Found 4403 matches

Sap, Heavy
Level: 11 Price: 23,100 Bulk: L Damage: 2d8 B Critical:

Special:

Analog, Nonlethal, Operative

Sap, Light
Level: 2 Price: 450 Bulk: L Damage: 1d4 B Critical:

Special:

Analog, Nonlethal, Operative

Sap, Medium
Level: 6 Price: 3,900 Bulk: L Damage: 1d6 B Critical:

Special:

Analog, Nonlethal, Operative

Sapient Purple Orb CR: 4 XP: 1,200 NG Small aberration Init.: +2 Senses: darkvision 60 ft. Perception: +10 HP: 43 EAC: 15 KAC: 16 Fort: +3 Ref: +3 Will: +9 Speed: fly 60 ft. (Su, perfect) Melee: slam +8 (1d4+4 B) Ranged: None Offensive Abilities: excandescent flash (DC 15) Str: +0 Dex: +2 Con: +1 Wis: +5 Int: +1 Cha: +3 Skills: Acrobatics +15 (+23 to fly), Mysticism +15, Sense Motive +10 Languages: Orbian; telepathy 60 ft.
Sarcesian Cybercommando CR: 8 XP: 4800 LN Large humanoid (sarcesian) Init.: +5 Senses: low-light vision Perception: +16 HP: 110 RP: 4 EAC: 23 KAC: 24 Fort: +7 Ref: +7 Will: +11 Speed: 30 ft. Melee: buzzblade dueling sword +15 (2d6+8 S) Ranged: corona laser rifle +17 (2d6+8 F; critical burn 1d6) or screamer grenade II +17 (explode [20 ft., 2d10 So plus deafened 1d4 minutes, DC 18]) Offensive Abilities: target tracking, overload (DC 18) Str: +0 Dex: +6 Con: +0 Wis: +0 Int: +4 Cha: +2 Skills: Acrobatics +21, Computers +21, Engineering +21, Intimidate +16, Piloting +16 Languages: Common, Sarcesian Gear: estex suit III, buzzblade dueling sword, corona laser rifle with 4 high-capacity batteries (40 charges each), screamer grenades II (5)
Sarcesian Sniper CR: 5 XP: 1600 LN Large humanoid (sarcesian) Init.: +5 Senses: low-light vision Perception: +17 HP: 64 RP: 4 EAC: 19 KAC: 20 Fort: +4 Ref: +9 Will: +8 Speed: 40 ft. Melee: tactical dueling sword +10 (1d6+5 S) Ranged: advanced Diasporan rifle +12 (2d8+5 F) or frag grenade II +12 (explode [15 ft., 2d6 P, DC 15]) Offensive Abilities: debilitating trick, trick attack +3d8 Str: +0 Dex: +5 Con: +0 Wis: +0 Int: +3 Cha: +2 Skills: Acrobatics +17, Bluff +12, Computers +12, Stealth +17, Survival +12 Languages: Common, Sarcesian Gear: estex suit II, advanced Diasporan rifle (see page 99) with 2 batteries (20 charges each), frag grenades II (4), tactical dueling sword
Sauropod CR: 10 XP: 9,600 N Gargantuan animal Init.: +0 Senses: low-light vision Perception: +19 HP: 165 EAC: 23 KAC: 25 Fort: +16 Ref: +11 Will: +10 Speed: 30 ft. Melee: tail +21 (2d10+18 B; critical knockdown) Ranged: None Offensive Abilities: trample (2d10+18 B, DC 17) Str: +8 Dex: +0 Con: +5 Wis: +1 Int: -4 Cha: -2 Skills:
Sazaron Sage CR: 12 XP: 19,200 — — — Init.: +5 Senses: darkvision 60 ft. Perception: +22 HP: 170 RP: 5 EAC: 25 KAC: 26 Fort: +11 Ref: +13 Will: +17 Speed: 30 ft. Melee: tail slap +20 (2d12+15 B) or ultrathin dueling sword +20 (3d6+15 S) Ranged: perihelion laser pistol +22 (4d4+12 F; critical burn 2d4) Offensive Abilities: None Str: +3 Dex: +5 Con: +2 Wis: +4 Int: +8 Cha: +2 Skills: Computers +27, Culture +27, Life Science +27, Mysticism +22, Physical Science +27 Languages: Arkanen, Brethedan, Common, Dirindi, Sazaron; limited telepathy 30 ft. Gear: platinum AbadarCorp travel suit, perihelion laser pistol with 2 high-capacity batteries (40 charges each), ultrathin dueling sword
Sazaron Scholar CR: 5 XP: 1,600 NG Large monstrous humanoid Init.: +0 Senses: darkvision 60 ft. Perception: +11 HP: 60 EAC: 16 KAC: 17 Fort: +4 Ref: +6 Will: +10 Speed: 30 ft. Melee: tail slap +11 (1d4+7 B) Ranged: frostbite-class zero pistol +9 (1d6+5 C; critical staggered [DC 15]) Offensive Abilities: None Str: +2 Dex: +0 Con: +1 Wis: +3 Int: +5 Cha: +0 Skills: Culture +16, Life Science +16, Mysticism +11, Physical Science +16 Languages: Arkanen, Brethedan, Common, Dirindi, Sazaron; limited telepathy 30 ft.
Scan

You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1½ x the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298). If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.

  1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
  2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
  3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
  4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
  5. Other: Any remaining ship statistics.