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Player > Weapon > Range > Serpent laser, azimuth
Level: 2
Price: 500
Damage: 2d4 F
Range: 100 ft.
Critical: Burn 1d4
Capacity: 20 charges
Usage: 10
Bulk: 1
Special: —
The serpent laser is a creation of the Aspis Consortium, meant to undercut the pricing of its competitors while consuming battery charges at a higher rate to drive the sale of additional batteries, higher-capacity batteries, and recharging services. Experienced spacefarers know the scheme behind the serpent laser and generally avoid what they have come to call the “snakebite laser,” though amateurs and novices often fall for the low initial price. Serpent lasers have the same model names as many standard laser rifles (azimuth, corona, aphelion, and perihelion), though savvy customers know that the serpent laser models are often slightly less powerful than their conventional counterparts.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Serpent laser, azimuth | Longarms | 2 | 500 | 2d4 F | 100 ft. | Burn 1d4 | 20 charges | 10 | 1 | — | ARM p.41 |
Serpent laser, corona | Longarms | 5 | 2700 | 2d6 F | 100 ft. | Burn 2d4 | 40 charges | 20 | 1 | — | ARM p.41 |
Serpent laser, aphelion | Longarms | 8 | 8800 | 2d8 F | 120 ft. | Burn 3d4 | 40 charges | 20 | 1 | — | ARM p.41 |
Serpent laser, perihelion | Longarms | 14 | 66000 | 3d12 F | 120 ft. | Burn 4d4 | 40 charges | 20 | 1 | — | ARM p.41 |
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
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