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Player > Weapon > Melee > Brain pike, knight
Starfinder Adventure Path #29: The Cradle Infestation (The Threefold Conspiracy 5 of 6) p.48
Level: 11
Price: 24600
Damage: 4d8 P
Critical: Confuse
Bulk: 1
Special: Analog, living, reach, thought, unbalancing, unwieldy
This long spear is grown from chitin or horn by shirren, formian, and nuar bioengineers. The psychically sensitive material of a brain pike homes in on the thoughts of its target, adjusting its own movement mid-thrust to hit a vulnerable spot.
Two-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Brain pike, drone | Advanced | 4 | 1950 | 1d8 P | Confuse | 1 | Analog, living, reach, thought, unbalancing, unwieldy | 3C05 p.48 |
Brain pike, warrior | Advanced | 8 | 8700 | 2d8 P | Confuse | 1 | Analog, living, reach, thought, unbalancing, unwieldy | 3C05 p.48 |
Brain pike, knight | Advanced | 11 | 24600 | 4d8 P | Confuse | 1 | Analog, living, reach, thought, unbalancing, unwieldy | 3C05 p.48 |
Brain pike, queen | Advanced | 14 | 66500 | 7d8 P | Confuse | 1 | Analog, living, reach, thought, unbalancing, unwieldy | 3C05 p.48 |
Brain pike, god | Advanced | 18 | 372000 | 11d8 P | Confuse | 1 | Analog, living, reach, thought, unbalancing, unwieldy | 3C05 p.48 |
The target must succeed at a Will saving throw or gain the confused condition for 1 round.
You are mentally befuddled and can't act normally. You can't
tell the difference between ally and foe, and thus you treat all
creatures as enemies, even your closest friends and family, if
applicable. An ally who wishes to cast a beneficial spell on you
with a range of touch must succeed at an attack roll against your
Energy Armor Class, since you cannot be considered a willing
target. If you are attacked while you're confused, you always
attack the creature that last attacked you until that creature is
dead or out of sight, unless it is otherwise impossible for you to
attack it that round. While confused, you can't make attacks of
opportunity against any creature or thing that you aren't already
committed to attacking.
If you are not devoted to attacking a target, roll on the following
table at the beginning of your turn each round to see what you do
in that round.
D% | BEHAVIOR |
---|---|
1–25 | Act normally. |
26–50 | Do nothing but babble incoherently. |
51–75 | Deal 1d8 + Str modifier damage to self with item in hand. |
76–100 | Attack nearest creature. |
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.
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 thought weapon can be fully or partially controlled via telepathy. If you have the telepathy or limited telepathy racial trait, are benefiting from a telepathy spell, are wearing a mindlink circlet, or have a similar ability, you ignore the weapon's unwieldy weapon special property.
This weapon pushes foes off-balance. When you deal damage with this weapon, the target is flat-footed against the next attack that targets it before the start of your next turn. Anything that causes a critical hit to be treated as a normal hit, such as fortification, grants immunity to this special property.
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