Found 4403 matches

Hat of Disguise
Level: 6 Price: 3,850 Bulk:
Hatchling CR: 1/2 XP: 200 N Medium vermin Init.: +2 Senses: blindsense (vibration) 60 ft., darkvision 60 ft. Perception: +4 HP: 13 EAC: 10 KAC: 12 Fort: +4 Ref: +2 Will: +0; +2 vs. emotion and pain Speed: 40 ft., climb 20 ft. Melee: bite +6 (1d6+3 P) Ranged: None Offensive Abilities: None Str: +3 Dex: +2 Con: +1 Wis: +1 Int: -4 Cha: +1 Skills: Acrobatics +4, Athletics +9
Hazmat Synthsleeves
Level: 1 Price: 30 Bulk: L
Heads Up
[Level: 6]

When you succeed at a Perception check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result.

Healer’s Bond
[Level: 3]

As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the status spell. This bond lasts until dispelled or until you create a new healer’s bond, which immediately ends the previous one. At 11th level, when you gain the telepathic bond class feature, you also gain the effects of status on all creatures linked by your telepathic bond.

Healing Channel
[Level: 1]

You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.

Healing Junkbot
Level:

Technomancer 3

School: transmutation Casting Time: 1 round Range: touch Duration: 1 round/level Saving Throw: none Spell Resistance: no
Healing Touch
[Level: 1]

Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Heat Leech
Level:

Technomancer 5

School: evocation Casting Time: 1 standard action Range: 60 ft. Area: cone-shaped burst Duration: instantaneous; see text Saving Throw: Reflex half Spell Resistance: yes