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Player > Weapon > Melee > Talon, knight
Level: 12
Price: 39100
Damage: 4d6 A or S
Critical: Corrode 2d6
Bulk: L
Special: Modal, powered (capacity 20, usage 1)
A talon is a stylized weapon with a fitted grip and a curved, serrated blade. It can be used as a slashing weapon without activating the battery. When powered, the talon converts energy into acid that can melt through certain types of armor (though the weapon always targets a foe's KAC). Shirrens favor talons, and some consider them to be holy weapons of Hylax, referring to them as the queen's talons. Increasingly advanced models of the weapon are often named after roles of some hivedwelling species, beginning with drone, and advancing through warrior, knight, queen, and god.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Talon, drone | Advanced | 4 | 2400 | 1d6 A or S | Corrode 1d6 | L | Modal, powered (capacity 20, usage 1) | ARM p.54 |
Talon, warrior | Advanced | 8 | 10500 | 2d6 A or S | Corrode 1d6 | L | Modal, powered (capacity 20, usage 1) | ARM p.54 |
Talon, knight | Advanced | 12 | 39100 | 4d6 A or S | Corrode 2d6 | L | Modal, powered (capacity 20, usage 1) | ARM p.54 |
Talon, queen | Advanced | 16 | 195000 | 8d6 A or S | Corrode 3d6 | L | Modal, powered (capacity 40, usage 2) | ARM p.54 |
Talon, god | Advanced | 20 | 925000 | 8d12 A or S | Corrode 4d6 | L | Modal, powered (capacity 40, usage 2) | ARM p.54 |
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
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.
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 modal weapon can be toggled to deal different types of damage, with the options listed in the weapon's damage entry. The weapon can deal only one type of damage at a time; changing the weapon's mode to deal another damage type requires a move action. The weapon category of a modal weapon is based on the first damage type listed. If its second damage type causes it to be considered a different category of weapon when dealing that damage, that category is listed in parentheses. For example, a modal weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “modal (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.
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