Player > Weapon > Melee > Ice needle, furtive
Damage: 1d6 C & P
Critical: Injection DC +2
Special: Conceal, injection, powered (capacity 40, usage 4)
This handheld melee weapon appears to be nothing more than a handle with a slot in one end. Once a vial of an injectable substance is inserted into this slot, the ice needle forms a slender spike of ice around that liquid core, allowing you to inject the substance into a foe with a virtually untraceable weapon. Undercover and furtive ice needles are often used primarily for their injecting capabilities, while artifice, espionage, and subterfuge ice needles deal significant damage along with the injection.
|Ice needle, undercover||Advanced||1||330||1d4 C & P||Injection DC +2||L||Conceal, injection, powered (capacity 20, usage 4)||ARM p.35|
|Ice needle, furtive||Advanced||5||3140||1d6 C & P||Injection DC +2||L||Conceal, injection, powered (capacity 40, usage 4)||ARM p.35|
|Ice needle, artifice||Advanced||10||18400||4d6 C & P||Injection DC +2||L||Conceal, injection, powered (capacity 40, usage 4)||ARM p.35|
|Ice needle, espionage||Advanced||14||74100||7d6 C & P||Injection DC +2||L||Conceal, injection, powered (capacity 40, usage 4)||ARM p.35|
|Ice needle, subterfuge||Advanced||18||384000||13d6 C & P||Injection DC +2||L||Conceal, injection, powered (capacity 80, usage 4)||ARM p.35|
If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.
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 conceal special property is considered especially small or easy to hide for purposes of Slight of Hand’s hide object task, granting you a +4 circumstance bonus to skill checks to hide object.