Found 4403 matches

Singularity Cannon, Heavy
Level: 9 Price: 13,000 Bulk: 2 Damage: 2d10 B Critical:

Bind

Range: 50 ft. ft. Capacity: 40 None Usage: 4 Special:

explode (5 ft.), force, gravitation (10 ft.), unwieldy

Singularity Cannon, Light
Level: 5 Price: 3,150 Bulk: 2 Damage: 1d10 B Critical:

Bind

Range: 50 ft. ft. Capacity: 40 None Usage: 4 Special:

explode (5 ft.), force, gravitation (5 ft.), unwieldy

Singularity Cannon, Paragon
Level: 19 Price: 555,000 Bulk: 3 Damage: 6d10 B Critical:

Bind

Range: 70 ft. ft. Capacity: 80 None Usage: 8 Special:

explode (10 ft.), force, gravitation (20 ft.), unwieldy

Situational Awareness
[Level: 8]

If you ready an action, once before the trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the same kind of action as your originally readied action, or you must ready a lesser action. (For example, if you readied a standard action, you could switch to another standard action, a move action, or a swift action, and if you readied a move action, you could switch to another move action or a swift action.)

Sivv Sage-Coffer CR: 17 XP: 102,400 LE Large construct (magical, sivv, technological) Init.: +2 Senses: blindsense (vibration) 60 ft., darkvision 60 ft., low-light vision Perception: +29 HP: 315 RP: 6 EAC: 31 KAC: 32 Fort: +13 Ref: +13 Will: +18 Speed: 20 ft., spider climb Melee: slam +30 (8d6+25 B; critical knockdown [DC 24]) Ranged: Offensive Abilities: rel-state snare (DC 24) Str: +8 Dex: +2 Con:Wis: +5 Int: +11 Cha: +0 Skills: Computers +34, Culture +29, Engineering +29, Intimidate +34, Life Science +34, Medicine +29 Languages: Sivvian; telepathy 100 ft.
Sivv Warmaster CR: 17 XP: 102,400 LE Medium aberration (sivv) Init.: +4 Senses: blindsense (vibration) 60 ft., darkvision 60 ft. Perception: +34 HP: 340 RP: 6 EAC: 31 KAC: 33 Fort: +19 Ref: +19 Will: +17 Speed: 30 ft. Melee: military quantum entangler +31 (8d6+28 A & So; critical degeneration 3d6) Ranged: military degenerator rifle +28 (7d8+17 A & So; critical degeneration 4d6) or mutation gun +28 (7d10+17 A & So; critical mutation [DC 22]) or degeneration grenade +28 (explode [20 ft., 11d6 A & So, degeneration 5d6, DC 22]) Offensive Abilities: domineering gaze (30 feet; DC 22), rel-state dispersal (ranged +28; DC 22) Str: +11 Dex: +4 Con: +8 Wis: +0 Int: +1 Cha: +5 Skills: Athletics +29, Computers +29, Intimidate +34 Languages: Sivvian; telepathy 100 ft. Gear: vitrum plate, military quantum entangler with 2 batteries (20 charges each), military degenerator rifle with 2 highcapacity batteries (40 charges each), mutation gun (page 49) with 1 battery (20 charges), degeneration grenades (2)
Skarak CR: 13 XP: 25,600 N Huge magical beast Init.: +6 Senses: darkvision 60 ft., low-light vision, blindsense (vibration) 30 ft. Perception: +23 HP: 215 EAC: 27 KAC: 29 Fort: +17 Ref: +17 Will: +12 Speed: 50 ft., burrow 20 ft., climb 50 ft. Melee: bite +27 (3d12+21 P plus swallow whole) or gore +27 (3d12+21 B & P; critical knockdown) Ranged: tether +24 (3d12+13 B plus entangle) Offensive Abilities: frenzied thrash, quad-stomached, snare, swallow whole (3d12+21 A; EAC 27, KAC 25, 54 HP) Str: +8 Dex: +6 Con: +4 Wis: +0 Int: +0 Cha: -4 Skills: Acrobatics +28, Athletics +23, Sense Motive +23
Skeletal Undead CR: 1 XP: 200 NE Medium undead Init.: +2 Senses: darkvision 60 ft. Perception: +4 HP: 13 EAC: 10 KAC: 12 Fort: +2 Ref: +2 Will: +2 Speed: 30 ft. Melee: survival knife +6 (1d4+3 S) or claw +6 (1d6+3 S) Ranged: hunting rifle +3 (1d8 P) Offensive Abilities: None Str: +3 Dex: +2 Con:Wis: +1 Int:Cha: +1 Skills: Athletics +9 Gear: hunting rifle with 20 longarm rounds, survival knife
Skill Adept
[Level: 1]

As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.

Skill Expertise
[Level: 1]

At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).