Found 4403 matches

Custodian CR: 3 XP: 800 — — — Init.: +2 Senses: darkvision 60 ft. Perception: +8 HP: 31 RP: 3 EAC: 13 KAC: 14 Fort: +2 Ref: +4 Will: +8 Speed: 30 ft. Melee: battle staff +6 (1d4+3 B; critical knockdown) Ranged: tactical semi-auto pistol +8 (1d6+3 P) Offensive Abilities: None Str: +0 Dex: +2 Con: +0 Wis: +4 Int: +1 Cha: +1 Skills: Culture +8, Mysticism +13, Physical Science +13 Languages: Common, Psacynoa Gear: casual stationwear, battle staff, tactical semi-auto pistol with 18 small arm rounds
Custom Rig
[Level: 1]

You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information, see augmentations. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit. Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.

If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

Cyanide
Type: poison (contact) Save: Fortitude DC 16
Cybernetic Golem CR: 8 XP: 4,800 N Large construct (magical, technological) Init.: +2 Senses: darkvision 60 ft., low-light vision, X-ray vision Perception: +18 HP: 125 EAC: 19 KAC: 23 Fort: +7 Ref: +7 Will: +5 Speed: 40 ft. Melee: LFD pulse gauntlet +19 (3d6+14 B & So; critical knockdown) Ranged: corona artillery laser +15 (2d8+8 F; critical burn 1d6) Offensive Abilities: berserk, haste circuit Str: +6 Dex: +2 Con:Wis: +0 Int:Cha: -2 Skills:Gear: 2 LFD pulse gauntlets with 4 batteries (20 charges each), corona artillery laser with 4 high-capacity batteries (40 charges each)
Cybernetic Zombie CR: 3 XP: 800 N Medium undead Init.: +4 Senses: darkvision 60 ft. Perception: +8 HP: 40 EAC: 14 KAC: 16 Fort: +5 Ref: +5 Will: +4 Speed: 30 ft. Melee: slam +8 (1d6+5 B) Ranged: integrated static arc pistol +11 (1d6+3 E; critical arc 2) Offensive Abilities: self-destruct (1d6+3 E, DC 12) Str: +2 Dex: +4 Con:Wis: +1 Int:Cha: +1 Skills: Athletics +13 Gear: static arc pistol with 2 batteries (20 charges each)
Cytoguard, Tier 1
Level: 1 Price: 75 Bulk: None
Cytoguard, Tier 2
Level: 5 Price: 450 Bulk: None
Cytoguard, Tier 3
Level: 10 Price: 2,700 Bulk: None
Cytoguard, Tier 4
Level: 15 Price: 16,200 Bulk: None
D-suit I
Level: 5 Price: 2,980 EAC Bonus: +5 KAC Bonus: +6 Max Dex Bonus: +5 Armor Check Penalty: - Speed Adjustment: - Upgrade Slots: 1 Bulk: L