Support United Paizo Workers! Click here for more details!
Player > Weapon > Melee > Disintegration lash, executioner
Level: 16
Price: 113000
Damage: 2d20 A
Critical: Corrode 2d6
Bulk: L
Special: Living, powered (capacity 20, usage 1), reach
A disintegration lash is a marvel of bioengineering—a technological living organism that feeds on matter by breaking it down with its own high-energy proton-decoupling field. The result is a black, snakelike lash crackling with red-tinged energy, making this a weapon commonly wielded by those looking to intimidate their foes. Disintegration lashes are designated in the standard method for disintegrator weapons: liquidator, decimator, executioner, and eradicator.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Disintegration lash, liquidator | Advanced | 3 | 1450 | 1d6 A | Corrode 1d6 | L | Living, powered (capacity 20, usage 1), reach | ARM p.36 |
Disintegration lash, decimator | Advanced | 8 | 9800 | 1d10 A | Corrode 1d6 | L | Living, powered (capacity 20, usage 1), reach | ARM p.36 |
Disintegration lash, executioner | Advanced | 16 | 113000 | 2d20 A | Corrode 2d6 | L | Living, powered (capacity 20, usage 1), reach | ARM p.36 |
Disintegration lash, eradicator | Advanced | 20 | 850000 | 4d20 A | Corrode 4d6 | L | Living, powered (capacity 20, usage 1), reach | ARM p.36 |
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that's out of charges, it functions as an improvised weapon (see page 169).
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.
Unlike simpler forms of biotech, a living weapon is not just
organic material—it's actually a simple living organism. The
core function of a living weapon is based on the same scientific
principles as manufactured weapons, but come about as part of
its natural development and body function.
A living weapon can be affected by spells that target creatures,
though it is mindless, incapable of independent action, and has
no ability scores other than Constitution (which is always equal
to its item level). It is subject to poisons and diseases, though
it does not need to breath and is always protected as well as a
creature with active environmental protection from armor. If it
is forced to make a saving throw, its save bonus is always equal
to its item level. If it suffers a condition that would normally
cause it to take a penalty to attacks, damage, or save DCs, those
penalties apply to any attack or effect created with it. Living
weapons “eat” by absorbing part of the charges or fuel (or
energy from some other form of ammunition) when fired. They
do not sleep or breathe, cannot communicate in any way, are
immune to pain effects due to their incredibly simple nervous
systems, and are mindless.
If damaged, a living weapon can regain Hit Points from
effects that restore Hit Points to living creatures, such as a
mystic cure spell, and it regains a number of Hit Points equal to
its item level each day. You can use the Life Science
or Medicine skill instead of Engineering to repair a
living weapon.
Website owned by Mark von Drake. All content on this website owned by Paizo Inc. Privacy policy can be found here.
Contact: markvondrake@thehiddentruth.info