Found 4403 matches

Heavy Weapon Proficiency
Prerequisites: Str 13, proficiency in small arms and longarms.

You know how to use heavy weapons.

Hellknight Flail
Level: 9 Price: 19,400 Bulk: L
Hellknight Plate, Armiger
Level: 2 Price: 980 EAC Bonus: +4 KAC Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -2 Speed Adjustment: -10 ft. Upgrade Slots: 2 Bulk: 3
Hellknight Plate, Lictor
Level: 5 Price: 3,300 EAC Bonus: +9 KAC Bonus: +10 Max Dex Bonus: +2 Armor Check Penalty: -2 Speed Adjustment: -10 ft. Upgrade Slots: 2 Bulk: 3
Hellknight Plate, Maralictor
Level: 9 Price: 14,500 EAC Bonus: +16 KAC Bonus: +17 Max Dex Bonus: +2 Armor Check Penalty: -2 Speed Adjustment: -10 ft. Upgrade Slots: 4 Bulk: 3
Hellknight Plate, Paralictor
Level: 14 Price: 80,000 EAC Bonus: +21 KAC Bonus: +22 Max Dex Bonus: +3 Armor Check Penalty: -2 Speed Adjustment: -10 ft. Upgrade Slots: 6 Bulk: 3
Helping Hand
Level: 2 Price: 75 Bulk: L
Heretic CR: 8 XP: 4,800 LE Medium outsider (evil, extraplanar, lawful, velstrac) Init.: +2 Senses: darkvision 60 ft. Perception: +16 HP: 125 EAC: 20 KAC: 22 Fort: +10 Ref: +10 Will: +9 Speed: 50 ft. Melee: integrated singer velstrac flenser +20 (2d6+14 S & So; critical 1d8 bleed) Ranged: integrated aphelion laser rifle +17 (3d6+8 F; critical 1d6 burn) Offensive Abilities: unnerving gaze (30 ft., DC 16) Str: +6 Dex: +2 Con: +4 Wis: +0 Int: +0 Cha: +0 Skills: Athletics +21, Intimidate +16, Stealth +16 Languages: Common, Infernal Gear: aphelion laser rifle with 2 high-capacity batteries (40 charges each), singer velstrac flenser with 2 batteries (20 charges each)
Hesper CR: 2 XP: 600 CN Medium fey Init.: +1 Senses: low-light vision Perception: +7 HP: 21 EAC: 13 KAC: 12 Fort: +3 Ref: +3 Will: +5 Speed: 30 ft. Melee: mutating touch +3 (see below) Ranged: None Offensive Abilities: None Str: +0 Dex: +1 Con: +2 Wis: +1 Int: +0 Cha: +4 Skills: Diplomacy +12, Engineering +7, Physical Science +12 Languages: Common
Hidden Agenda
[Level: 8]

You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results.