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Player > Weapon > Melee > Brain pike, knight

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 WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Brain pike, droneAdvanced419501d8 PConfuse1Analog, living, reach, thought, unbalancing, unwieldy3C05 p.48
Brain pike, warriorAdvanced887002d8 PConfuse1Analog, living, reach, thought, unbalancing, unwieldy3C05 p.48
Brain pike, knightAdvanced11246004d8 PConfuse1Analog, living, reach, thought, unbalancing, unwieldy3C05 p.48
Brain pike, queenAdvanced14665007d8 PConfuse1Analog, living, reach, thought, unbalancing, unwieldy3C05 p.48
Brain pike, godAdvanced1837200011d8 PConfuse1Analog, living, reach, thought, unbalancing, unwieldy3C05 p.48

Confuse

The target must succeed at a Will saving throw or gain the confused condition for 1 round.

Confused

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
1–25Act normally.
26–50Do nothing but babble incoherently.
51–75Deal 1d8 + Str modifier damage to self with item in hand.
76–100Attack nearest creature.
If you can't carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.

Analog

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.

Reach

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.

Unwieldy

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.

Living

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.

Thought

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.

Unbalancing

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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