Found 4403 matches

Ilthisarian CR: 4 XP: 1,200 LN Large monstrous humanoid (ilthisarian) Init.: +0 Senses: darkvision 60 ft. Perception: +10 HP: 45 EAC: 16 KAC: 17 Fort: +5 Ref: +5 Will: +7 Speed: 30 ft., swim 20 ft. Melee: bite +11 (1d6+7 P) Ranged: static arc pistol +9 (1d6+4 E; critical arc 2) Offensive Abilities: None Str: +5 Dex: +0 Con: +1 Wis: +0 Int: +3 Cha: +0 Skills: Athletics +15 (+23 to swim), Engineering +15, Intimidate +10, Physical Science +10, Survival +15 Languages: Ilthisarian Gear: casual stationwear, static arc pistol with battery (20 charges)
IMDS Missile Launcher
Level: 10 Price: 18,200 Bulk: 2 Damage: — None Critical:

Range: 80 ft. Capacity: 1 missile Usage: 1 Special:

Immobilizer
Level: 6 Price: 4,000 Bulk: L
Imp CR: 2 XP: 600 LE Tiny outsider (devil, evil, extraplanar, lawful) Init.: +4 Senses: darkvision 60 ft., detect magic, see in darkness Perception: +7 HP: 18 EAC: 12 KAC: 13 Fort: +1 Ref: +5 Will: +3 Speed: 20 ft., fly 50 ft. (Ex, perfect) Melee: sting +6 (1d4+2 P plus imp poison) Ranged: None Offensive Abilities: None Str: +0 Dex: +4 Con: +0 Wis: +0 Int: +1 Cha: +2 Skills: Acrobatics +7 (+15 to fly), Bluff +12, Mysticism +7 Languages: Common, Infernal; limited telepathy 30 ft.
Impactful Attack
[Level: 17]

As a full action, you can make a ranged attack that knocks enemies back. Targets you hit are knocked back 5 feet from you. If you use a weapon with the explode special property, all targets that fail their saving throws are instead knocked back 5 feet from the center of the explosion. An enemy that you critically hit or that rolls a natural 1 on its saving throw is also knocked prone. You can’t make an impactful attack with an automatic weapon, but you can use this ability with a weapon that has the blast special property.

Impenetrable Defense
[Level: 17]

As a standard action, you can set up a strong defense for yourself and an adjacent ally. Until the start of your next turn, you gain three benefits: your damage reduction increases to DR 10/—; you and the chosen ally each gain a +4 bonus to AC; and if you use guard’s protection, you direct all the damage to yourself such that your ally takes none.

Implant Data
Level:

Technomancer 2

School: illusion Casting Time: 1 standard action Range: touch Duration: 1 hour/level or until triggered; see text Saving Throw: none Spell Resistance: no
Impostor CR: 8 XP: 4,800 CE Medium outsider (extraplanar) Init.: +5 Senses: darkvision 60 ft. Perception: +21 HP: 113 EAC: 20 KAC: 21 Fort: +7 Ref: +9 Will: +11 Speed: 50 ft. Melee: doubt blade +18 (1d12+9 C & S; critical staggered [DC 18]) Ranged: None Offensive Abilities: mocking visage (DC 18) Str: +1 Dex: +4 Con: +1 Wis: +2 Int: +2 Cha: +6 Skills: Bluff +21, Disguise +21, Intimidate +16, Sense Motive +16, Stealth +16 Languages: Common and up to 2 others
Improve Countermeasures
Prerequisites: Computers, 12 ranks

If you have at least 12 ranks in Computers, you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1½ × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you’re successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).

Improved Combat Maneuver
Prerequisites: Base attack bonus +1.

You are particularly skilled with a specific combat maneuver.