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Player > Weapon > Range > Trilaser, tactical
Starfinder Adventure Path #08: Escape from the Prison Moon (Against the Aeon Throne 2 of 3) p.45
Level: 5
Price: 3200
Damage: 1d6 F
Range: 80 ft.
Critical: Burn 1d4
Capacity: 20 charges
Usage: 1
Bulk: L
Special: Aeon
Members of the Aeon Guard who function in support roles or who are assigned to missions where subtlety is key favor the unique design of the trilaser. The weapon is more effective than but just as light as typical laser small arms, and even more so with a slotted aeon stone. A trilaser is also a prestige item, since carrying one openly is a privilege Aeon Guards can enjoy even in civilian garb.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Trilaser, tactical | Small Arms | 5 | 3200 | 1d6 F | 80 ft. | Burn 1d4 | 20 charges | 1 | L | Aeon | AT02 p.45 |
Trilaser, advanced | Small Arms | 10 | 17600 | 2d6 F | 90 ft. | Burn 2d4 | 40 charges | 2 | L | Aeon | AT02 p.45 |
Trilaser, elite | Small Arms | 15 | 105600 | 4d6 F | 90 ft. | Burn 3d4 | 40 charges | 2 | L | Aeon | AT02 p.45 |
Trilaser, paragon | Small Arms | 20 | 739250 | 8d6 F | 100 ft. | Burn 4d4 | 80 charges | 4 | L | Aeon | AT02 p.45 |
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.
A weapon that has the aeon special property includes a socket that can house an aeon stone. As a standard action, you can slot an aeon stone into the socket or remove it. You can slot an aeon stone into a weapon only if the weapon has an item level equal to or greater than the aeon stone's item level. You don't benefit from the stone's normal abilities while the stone is slotted into a weapon. Instead, an aeon weapon with a slotted aeon stone gains the boost weapon special property, provided it doesn't have the blast or unwieldy properties. The amount of the boost's damage increase is dependent on the item level of the slotted aeon stone, as follows: level 1–5, 1d4; levels 6–10, 1d6; levels 11–15, 1d8; levels 16–20, 1d10.
A slotted aeon stone has a number of charges per day equal to the stone's item level. Utilizing the boost special property the stone provides spends charges from the stone equal to the weapon's usage value. If the stone lacks enough charges, the boost attempt has no effect. An aeon stone that has had any daily charges expended in this way turns a dull color and doesn't confer its usual benefits if removed from the aeon weapon.
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