Found 4403 matches

Ignurso Knuckles, Blaze
Level: 9 Price: 13,500 Bulk: L Damage: 2d6 F & S Critical:

Wound

Special:

Analog, penetrating

Ignurso Knuckles, Ember
Level: 5 Price: 3,100 Bulk: L Damage: 1d6 F & S Critical:

Wound

Special:

Analog, penetrating

Ignurso Knuckles, Inferno
Level: 13 Price: 50,250 Bulk: L Damage: 4d6 F & S Critical:

Wound

Special:

Analog, penetrating

Ignurso Knuckles, Solar Flare
Level: 17 Price: 262,000 Bulk: L Damage: 9d6 F & S Critical:

Severe wound

Special:

Analog, penetrating

Ihonva CR: 4 XP: 1,200 NE Medium monstrous humanoid Init.: +0 Senses:Perception: +10 HP: 50 EAC: 16 KAC: 18 Fort: +8 Ref: +6 Will: +5 Speed: 30 ft. Melee: slam +13 (1d6+7 S plus grab) Ranged: static arc pistol +10 (1d6+2 E; critical arc 2) Offensive Abilities: implant young Str: +3 Dex: +0 Con: +5 Wis: +1 Int: -1 Cha: -1 Skills: Athletics +15, Stealth +10, Survival +10 Languages: Common, Ihonva Gear: static arc pistol with 3 batteries (20 charges each)
Ijtikri CR: 1/2 XP: 200 N Medium aberration Init.: +0 Senses: darkvision 60 ft. Perception: +4 HP: 12 EAC: 10 KAC: 11 Fort: +3 Ref: +0 Will: +2; +4 vs. critical hit effects Speed: 30 ft. (crawl at half this speed), swim 30 ft. Melee: survival knife +4 (1d4+1 S) Ranged: needler pistol +3 (1d4 P; critical injection DC +2) Offensive Abilities: None Str: +1 Dex: +0 Con: +3 Wis: +2 Int: +0 Cha: +0 Skills: Athletics +9, Life Science +4, Piloting +4, Stealth +9, Survival +9 Languages: Common, Iji, Vesk Gear: second skin, needler pistol with 12 darts, survival knife, tier 1 sedative
Ijtikri Commando CR: 4 XP: 1,200 — — — Init.: +3 Senses: darkvision 60 ft. Perception: +10 HP: 50 EAC: 16 KAC: 18 Fort: +6 Ref: +4 Will: +5; +4 vs. critical hit effects Speed: 30 ft. (crawl at half this speed), swim 30 ft. Melee: hook sword +11 (1d8+6 S; critical bleed 1d4) Ranged: thunderstrike sonic rifle +12 (1d10+2 So; critical deafen [DC 13]) Offensive Abilities: fighting style (sharpshoot), sniper’s aim Str: +2 Dex: +3 Con: +3 Wis: +2 Int: +0 Cha: +0 Skills: Acrobatics +10, Athletics +10, Stealth +15 Languages: Common, Iji, Vesk Gear: defrex hide, hook sword, thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each)
Ikeshti Brood-Minder CR: 2 XP: 600 — — — Init.: +2 Senses:Perception: +7 HP: 21 EAC: 14 KAC: 15 Fort: +1 Ref: +1 Will: +5 Speed: 30 ft., climb 15 ft. Melee: survival knife +4 (1d4+1 S) Ranged: tactical semi-auto pistol +6 (1d6+2 P) Offensive Abilities: squirt blood Str: -1 Dex: +2 Con: +0 Wis: +1 Int: +4 Cha: +1 Skills: Computers +12, Engineering +12, Sense Motive +7 Languages: Akitonian, Common Gear: freebooter armor I, survival knife, tactical semi-auto pistol with 30 small arm rounds
Ikeshti Rivener CR: 5 XP: 1,600 N Large humanoid (ikeshti) Init.: +2 Senses:Perception: +11 HP: 84 EAC: 18 KAC: 20 Fort: +9 Ref: +7 Will: +4 Speed: 30 ft., climb 15 ft. Melee: claw +11 (2d6+10 S) Ranged: None Offensive Abilities: None Str: +3 Dex: +2 Con: +5 Wis: +1 Int: -3 Cha: +0 Skills: Athletics +16, Acrobatics +11, Stealth +11 Languages: Akitonian (can speak and understand only simple words)
Illuminating
[Level: 1]

The illuminating fusion causes a weapon to gain the bright weapon special property (see page 181). You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action).