Support United Paizo Workers! Click here for more details!
Player > Weapon > Range > Surgecaster, advanced
Level: 14
Price: 83000
Damage: 3d10 E
Range: 60 ft.
Critical: Arc 2d10
Capacity: 40 charges
Usage: 2
Bulk: 1
Special: Boost 1d10, living
Surgecasters are bioengineered organic weapons; these independent conglomerations of bioelectric cells generate deadly bursts of electricity when fired. They were invented by a flotilla of merged barathus that directed its efforts toward creating such a weapon, and its success has resulted in the continued production of the surgecaster as a viable commercial endeavor. Only two models are currently available on the market: a standard surgecaster and an advanced surgecaster, though the merged barathu entity appears to be continuing its research and development efforts.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Surgecaster, standard | Longarms | 5 | 3300 | 1d10 E | 40 ft. | Arc 1d10 | 20 charges | 2 | 1 | Boost 1d6, living | ARM p.48 |
Surgecaster, advanced | Longarms | 14 | 83000 | 3d10 E | 60 ft. | Arc 2d10 | 40 charges | 2 | 1 | Boost 1d10, living | ARM p.48 |
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.
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.
Website owned by Mark von Drake. All content on this website owned by Paizo Inc. Privacy policy can be found here.
Contact: markvondrake@thehiddentruth.info