Found 4403 matches

Flash Grenade, Mk 1
Level: 2 Price: 275 Bulk: L Damage:Critical:

Range: 20 ft. Capacity: Drawn Usage: None Special:

Explode (blinded 1d4 rounds, 5 ft.)

Flash Grenade, Mk 2
Level: 6 Price: 1,350 Bulk: L Damage:Critical:

Range: 20 ft. Capacity: Drawn Usage: None Special:

Explode (blinded 1d4 rounds, 10 ft.)

Flash Grenade, Mk 3
Level: 12 Price: 10,400 Bulk: L Damage:Critical:

Range: 20 ft. Capacity: Drawn Usage: None Special:

Explode (blinded 1d6 rounds, 15 ft.)

Flash Grenade, Mk 4
Level: 16 Price: 53,000 Bulk: L Damage:Critical:

Range: 20 ft. Capacity: Drawn Usage: None Special:

Explode (blinded 1d8 rounds, 20 ft.)

Flash Shield Generator
Level: 12 Price: 32,000 Bulk: 1
Flash Teleport
[Level: 8]

As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.

Flashfire CR: 12 XP: 19,200 CE Medium outsider (chaotic, demon, evil, extraplanar) Init.: +3 Senses: blindsense (life) 60 ft., darkvision 60 ft. Perception: +22 HP: 170 EAC: 25 KAC: 26 Fort: +13 Ref: +11 Will: +15 Speed: 30 ft., fly 30 ft. (Su, perfect) Melee: claw +22 (2d12+15 F & S; critical burn 3d4) Ranged: None Offensive Abilities: sabotaging compulsion (DC 21) Str: +3 Dex: +3 Con: +4 Wis: +4 Int: +5 Cha: +8 Skills: Computers +27, Engineering +27, Stealth +22 Languages: Abyssal, Celestial, Common; telepathy 100 ft.
Flashing Strikes
[Level: 7]

Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

Flat Affect

Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.

Flayer Leech CR: 4 XP: 1,200 N Tiny vermin Init.: +4 Senses: darkvision 60 ft. Perception: +10 HP: 50 EAC: 16 KAC: 18 Fort: +8 Ref: +6 Will: +3 Speed: 30 ft., burrow 20 ft. Melee: attach +12 or bite +12 (1d6+7 P plus drink marrow; critical bleed 1d4) Ranged: None Offensive Abilities: mandible dance, mindless Str: +3 Dex: +5 Con: +2 Wis: +0 Int:Cha: +0 Skills: Athletics +10, Stealth +15