Found 4403 matches

Toshigami CR: 13 XP: 25,600 NG Medium outsider (kami, native) Init.: +6 Senses: blindsight (life) 60 ft., darkvision 60 ft., low-light vision Perception: +23 HP: 190 EAC: 26 KAC: 27 Fort: +11 Ref: +18 Will: +13 Speed: 30 ft., fly 60 ft. (Su, perfect) Melee: Ranged: None Offensive Abilities: None Str: +2 Dex: +6 Con: +4 Wis: +2 Int: +2 Cha: +8 Skills: Bluff +28, Diplomacy +28, Stealth +23 Languages: Common; speak with plants, telepathy 100 ft.
Toughness

You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.

Tracking Bug
Level: 6 Price: 4,250 Bulk: L
Traction Holster
Level: 7 Price: 6,000 Bulk: L
Trafodi Paradox
Level: 20 Price: None Bulk: L
Trailblazer
[Level: 1]

A weapon with the trailblazer fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage).
Additionally, ranged attack rolls with the weapon don’t take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricane- force winds as if they were strong winds.

See Biomes on page 396 for more information on environments that impose attack penalties, and see Underwater Combat on page 405 for rules on attacking submerged targets.

Trained Squox CR: 1 XP: 400 N Tiny animal Init.: +4 Senses: blindsense (scent) 30 ft., low-light vision Perception: +5 HP: 20 EAC: 12 KAC: 12 Fort: +3 Ref: +6 Will: +1 Speed: 40 ft., climb 20 ft. Melee: bite +7 (1d4+1 P) Ranged: None Offensive Abilities: squox tricks Str: -2 Dex: +4 Con: +2 Wis: +0 Int: -4 Cha: +1 Skills: Acrobatics +10 (+14 to balance, escape, or tumble), Athletics +5 (+13 to climb), Stealth +10
Trampling Boots
Level: 4 Price: 2,500 Bulk: L
Transcendence
[Level: 19]

You are close to becoming one with your connection. You can cast each of your connection spells once per day without consuming a spell slot. In addition, you learn how to temporarily transcend your physical form. Once per day, you can spend 1 Resolve Point to project your consciousness outside of your physical body in the form of an intangible psychic image of yourself. This counts as a 6th-level illusion effect and lasts for a number of rounds equal to your mystic level. While your consciousness is projected, your physical body is considered blind, deaf, and helpless, but you can return to your body as a swift action. You control your psychic image as though it was your own body, and your senses perceive only what the image can see and hear. You move with a fly speed of 60 feet and perfect maneuverability. You can pass through solid objects as though you were incorporeal, but you can’t go farther into a solid object than your space (5 feet for a Medium creature). You can’t directly affect physical objects. Your projected consciousness is immune to most attacks or effects, whether or not they affect incorporeal creatures, but mind- affecting effects have their full effect on you.

You can cast any mystic spell or spell-like ability with a range of touch or greater from your projected consciousness. The spells affect other targets normally. You can’t cast any spells on your projected consciousness except for illusion spells. You need not maintain line of effect to your projected consciousness, but if you cross into another plane, even momentarily (including via Drift travel), your mind immediately returns to your physical body.

Transfer Charge
Level:

Technomancer 0

School: transmutation Casting Time: 1 standard action Range: touch Duration: instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: yes (object)