Found 4403 matches

Transport

Size: medium

Maneuverability: average

HP: 70    DT: —    CT: 14

Mounts: forward arc (1 heavy, 1 light), aft arc (1 light), turret (2 light)

Expansion Bays: 5

Minimum Crew: 1    Maximum Crew: 6

Cost: 15

Transposition Key
Level: 20 Price: 800,000 Bulk:
Trash Compactor Trap

CR: 5

XP: 1600

Trap Type: technological

Perception DC: 27

Creature Type:

Disable: Engineering DC 19 (disable compression for 1round) or DC25 (open exit door)

Trigger: location

Init: 10

Duration: 7 rounds

Reset: 1 minute

Bypass:

Effect: Initial: several 60-ft.-long chutes (3d6 falling damage); Reflex DC 18 avoids; multiple targets (any target in one of several 5-ft.-square areas); Secondary: crushing walls (30-ft.-square room compresses 10 ft. per round, 2d6 B on first round, 8d6 B on second round, and 32d6 B on third round); Reflex DC 15 half; never miss; onset delay (1 round); multiple targets (all nonamorphous targets in the room)

Description

This trap consists of several 5-foot-square trapdoors that open when a creature stands on one, dumping the victim down a 60-foot-long chute and into a 30-foot-by-30-foot trash compactor with a single locked exit in one corner. The room is filled with debris and the floor functions as difficult terrain. One round later on the trap’s initiative count, two of the walls of the room begin closing inward, reducing the width of the room by 10 feet each round (to 20 feet on the first round, and so on). On the first round, this deals 2d6 bludgeoning damage to all nonamorphous creatures in the room. The damage increases to 8d6 on the second round, and to 32d6 on the third round. On the fourth round, the trash compactor’s exit opens to release the compressed garbage. A creature can climb back up the slippery chute with a successful DC 32 Athletics check. The gears controlling the compression mechanism have EAC 14, KAC 20, hardness 20, and 69 Hit Points.

Travel Treads, Mk 1
Level: 5 Price: 2,750 Bulk:
Travel Treads, Mk 2
Level: 9 Price: 12,000 Bulk:
Travel Treads, Mk 3
Level: 13 Price: 46,500 Bulk:
Traveler CR: 2 XP: 600 — — — Init.: +8 Senses: darkvision 60 ft. Perception: +8 HP: 23 EAC: 13 KAC: 14; +4 vs. bull rush and trip Fort: +1 Ref: +4 Will: +5 Speed: 30 ft., swim 30 ft. Melee: survival knife +7 (1d4+2 S) Ranged: static arc pistol +9 (1d6+2 E; critical arc 2) or tactical shirren-eye rifle +9 (1d10+2 P) Offensive Abilities: trick attack +1d4 Str: +0 Dex: +4 Con: +1 Wis: +1 Int: +2 Cha: +0 Skills: Acrobatics +13, Athletics +13 (+21 to swim), Culture +13, Life Science +8, Stealth +8 Languages: Common, Jububnan Gear: second skin, static arc pistol with 2 batteries (20 charges each), survival knife, tactical shirren-eye rifle with 10 sniper rounds
Treadsetter’s Guide
Level: 1 Price: 25 Bulk: L
Trick Attack
[Level: 1]

You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.