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Player > Weapon > Melee > Spined blade, gravity
Level: 14
Price: 62400
Damage: 4d10 P
Critical: Injection DC +2
Bulk: L
Special: Powered (capacity 40, usage 2)
Kasathas on their home world wielded spined blades to better poison foes. Replicas of these ancient weapons can be found in the Museum of Ancestral Technology on the Idari. Modern warriors use refined versions of the weapon that are effective at delivering poisons and similar substances through contemporary armor. You apply such substances to the blade per rules found on page 232 of the Core Rulebook. While the basic version of the spined blade is generally analog, more advanced buzzblade, ripper, gravity, and rivener models are powered weapons.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Spined blade, basic | Basic | 5 | 2600 | 1d6 P | Injection DC +2 | L | Analog | ARM p.54 |
Spined blade, buzzblade | Basic | 8 | 9400 | 1d10 P | Injection DC +2 | L | Powered (capacity 20, usage 1) | ARM p.54 |
Spined blade, ripper | Basic | 11 | 24500 | 2d10 P | Injection DC +2 | L | Powered (capacity 20, usage 1) | ARM p.54 |
Spined blade, gravity | Basic | 14 | 62400 | 4d10 P | Injection DC +2 | L | Powered (capacity 40, usage 2) | ARM p.54 |
Spined blade, rivener | Basic | 18 | 325000 | 8d10 P | Injection DC +2 | L | Powered (capacity 40, usage 2) | ARM p.54 |
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.
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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