (+25 to swim)
Atrocite CR: 10 XP: 9600 CE Medium outsider (chaotic) Init.: +2 Senses: blindsense (life) 30 ft., darkvision 60 ft. Perception: +19 HP: 147 EAC: 23 KAC: 22 Fort: +9 Ref: +9 Will: +15 Speed: 40 ft., fly 40 ft. (Su, average) Melee: slam +17 (2d8+15 B) Ranged: void bolt +19 (3d4+10 force; critical severe wound [DC 19]) Offensive Abilities: words of destruction Str: +5 Dex: +2 Con: +2 Wis: +3 Int: +0 Cha: +8 Skills: Intimidate +24, Mysticism +24, Sense Motive +19 Languages: Abyssal, Common; telepathy (100 ft.)
Atrocite Sphere
Level: 20 Price: None Bulk: L
Attablossom
Level: 1 Price: 150 Bulk: L
Audacious Gambit
Prerequisites: Piloting, 12 ranks

If you have at least 12 ranks in Piloting, you can spend 1 Resolve Point and attempt a Piloting check (DC = 20 + 1½ × your starship’s tier) to pull off complex maneuvers. You can move your starship up to its speed, treating its distance between turns as if it were 2 lower (minimum 0). You can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship’s movement, you can rotate your starship to face in any direction. If you fail the check, you instead move as if you had taken the fly action (but still lose the Resolve Point).

Augerwing CR: 5 XP: 1,600 N Medium animal Init.: +5 Senses: low-light vision Perception: +16 HP: 70 EAC: 17 KAC: 19 Fort: +7 Ref: +9 Will: +4 Speed: 20 ft., fly 50 ft. (Ex, perfect), swim 10 ft. Melee: beak +11 (1d6+8 P) or talon +9 (1d8+8 S; critical 1d4 bleed) Ranged: enzyme jet +14 (1d10+5 A plus embalming enzymes) Offensive Abilities: impale Str: +3 Dex: +5 Con: +2 Wis: +0 Int: -4 Cha: +0 Skills: Acrobatics +16 (+24 to fly), Athletics +11 (+19 to swim)