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Player > Weapon > Melee > Living staff, tactical
Level: 5
Price: 3300
Damage: 1d6 B
Critical: Bind
Bulk: 1
Special: Block, living, powered (capacity 20, usage 1), reach
Xenodruids developed the living staff, a gnarled and vineswathed pole, to use as a weapon and a sign of their allegiance. The staff itself can extend, and the vines can wrap around and entangle a target. Xenodruids on sentinel duty favor the tactical and advanced models. The elite and paragon models are more common among highly skilled warrior-mystics undertaking assault missions.
Two-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Living staff, tactical | Basic | 5 | 3300 | 1d6 B | Bind | 1 | Block, living, powered (capacity 20, usage 1), reach | ARM p.53 |
Living staff, advanced | Basic | 12 | 39500 | 4d6 B | Bind | 1 | Block, living, powered (capacity 20, usage 1), reach | ARM p.53 |
Living staff, elite | Basic | 16 | 181000 | 12d6 B | Bind | 1 | Block, living, powered (capacity 20, usage 1), reach | ARM p.53 |
Living staff, paragon | Basic | 20 | 919000 | 14d6 B | Bind | 1 | Block, living, powered (capacity 20, usage 1), reach | ARM p.53 |
The target is entangled, as if the weapon had the entangle weapon special property.
A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's item level + the attacker's Dexterity modifier) or a Strength check (DC = 15 + weapon's item level + the attacker's Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition.
Only melee weapons can have the block special property, which represents some kind of guard or crossbar that can protect you from attacks by a foe you strike in melee. When you successfully strike a target with a melee attack using such a weapon, you gain a +1 enhancement bonus to your AC for 1 round against melee attacks from that target.
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).
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.
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.
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