Found 4403 matches

Death Ward
Level:

Mystic 4

School: necromancy Casting Time: 1 standard action Range: touch Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
Death's Head Necroglider

Tiny fighters made to resemble bone sarcophagi, Necrogliders are each just large enough for one undead pilot. These notorious pilots jack their brains directly into their ships’ sensors and controls, allowing them to recline in eerie repose as they direct the ships by thought alone.

tiny None

Speed: 12

Maneuverability: perfect

AC: 16

TL: 16

HP: 13

DT:

CT: 6

Shields: basic 10 (forward 3, port 2, starboard 2, aft 3) Attacks

  • Forward: gyrolaser (1d8), light EMP cannon (special)

Power Core: Micron Heavy (70 PCU)

Drift Engine: None

Systems: basic computer, budget short-range sensors, mk 3 armor, mk 3 defenses

Expansion Bays: None

Modifiers: +1 Piloting

Complement: 1

Crew

  • Pilot: gunnery +5, Piloting +11 (1 rank)

Deathblade
Type: poison (injury) Save: Fortitude DC 20
Debilitating Attack
[Level: 9]

When you hit an enemy with a ranged attack or an attack with a weapon with the blast or explode special property, you can spend 1 Resolve Point to inflict a debilitating effect on that enemy for a number of rounds equal to your Strength bonus. You can choose to make the target deafened, flat- footed, or off-target (see pages 275–277), or to reduce its speeds by half (to a minimum of 10 feet). The target can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier).

Debilitating Sniper
[Level: 6]

You can use trick attack with sniper weapons. You do not add trick attack damage to your attack, but the target is still flat- footed, and you can use debilitating tricks.

Debilitating Trick
[Level: 4]

When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Debug Spell
[Level: 5]

Any piece of code has bugs, but you can turn the bugs in your spellcode into features. After rolling damage for an instantaneous spell that deals Hit Point damage, you can spend 1 Resolve Point to reroll one die with a result of 1 (see page 243). At 11th level, you can reroll up to two dice with a result of 1, and at 17th level, you can reroll up to three dice with a result of 1. For example, if you were 17th level and cast disintegrate, you could spend 1 Resolve Point to reroll up to three dice that rolled 1s, after rolling and seeing how many 1s you rolled.

Decoupler Grenade, I
Level: 2 Price: 200 Bulk: L Damage: — None Range: 20 ft. Capacity: drawn None Usage: None Special:

Explode (5 ft., nanite cloud 1 minute, corrode 1)

Decoupler Grenade, II
Level: 6 Price: 700 Bulk: L Damage: — None Range: 20 ft. Capacity: drawn None Usage: None Special:

Explode (10 ft., nanite cloud 1 minute, corrode 1d4)