Found 4403 matches

Habitat Box
Level: 1 Price: 375 Bulk: 4
Hack Directory
[Level: 2]

Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.

Hacker (Lislaroth) CR: 10 XP: 9,600 LE Medium outsider (devil, evil, extraplanar, lawful) Init.: +1 Senses: darkvision 60 ft., see in darkness Perception: +19 HP: 140 EAC: 22 KAC: 23 Fort: +11 Ref: +9 Will: +13 Speed: 30 ft., fly 60 ft. (Su, perfect) Melee: claw +19 (2d8+11 S) Ranged: electrical discharge +19 (3d4+10 E) Offensive Abilities: overload (DC 19), override (DC 19) Str: +1 Dex: +1 Con: +3 Wis: +2 Int: +8 Cha: +5 Skills: Bluff +19, Computers +24, Sense Motive +19 Languages: Celestial, Draconic, Infernal; telepathy 100 ft.
Hacker's Curse Trap

CR: 7

XP: 3200

Trap Type: hybrid

Perception DC: 30

Creature Type:

Disable: Computers DC 25 (rewrite virus code) or Mysticism DC 25 (dispel curse)

Trigger: touch

Init:

Duration:

Reset: 1 minute

Bypass:

Effect: curse (technological items become cursehacked; this is a curse effect); Will DC 17 negates (items of 8th level or above only; lower-level items receive no save); multiple targets (tech items carried by all creatures within 60 ft. of console)

Description

When an unauthorized user attempts to hack the trapped computer console, a magical curse script downloads into nearby technological items, which become cursehacked. A creature using a cursehacked item takes a –4 penalty to attack rolls (if it’s a weapon), AC (if it’s a suit of armor), skill checks (if it’s involved in attempting the skill check), and so on. The virus replicates in other technological items if they touch either a cursehacked item or a creature carrying or wearing one. This curse remains until removed by remove affliction or similar magic or by a successful Computers DC 35 check that takes 10 minutes for a single item.

Haeshi-Shaa (Haeshi Form) CR: 12 XP: 19200 CE Large aberration Init.: +5 Senses: blindsight (life) 60 ft., darkvision 60 ft. Perception: +22 Aura: stench (10 ft., DC 19) HP: 200 EAC: 26 KAC: 28 Fort: +14 Ref: +11 Will: +16 Speed: fly 60 ft. (Su, perfect) Melee: slam +25 (6d4+20 B plus viral vapor) Ranged: sonic bolt +22 (6d4+12 So) Offensive Abilities: None Str: +8 Dex: +5 Con: +4 Wis: +4 Int: +2 Cha: +2 Skills: Acrobatics +22 (+30 to fly), Life Science +22, Mysticism +27, Physical Science +22 Languages: Abyssal, Aklo, Common; telepathy 100 ft.
Haeshi-Shaa (Shaa Form) CR: 16 XP: 76800 NE Large aberration Init.: +10 Senses: blindsight (life) 60 ft., darkvision 60 ft. Perception: +28 Aura: stench (10 ft., DC 22) HP: 300 EAC: 29 KAC: 30 Fort: +14 Ref: +14 Will: +20 Speed: fly 60 ft. (Su, perfect) Melee: touch +25 (viral vapor) Ranged: sonic bolt +27 (6d4+16 So) Offensive Abilities: expand, thicken Str: +2 Dex: +10 Con: +7 Wis: +5 Int: +3 Cha: +5 Skills: Acrobatics +28 (+36 to fly), Life Science +28, Mysticism +33, Physical Science +28 Languages: Abyssal, Aklo, Common; telepathy 100 ft.
Haeshi-Shaa Serum
Level: 14 Price: 10,500 Bulk: L
Hail Pistol, Absolute-Zero
Level: 17 Price: 218,000 Bulk: L Damage: 5d8 C & P Critical:

Bleed

1d10 Range: 40 ft. Capacity: 20 charges Usage: 2 Special:

Hail Pistol, Gelid
Level: 8 Price: 8,600 Bulk: L Damage: 2d6 C & P Critical:

Bleed

1d6 Range: 20 ft. Capacity: 20 charges Usage: 1 Special:

Hail Pistol, Subzero
Level: 1 Price: 120 Bulk: L Damage: 1d4 C & P Critical:

Bleed

1d4 Range: 20 ft. Capacity: 20 charges Usage: 1 Special: