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Player > Weapon > Melee > Zero knife, icequake-class
Level: 20
Price: 729000
Damage: 7d6 C
Critical: Staggered
Bulk: L
Special: Conceal, operative, powered (capacity 40, usage 1)
A zero knife appears much like a folded switchblade, though the hilt is somewhat bulkier due to the battery; when activated, the zero knife forms a blade formed entirely of an aura of intense cold rather than steel. The frostbite-class zero knife is an easily obtained weapon whose blade rapidly accumulates flakes of frozen material in most atmospheres. The more advanced hailstorm-class, blizzard-class, avalancheclass, and icequake-class zero knives incorporate technology that eliminates the build-up.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Zero knife, frostbite-class | Advanced | 4 | 2810 | 1d4 C | Staggered | L | Conceal, operative, powered (capacity 40, usage 1) | ARM p.36 |
Zero knife, hailstorm-class | Advanced | 7 | 5540 | 1d6 C | Staggered | L | Conceal, operative, powered (capacity 40, usage 1) | ARM p.36 |
Zero knife, blizzard-class | Advanced | 12 | 32400 | 2d6 C | Staggered | L | Conceal, operative, powered (capacity 40, usage 1) | ARM p.36 |
Zero knife, avalanche-class | Advanced | 16 | 145000 | 5d6 C | Staggered | L | Conceal, operative, powered (capacity 40, usage 1) | ARM p.36 |
Zero knife, icequake-class | Advanced | 20 | 729000 | 7d6 C | Staggered | L | Conceal, operative, powered (capacity 40, usage 1) | ARM p.36 |
The target must succeed at a Fortitude save or be staggered for 1 round.
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.
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).
A weapon with the conceal special property is considered especially small or easy to hide for purposes of Slight of Hand's hide object task, granting you a +4 circumstance bonus to skill checks to hide object.
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