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Player > Weapon > Range > Resonator, linear
Level: 14
Price: 73800
Damage: 4d8 So
Range: 100 ft.
Critical: Deafen
Capacity: 40 charges
Usage: 2
Bulk: 2
Special: Boost 3d8, penetrating
A resonator is a boxy device with a terminal along the top and a series of concentric rings of metal and crystal in front to focus the weapon's harmonics. A shoulder strap helps offset the weapon's considerable weight, allowing the use of a top handle to direct output while freeing up the other hand to operate the controls. A resonator generates sonic waves at frequencies set to resound within the targeted material, allowing the weapon to deal precise damage regardless of the target's composition or protection. If the integrated probing function is employed before firing, the resonator's sonic frequencies can be precisely tuned. Diffraction and refraction resonators align sonic waves in specific patterns, while linear and phased resonators focus the sonic energy through specialized matrices for amplified output.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Resonator, diffraction | Heavy | 4 | 2080 | 1d8 So | 60 ft. | Deafen | 40 charges | 2 | 2 | Boost 1d8, penetrating | ARM p.50 |
Resonator, refraction | Heavy | 10 | 18300 | 2d8 So | 80 ft. | Deafen | 40 charges | 2 | 2 | Boost 2d8, penetrating | ARM p.50 |
Resonator, linear | Heavy | 14 | 73800 | 4d8 So | 100 ft. | Deafen | 40 charges | 2 | 2 | Boost 3d8, penetrating | ARM p.50 |
Resonator, phased | Heavy | 19 | 565000 | 8d8 So | 110 ft. | Deafen | 40 charges | 2 | 2 | Boost 5d8, penetrating | ARM p.50 |
The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.
You can't hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
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.
A penetrating weapon is designed to punch through large objects' outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon's level.
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