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Player > Weapon > Range > Chimera graft, growl-class
Starfinder Adventure Path #29: The Cradle Infestation (The Threefold Conspiracy 5 of 6) p.48
Level: 7
Price: 6250
Damage: 1d12 F
Range: 40 ft.
Critical: Burn 1d6
Capacity: 20 petrol
Usage: 1
Bulk: 1
Special: Automatic, integrated (1 slot), harrying, living, regrowth
This imposing rifle, made of red scales and horn, emits an impressive gout of bright flame. Designed by Iratha Incorporated and first released as an augmentation, it proved cumbersome and was redesigned as an armorintegrated weapon.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Chimera graft, growl-class | Longarms | 7 | 6250 | 1d12 F | 40 ft. | Burn 1d6 | 20 petrol | 1 | 1 | Automatic, integrated (1 slot), harrying, living, regrowth | 3C05 p.48 |
Chimera graft, snarl-class | Longarms | 11 | 24000 | 2d12 F | 40 ft. | Burn 1d6 | 20 petrol | 1 | 1 | Automatic, integrated (1 slot), harrying, living, regrowth | 3C05 p.48 |
Chimera graft, roar-class | Longarms | 17 | 218000 | 4d12 F | 40 ft. | Burn 1d6 | 20 petrol | 1 | 1 | Automatic, integrated (1 slot), harrying, living, regrowth | 3C05 p.48 |
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.
In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode.
When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon's range increment. This uses all the weapon's remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can't score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.
For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.
If more than one creature is equidistant and you don't have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.
A harrying weapon produces exceptionally distracting bursts of fire. When you take the harrying fire action with this weapon, you gain a +2 insight bonus to your attack roll.
An integrated weapon can be wielded normally or installed in an armor upgrade slot. When properly installed, the weapon is considered to be wielded without needing to assign a number of hands to wield it. An integrated weapon requires the listed number of armor slots for proper installation. An android or any other creature with the upgrade slot racial ability cannot combine its racial upgrade slot with armor upgrade slots to install an integrated weapon. Installing, removing, or replacing an integrated weapon in a suit of armor takes 10 minutes, as if it were an armor upgrade.
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.
This weapon regrows its own ammunition, usually with the help of sunlight and nutrients drawn from the air or soil. It takes the weapon 8 hours to replenish its full capacity of ammunition; this ammunition is always standard ammunition unique to the weapon and cannot be sold.
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