Found 4403 matches

Hydra Cannon, Python-Series
Level: 2 Price: 1,070 Bulk: 2 Damage: 1d6 E & F Critical:

Range: 20 ft. Capacity: 20 charges Usage: 2 Special:

Blast, Shape 1, Unwieldy

Hydra Cannon, Viper-Series
Level: 6 Price: 4,800 Bulk: 2 Damage: 2d6 E & F Critical:

Range: 25 ft. Capacity: 20 charges Usage: 2 Special:

Blast, Shape 2, Unwieldy

Hydrofluoric Acid
Type: poison (contact) Save: Fortitude DC 20
Hydrojets
[Level: 1]

Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones.

Hygiene Kit
Level: 1 Price: 3 Bulk: 1
Hyper-analyst CR: 3 XP: 800 Luma hadrogaan mechanic Init.: +2 Senses: blindsense (vibration) 30 ft. Perception: +8 HP: 35 EAC: 14 KAC: 15 Fort: +4 Ref: +4 Will: +4 Speed: 30 ft. Melee: tactical baton +7 (1d4+3 B) Ranged: static arc pistol +9 (1d6+3 E; critical arc 2) Offensive Abilities: overload (DC 14), target tracking Str: +0 Dex: +2 Con: +1 Wis: +1 Int: +4 Cha: +0 Skills: Computers +13, Engineering +13, Life Science +13, Medicine +8, Physical Science +13, Piloting +8 Languages: Common, Hadrogaan Gear: casual stationwear, static arc pistol with 1 battery (20 charges), tactical baton; Augmentations standard datajack
Hyperclocking
[Level: 8]

You further improve the response time of your AI. If you have a drone, your drone gains a +1 insight bonus to AC. In addition, if your drone is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw. If you have an exocortex, you gain a +1 insight bonus to AC. In addition, whenever you fail a Reflex saving throw, you can spend 1 Resolve Point to reroll the saving throw (see page 243) and take the higher result. You must have the overclocking mechanic trick to learn this trick.

Hypnotic Glow
[Level: 6]

As a standard action, you can convince one living creature that you are to be trusted. This functions as charm person (see page 342), but with a duration of 1 round per solarian level you have. When the effect ends, if you are out of line of sight and the target is not engaged in an activity it wouldn’t have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someone else points it out. You can’t use this revelation again while you currently have a creature charmed via this ability, and once you’ve attempted to charm a creature, whether or not the attempt was successful, you can’t charm the same creature again for 24 hours. Your influence over the creature ends once the duration has expired, and at that time the target likely ceases doing anything you’ve requested of it. At 9th level, hypnotic glow functions as charm monster (see page 342).

When you are attuned or fully attuned and you successfully charm a creature using this ability, you can also command it to approach, flee, or halt on its next turn, as per the command spell (no save; see page 343).

Ice Carbine, Absolute-Zero
Level: 17 Price: 218,000 Bulk: 2 Damage: 11d6 C & P Critical:

Range: 80 ft. Capacity: 40 charges Usage: 2 Special:

Automatic

Ice Carbine, Gelid
Level: 9 Price: 12,400 Bulk: 2 Damage: 3d8 C & P Critical:

Range: 60 ft. Capacity: 40 charges Usage: 2 Special:

Automatic