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Player > Weapon > Range > Psychic-wave cannon III
Level: 11
Price: 28200
Damage: 2d12
Range: 50 ft.
Critical: Demoralize
Capacity: 20 charges
Usage: 4
Bulk: 2
Special: Blast, living, mind-affecting, unwieldy
Unlike weapons that rely on physical projectiles or various energy forms to damage a target, a psychic-wave cannon targets a creature's mind. The cannon contains an organic neural matrix that converts charges into a mental blast, damaging creatures with overwhelming psychic output. The numeral of a psychicwave cannon's model indicates the strength of its output, but the weapon can't harm objects and mindless creatures, as well as those immune to mind-affecting effects.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Psychic-wave cannon I | Heavy | 2 | 1100 | 1d6 | 30 ft. | Demoralize | 20 charges | 4 | 2 | Blast, living, mind-affecting, unwieldy | ARM p.53 |
Psychic-wave cannon II | Heavy | 5 | 3520 | 1d12 | 40 ft. | Demoralize | 20 charges | 4 | 2 | Blast, living, mind-affecting, unwieldy | ARM p.53 |
Psychic-wave cannon III | Heavy | 11 | 28200 | 2d12 | 50 ft. | Demoralize | 20 charges | 4 | 2 | Blast, living, mind-affecting, unwieldy | ARM p.53 |
Psychic-wave cannon IV | Heavy | 16 | 198000 | 4d12 | 50 ft. | Demoralize | 20 charges | 4 | 2 | Blast, living, mind-affecting, unwieldy | ARM p.53 |
Psychic-wave cannon V | Heavy | 20 | 990000 | 7d12 | 60 ft. | Demoralize | 20 charges | 4 | 2 | Blast, living, mind-affecting, unwieldy | ARM p.53 |
You can attempt an Intimidate check with a –5 penalty to demoralize your foes as a reaction. Compare the result of this check to the DC of each creature that took damage from this attack using the guidelines from the demoralize task of the Intimidate skill (Core Rulebook 142).
This weapon fires in a cone that extends only to its first range increment. You can't use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.
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.
A mind-affecting weapon affects only creatures with minds; targets that are immune to mindaffecting effects are immune to this weapon. The damage from mind-affecting weapons is normally untyped, in which case it is affected by the same things that affect damage from the spell mind thrust. For example, if a creature was immune to mind thrust, it would also be immune to untyped damage from a mindaffecting weapon.
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