Found 4403 matches

Velstrac Flenser, Debater
Level: 12 Price: 37,600 Bulk: L Damage: 3d8 S & So Critical:

Bleed

2d8 Special:

powered (capacity 20

Velstrac Flenser, Recluse
Level: 17 Price: 261,360 Bulk: L Damage: 10d8 S & So Critical:

Bleed

4d8 Special:

powered (capacity 20

Velstrac Flenser, Singer
Level: 7 Price: 6,600 Bulk: L Damage: 2d6 S & So Critical:

Bleed

1d8 Special:

powered (capacity 20

Velstrac, Cantor CR: 9 XP: 6400 LE Small outsider (evil, extraplanar, lawful, velstrac) Init.: +6 Senses: darkvision 60 ft.; Perception: +17 HP: 120 EAC: 21 KAC: 22 Fort: +8 Ref: +10 Will: +12 Speed: 30 ft. Melee: claw +18 (2d6+9 S plus lingering touch) Ranged: Offensive Abilities: unnerving gaze (30 ft., DC 18), waking nightmare Str: +0 Dex: +6 Con: +2 Wis: +4 Int: +1 Cha: +3 Skills: Acrobatics +22, Bluff +17, Mysticism +17, Stealth +17 Languages: Common, Infernal; telepathy 100 ft.
Venomous
[Level: 2]

A weapon with the venomous fusion gains the injection weapon special property (see page 181). Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is exposed to the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damage can benefit from this fusion.

Veolisk CR: 6 XP: 2,400 CE Medium magical beast Init.: +6 Senses: darkvision 60 ft., low-light vision Perception: +13 HP: 90 EAC: 18 KAC: 20 Fort: +10 Ref: +10 Will: +5 Speed: 20 ft. Melee: bite +17 (1d8+11 P) Ranged: None Offensive Abilities: void gaze (30 ft., DC 16) Str: +5 Dex: +2 Con: +3 Wis: +0 Int: -4 Cha: +2 Skills: Acrobatics +13, Intimidate +13, Stealth +18
Versatile Focus
Prerequisites: Weapon Focus (any).

Your accuracy applies to all weapons with which you are proficient.

Versatile Movement
[Level: 10]

You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit.

Versatile Specialization
Prerequisites: Weapon Specialization, character level 3rd.

You know how to get full value out of weapon types your class doesn’t normally use.

Verthani Aether Pilot CR: 2 XP: 600 N Medium humanoid (verthani) Init.: +4 Senses: low-light vision Perception: +8 HP: 23 EAC: 14 KAC: 15 Fort: +1 Ref: +4 Will: +5 Speed: 30 ft. Melee: survival knife +6 (1d4+3 S) Ranged: static arc pistol +8 (1d6+2 E; critical arc 2) or tactical shirren-eye rifle +8 (1d10+2 P) Offensive Abilities: trick attack +1d4 Str: +1 Dex: +4 Con: +1 Wis: +1 Int: +2 Cha: +0 Skills: Acrobatics +13, Computers +8, Engineering +8, Piloting +16, Stealth +13 Languages: Common, Vercite Gear: estex suit I, static arc pistol with 2 batteries (20 charges each), survival knife, tactical shirren-eye rifle with 20 longarm rounds