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Player > Weapon > Melee > Junk censer
Level: 1
Price: 125
Damage: 1d6 B & F
Critical: Burn 1d4
Bulk: L
Special: Analog, fueled (capacity 20, usage 4), thrown (10 ft.)
A chain, cable, or other cord connects the long handle of this weapon to a perforated or grated container that is filled with exceptionally volatile compounds. Few are foolish enough to use such a weapon, so there's been little advancement on its design, but many space goblins use junk censers with reckless and even gleeful abandon. While it is most often wielded in melee, the junk censer can also be thrown at an enemy. Like many cobbled-together weapons, a junk censer is unstable; on an attack roll of a natural 1, it deals its regular damage to the user and gains the broken condition.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Junk censer | Advanced | 1 | 125 | 1d6 B & F | Burn 1d4 | L | Analog, fueled (capacity 20, usage 4), thrown (10 ft.) | ARM p.38 |
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
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.
Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property. You apply your Strength modifier to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again.
A fueled weapon has an integrated petrol tank and must be activated to function properly. This works like the powered weapon special property (Core Rulebook 181), except it uses petrol as a fuel source instead of a battery. Unlike a battery, petrol is permanently expended upon use and must be purchased rather than recharged.
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