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Player > Weapon > Range > Arc caster, static
Level: 1
Price: 375
Damage: 1d8 E
Range: 60 ft.
Critical: Second arc 1d6
Capacity: 20 charges
Usage: 2
Bulk: 2
Special: First arc 1d6, unwieldy
Flanked by large handles, an arc caster bristles with capacitors and antennae that release more energy than it can realistically control. While many shock weapons have a chance to arc to a second target on a hit, the arc caster is designed to achieve that feat on every shot, and particularly well-aimed strikes can sometimes arc twice. The storm and tempest models feature improvements that build upon the capabilities of static and aurora arc casters. Since there is little way to control which creatures are struck on the subsequent arcs, arc casters are generally used only by solo combatants or those with little regard for their allies' well-being. More rarely, party members may take particular precautions against electricity damage, such as with a resistant armor spell or an electrostatic field armor upgrade, to protect themselves from an ally wielding an arc caster.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Arc caster, static | Heavy | 1 | 375 | 1d8 E | 60 ft. | Second arc 1d6 | 20 charges | 2 | 2 | First arc 1d6, unwieldy | ARM p.45 |
Arc caster, aurora | Heavy | 5 | 3160 | 2d6 E | 60 ft. | Second arc 1d6 | 40 charges | 2 | 2 | First arc 1d6, unwieldy | ARM p.45 |
Arc caster, storm | Heavy | 11 | 25600 | 5d6 E | 80 ft. | Second arc 2d6 | 40 charges | 4 | 2 | First arc 2d6, unwieldy | ARM p.45 |
Arc caster, tempest | Heavy | 17 | 262000 | 10d6 E | 80 ft. | Second arc 4d6 | 40 charges | 5 | 2 | First arc 4d6, unwieldy | ARM p.45 |
The attack's energy continues leaping from a secondary target to a tertiary target. This functions identically to the arc critical hit effect (Core Rulebook 182), except the second arc can't target either the original target of the attack or the creature struck by the first arc special property.
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.
A weapon with the first arc special property always generates an electrical arc, per the critical hit effect (Core Rulebook 182), whenever it hits a target.
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