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Player > Weapon > Melee > Gale baton, tempest
Level: 6
Price: 4240
Damage: 1d6 C
Critical: Staggered
Bulk: L
Special: Deflect, operative, powered (capacity 80, usage 4)
A vortex of supercooled air swirls around this slender baton, freezing targets before the baton even makes contact and knocking dangerous projectiles off course. The tempest gale baton is the most common model and is widely available on the Idari and in other kasathan communities, with later developments resulting in the more powerful cyclone and hurricane gale batons.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Gale baton, tempest | Advanced | 6 | 4240 | 1d6 C | Staggered | L | Deflect, operative, powered (capacity 80, usage 4) | ARM p.34 |
Gale baton, cyclone | Advanced | 11 | 24500 | 3d8 C | Staggered | L | Deflect, operative, powered (capacity 80, usage 4) | ARM p.34 |
Gale baton, hurricane | Advanced | 17 | 245000 | 9d6 C | Staggered | L | Deflect, operative, powered (capacity 80, usage 4) | ARM p.34 |
The target must succeed at a Fortitude save or be staggered for 1 round.
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that's out of charges, it functions as an improvised weapon (see page 169).
A weapon with the deflect special property generates both an energy and a kinetic effect, which allows you to use it with the Deflect Projectiles feat (if you have it) to counter both kinetic and energy ranged attacks.
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