Found 4403 matches

Surgeon
Prerequisites: Medicine

You can use Medicine to treat deadly wounds on a patient once each day in addition to the normal allowances for the medical equipment you are using. Because performing this level of advanced medicine is difficult and time consuming, the DC for this additional treatment increases by 5 and the skill check takes 1 hour.

Surnoch CR: 9 XP: 6400 N Large animal Init.: +6 Senses: low-light vision, sense through (vision [stone only]) Perception: +17 HP: 145 EAC: 22 KAC: 24 Fort: +13 Ref: +13 Will: +8 Speed: 30 ft., burrow 30 ft. Melee: bite +21 (2d10+12 P) Ranged: acid jet +18 (3d6+9 A) Offensive Abilities: corrosive spines Str: +3 Dex: +6 Con: +4 Wis: +2 Int: -4 Cha: +0 Skills: Stealth +22, Acrobatics +17
Survival Straw
Level: 2 Price: 450 Bulk:
Suspension Pill
Level: 3 Price: 250 Bulk:
Sustained Determination
[Level: 8]

As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can’t grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent.

Svartalfar CR: 9 XP: 6,400 — — — Init.: +9 Senses: darkvision 120 ft., low-light vision Perception: +18 HP: 135 EAC: 22 KAC: 23 Fort: +8 Ref: +11 Will: +12 Speed: 50 ft. Melee: tactical knife +17 (1d4+10 S) Ranged: advanced shirren-eye rifle +19 (2d10+9 P) or aphelion laser pistol +19 (3d4+9 F; critical burn 1d4) or flash grenade II +19 (explode [10 ft., blinded 1d4 rounds, DC 18]) Offensive Abilities: bane, debilitating trick, spell strike, trick attack +5d8, triple attack Str: +1 Dex: +6 Con: +3 Wis: +2 Int: +4 Cha: +3 Skills: Acrobatics +23, Intimidate +18, Mysticism +18, Sleight of Hand +23, Stealth +23 Languages: Common, Elven, Shadowtongue, Vercite Gear: d-suit III, advanced shirreneye rifle with 20 sniper rounds, aphelion laser pistol with 2 high-capacity batteries (40 charges each), flash grenades II (2), tactical knife, credstick (1,200 credits)
Swarm Battery
Level: 5 Price: 550 Bulk: L
Swarm Corrovox CR: 3 XP: 800 CE Medium monstrous (humanoid) Init.: +4 Senses: darkvision 60 ft., blindsense (vibration) 30 ft. Perception: +13 HP: 40 EAC: 14 KAC: 16 Fort: +5 Ref: +7 Will: +4 Speed: 40 ft., climb 30 ft. Melee: claw +9 (1d6+5 S) Ranged: acid cannon +12 (1d4+3 A; critical corrode 1d4) Offensive Abilities: psychic assault Str: +2 Dex: +4 Con: +1 Wis: +1 Int: -1 Cha: -3 Skills: Acrobatics +8, Athletics +8 (+16 when climbing), Stealth +8 Languages: Shirren; telepathy 100 ft.
Swarm Dredger CR: 5 XP: 1,600 CE Small monstrous humanoid (troop) Init.: +4 Senses: blindsense (vibration) 30 ft., darkvision 60 ft. Perception: +15 HP: 70 EAC: 17 KAC: 19 Fort: +7 Ref: +9 Will: +6 Speed: 30 ft., burrow 20 ft. Melee: troop attack (1d4+8 S plus cling [DC 13]) Ranged: None Offensive Abilities: None Str: +5 Dex: +4 Con: +3 Wis: +1 Int: +0 Cha: -2 Skills: Acrobatics +11, Athletics +11, Stealth +11 Languages: Shirren (can’t speak); telepathy 100 ft.