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Player > Weapon > Range > Colossus coil, streamer arc
Level: 14
Price: 76400
Damage: 5d8 E
Range: 100 ft.
Critical: Arc 3d6
Capacity: 40 charges
Usage: 8
Bulk: 3
Special: Boost 2d8
Where massive creatures roam, those who fight against them for survival develop colossal weapons. Such is the case with the colossus coil, a weapon said to have been developed to hunt colossi on the planet Daimalko. It has since spread to many systems, including the Pact Worlds. This heavy firearm has a barrel sporting a series of toroidal high-voltage generators that collectively produce powerful arcs of electricity, and it can be overcharged to deliver even more destructive blasts. The electric blast sometimes overwhelms its target, branching off to hit another. The corona colossus coil produces a ring of electricity, while a brush colossus coil produces a more diffuse field. A streamer arc colossus coil produces a traditional arc of electricity, while the multistream colossus coil generates multiple such streams for a devastating blast.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Colossus coil, corona | Heavy | 3 | 1450 | 1d8 E | 80 ft. | Arc 1d6 | 20 charges | 4 | 3 | Boost 1d8 | ARM p.45 |
Colossus coil, brush | Heavy | 9 | 13800 | 3d8 E | 100 ft. | Arc 2d6 | 40 charges | 8 | 3 | Boost 1d8 | ARM p.45 |
Colossus coil, streamer arc | Heavy | 14 | 76400 | 5d8 E | 100 ft. | Arc 3d6 | 40 charges | 8 | 3 | Boost 2d8 | ARM p.45 |
Colossus coil, multistream | Heavy | 19 | 888000 | 10d8 E | 120 ft. | Arc 4d6 | 80 charges | 10 | 3 | Boost 3d8 | ARM p.45 |
The attack's energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon's arc–the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals.
You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.
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