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Player > Weapon > Range > Plasma ring, single-valve
Level: 4
Price: 2350
Damage: 1d4 E & F
Range: 40 ft.
Critical: Wound
Capacity: 40 charges
Usage: 4
Bulk: L
Special: —
Plasma rings are relatively flat, circular weapons with an easily grippable interior, allowing them to be used in a variety of orientations. Plasma cycles through a channel within the ring at high speeds, and a release valve allows a stream of plasma to escape in a directed jet. Single-valve plasma rings produce a small discharge, while dual-valve plasma rings have a synchronized pair of valves to produce a larger discharge. Multichannel plasma rings build plasma in a series of parallel rings that vent into a single release valve for an extremely powerful blast.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Plasma ring, single-valve | Small Arms | 4 | 2350 | 1d4 E & F | 40 ft. | Wound | 40 charges | 4 | L | — | ARM p.43 |
Plasma ring, dual-valve | Small Arms | 11 | 27000 | 2d8 E & F | 50 ft. | Wound | 40 charges | 4 | L | — | ARM p.43 |
Plasma ring, multichannel | Small Arms | 17 | 280000 | 4d8 E & F | 60 ft. | Wound | 40 charges | 4 | L | — | ARM p.43 |
Roll on Table. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.
D20 | LOCATION | SAVE | EFFECT |
---|---|---|---|
1–10 | General | – | Bleed 1d6 |
11–13 | Eye (sensory) | Ref | Lost eye, –2 Perception |
14–15 | Leg (mobility) | Fort | Severed limb, –10 land speed |
16–17 | Arm (manipulation) | Ref | Severed limb, lose a hand |
18–19 | Vital organ | Fort | 1d4 Con damage |
20 | Brain | Fort | Stunned 1 round |
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