Found 4403 matches

Hobgar CR: 1/3 XP: 135 N Tiny magical beast Init.: +3 Senses: darkvision 60 ft., low-light vision Perception: +3 HP: 6 EAC: 10 KAC: 11 Fort: +2 Ref: +2 Will: +2 Speed: 30 ft., climb 30 ft. Melee: bite +1 (1d4 P) Ranged: electricity ray +3 (1d3 E) Offensive Abilities: None Str: +0 Dex: +3 Con: +0 Wis: +1 Int: -4 Cha: +0 Skills: Acrobatics +7, Athletics +3 (+11 to climb), Sleight of Hand +7, Stealth +7, Survival +3
Hobgoblin Lieutenant CR: 7 XP: 3200 LE Medium humanoid (goblinoid) Init.: +5 Senses: darkvision 60 ft. Perception: +14 HP: 105 EAC: 19 KAC: 21, +1 vs. combat maneuvers Fort: +9 Ref: +7 Will: +8 Speed: 30 ft. (25 ft. in armor) Melee: sintered longsword +14 (2d8+13 S) Ranged: corona laser rifle +18 (2d6+7 F; critical burn 1d6) or stickybomb grenade II +17 (explode [15 ft., entangle 2d4 rounds, DC 15]) Offensive Abilities: fighting styles (hit-and-run), furious combatant, nimble fusillade, opening volley Str: +4 Dex: +5 Con: +2 Wis: +0 Int: +0 Cha: +1 Skills: Athletics +14, Intimidate +14, Stealth +19 Languages: Common, Goblin Gear: golemforged plating III, corona laser rifle with 2 high-capacity batteries (40 charges each), sintered longsword, stickybomb grenades II (2)
Hobgoblin Trooper CR: 1 XP: 400 LE Medium humanoid (goblinoid) Init.: +4 Senses: darkvision 60 ft. Perception: +5 HP: 20 EAC: 11 KAC: 13, +1 vs. combat maneuvers Fort: +3 Ref: +5 Will: +1 Speed: 30 ft. (25 ft. in armor) Melee: standard taclash +5 (1d4+3 S nonlethal) Ranged: azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or stickybomb grenade I +8 (explode [10ft., entangled 2d4 rounds, DC 10]) Offensive Abilities: None Str: +2 Dex: +4 Con: +1 Wis: +0 Int: +0 Cha: +1 Skills: Athletics +5, Intimidate +5, Stealth +10 Languages: Common, Goblin Gear: lashunta ringwear I, azimuth laser rifle with 2 batteries (20 charges each), standard taclash, stickybomb grenades I (2)
Hobkins Gremlin CR: 1/2 XP: 200 NE Small fey Init.: +3 Senses: low-light vision Perception: +4 HP: 11 EAC: 9 KAC: 10 Fort: +2 Ref: +2 Will: +3 Speed: 30 ft. Melee: bite +1 (1d4–1 P) or claw +1 (1d4–1 S) Ranged: None Offensive Abilities: None Str: -1 Dex: +3 Con: +0 Wis: +1 Int: +1 Cha: +2 Skills: Acrobatics +4, Intimidate +9, Stealth +9 Languages: Aklo, Common
Hobkins Gremlin Malefactor CR: 4 XP: 1,200 NE Small fey Init.: +5 Senses: darkvision 60 ft. Perception: +10 HP: 43 EAC: 15 KAC: 16 Fort: +5 Ref: +5 Will: +7 Speed: 30 ft. Melee: bite +7 (1d4+3 P) or claw +7 (1d4+3 S) Ranged: None Offensive Abilities: None Str: -1 Dex: +5 Con: +0 Wis: +3 Int: +1 Cha: +1 Skills: Computers +10, Engineering +10, Intimidate +15, Stealth +15 Languages: Aklo, Common; limited telepathy 60 ft.
Hold It Together

You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1½ × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.

Hold Monster
Level:

Mystic 4

School: enchantment Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 round/level (D) Saving Throw: Will negates, see text Spell Resistance: yes
Hold Person
Level:

Mystic 2

School: enchantment Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 round/level (D) Saving Throw: Will negates, see text Spell Resistance: yes
Hold Portal
Level:

Technomancer 1

School: abjuration Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: 1 minute/level (D) Saving Throw: none Spell Resistance: no
Holdall Raiment
Level: 4 Price: 2,000 Bulk: L