Found 4403 matches

Oma CR: 16 XP: 76800 N Colossal magical (beast) Init.: +8 Senses: darkvision 60 ft., low-light vision Perception: +28 HP: 285 EAC: 30 KAC: 31 Fort: +16 Ref: +16 Will: +19 Speed: fly 60 ft. (Su, clumsy) Melee: tail slap +27 (6d8+19 B) or bite +27 (6d6+19 P plus swallow whole) Ranged: electrical discharge +29 (6d4+16 E; critical overload [DC 24]) Offensive Abilities: swallow whole (5d4+16 E, EAC 30, KAC 27, 71 HP) Str: +3 Dex: +3 Con: +7 Wis: +10 Int: +0 Cha: +5 Skills: Acrobatics +33 (+25 when flying), Piloting +33, Sense Motive +28 Languages: starsong (can’t speak any language)
Ominous
[Level: 1]

A weapon with the ominous fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains intimidation as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the intimidation effect. A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude save negates). A creature that gains the shaken condition from a weapon with the ominous fusion can’t gain that condition again from the same weapon for 24 hours.

On the Bounce
[Level: 17]

You learn to control your armor with such ease, you are actually more maneuverable in it than out of it. While wearing heavy armor or powered armor, you can move up to your speed when you make a full attack. You can move before or after all your attacks, but not both. If you have the Shot on the Run feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are ranged attacks. If you have the Spring Attack feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are melee attacks. If you have both feats, your attacks can be any combination of melee and ranged attacks.

Oni, Spirit CR: 2 XP: 600 LE Tiny outsider (native, oni) Init.: +4 Senses: darkvision 60 ft. Perception: +7 HP: 20 EAC: 14 KAC: 16 Fort: +1 Ref: +6 Will: +4 Speed: 10 ft., fly 30 ft. (Su, average) Melee: bite +8 (1d6 P) or gore +8 (1d6 P plus oni venom) Ranged: None Offensive Abilities: None Str: -2 Dex: +4 Con: +1 Wis: +1 Int: +1 Cha: +2 Skills: Acrobatics +12, Bluff +7, Mysticism +7, Sense Motive +7, Stealth +12 Languages: Common
Onkushi CR: 13 XP: 25,600 CG Large outsider (extraplanar, fire, good) Init.: +4 Senses: darkvision 60 ft. Perception: +23 HP: 210 EAC: 27 KAC: 27 Fort: +14 Ref: +12 Will: +16 Speed: 30 ft., fly 60 ft. (Su, perfect) Melee: slam +25 (6d4+20 B & F; critical burn 3d4) Ranged: None Offensive Abilities: fire vortex Str: +7 Dex: +4 Con: +5 Wis: +3 Int: +4 Cha: +5 Skills: Acrobatics +23 (+31 to fly), Bluff +23, Intimidation +28, Mysticism +28, Sense Motive +28 Languages: Celestial, Common, Draconic, Ignan
Ooze Stasis Flask
Level: 5 Price: 2,800 Bulk: 1
Opening Volley
[Level: 1]

You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.

Opening Volley
[Level: 1]

You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat.