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Player > Weapon > Melee > Interference blade, monophonic
Level: 6
Price: 4420
Damage: 1d10 So
Critical: Wound
Bulk: 1
Special: Powered (capacity 40, usage 4)
The grip of an interference blade contains sonic projectors that emit specific ultrasonic frequencies, overlapping the sound waves until they become a physical edge. When you swing the weapon, this blade is visible as a blurred, translucent line. Monophonic interference blades generate a single pitch. Harmonic models use several pitches that amplify one another. A polyphonic blade projects variable frequencies, while a multiphonic version combines several frequencies in a single edge.
Two-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Interference blade, monophonic | Advanced | 6 | 4420 | 1d10 So | Wound | 1 | Powered (capacity 40, usage 4) | ARM p.50 |
Interference blade, harmonic | Advanced | 10 | 18700 | 3d10 So | Wound | 1 | Powered (capacity 40, usage 8) | ARM p.50 |
Interference blade, polyphonic | Advanced | 14 | 76700 | 4d10 So | Wound | 1 | Powered (capacity 100, usage 10) | ARM p.50 |
Interference blade, multiphonic | Advanced | 19 | 597000 | 8d10 So | Wound | 1 | Powered (capacity 100, 20 usage) | ARM p.50 |
Roll on Table. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.
D20 | LOCATION | SAVE | EFFECT |
---|---|---|---|
1–10 | General | – | Bleed 1d6 |
11–13 | Eye (sensory) | Ref | Lost eye, –2 Perception |
14–15 | Leg (mobility) | Fort | Severed limb, –10 land speed |
16–17 | Arm (manipulation) | Ref | Severed limb, lose a hand |
18–19 | Vital organ | Fort | 1d4 Con damage |
20 | Brain | Fort | Stunned 1 round |
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).
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