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Player > Weapon > Range > Convergent laser, multiwave
Level: 11
Price: 24500
Damage: 4d10 F
Range: 120 ft.
Critical: Burn 3d6
Capacity: 40 charges
Usage: 4
Bulk: 2
Special: Unwieldy
For those seeking efficient laser attacks in a reliable, relatively lightweight format, the convergent laser is an ideal weapon. The weapon's smaller lasers synchronize and focus their output on a single target to deal more damage than any single beam could deal alone; however, the need to carefully aim and adjust the weapon makes it somewhat slower to fire than its single-beam counterparts. Typically, the different beams originate from the corners of a square or triangular barrel, angling in to join at a single point on the target. A single-wave convergent laser emits a single wavelength, with all its beams sharing a color. Multiwave convergent lasers produce different wavelengths for each beam, using computer assistance to continually adjust the output, while a wide-spectrum convergent laser increases the number of beams until their joining point on the target is a white so brilliant that it's painful to look at.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Convergent laser, single-wave | Heavy | 4 | 2100 | 1d12 F | 100 ft. | Burn 1d6 | 40 charges | 4 | 2 | Unwieldy | ARM p.40 |
Convergent laser, multiwave | Heavy | 11 | 24500 | 4d10 F | 120 ft. | Burn 3d6 | 40 charges | 4 | 2 | Unwieldy | ARM p.40 |
Convergent laser, wide-spectrum | Heavy | 15 | 118000 | 7d10 F | 120 ft. | Burn 4d6 | 40 charges | 4 | 2 | Unwieldy | ARM p.40 |
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.
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.
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