Found 4403 matches

Snap Shot

You can fire one of your starship’s weapons with a –2 penalty to the gunnery check. You can take this action only if no other gunner actions have been taken during the gunnery phase (including snap shot).

Snap Whip, Banshee
Level: 18 Price: 445,000 Bulk: 1 Damage: 10d6 So Critical:

Stunned

Special:

Analog, penetrating, reach, sunder

Snap Whip, HFD
Level: 13 Price: 54,000 Bulk: 1 Damage: 5d6 So Critical:

Stunned

Special:

Analog, penetrating, reach, sunder

Snap Whip, LFD
Level: 8 Price: 10,100 Bulk: 1 Damage: 2d6 So Critical:

Staggered

Special:

Analog, penetrating, reach, sunder

Snap Whip, Thunderstrike
Level: 3 Price: 1,600 Bulk: 1 Damage: 1d6 So Critical:

Staggered

Special:

Analog, penetrating, reach, sunder

Sniper Weapon Proficiency

You know how to use sniper weapons.

Sniper’s Aim
[Level: 1]

When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.

Snuff Life
Level:

Mystic 6

School: necromancy Casting Time: 1 standard action Range: medium (100 ft. + 10 ft./level) Duration: instantaneous Saving Throw: Fortitude partial, see text Spell Resistance: yes
Socialite CR: 1 XP: 400 — — — Init.: +2 Senses: blindsense (scent) 30 ft. Perception: +5 HP: 17 EAC: 11 KAC: 12 Fort: +3 Ref: +3 Will: +4 Speed: 30 ft. Melee: tactical baton +4 (1d4 B) Ranged: static arc pistol +6 (1d6+1 E; critical arc 2) Offensive Abilities: None Str: +0 Dex: +2 Con: +1 Wis: +0 Int: +1 Cha: +4 Skills: Bluff +10, Computers +5, Culture +10, Diplomacy +10, Intimidate +10, Sense Motive +10, Stealth +5 Languages: Common, Copaxi, any 2 others Gear: second skin, static arc pistol with 2 batteries (20 charges each), tactical baton