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Player > Weapon > Range > Dirge cannon, resonant
Level: 7
Price: 4270
Damage: 2d6 So
Range: 30 ft.
Critical: Deafen
Capacity: 40 charges
Usage: 4
Bulk: 3
Special: Antibiological, blast, unwieldy
Pirates are the most common users of dirge cannons. The potbellied, shoulder-resting weapons cause a brief but intense sound burst at frequencies and pressure sufficient to rupture living cells while leaving inorganic objects unharmed. The result is a weapon that can eliminate a starship's crew without causing any damage to the vessel or its cargo. Those who prefer lighter damage favor harmonic and resonant cannons, leaving anharmonic and parametric models for situations that call for carnage.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Dirge cannon, harmonic | Heavy | 2 | 900 | 1d8 So | 20 ft. | Deafen | 20 charges | 4 | 3 | Antibiological, blast, unwieldy | ARM p.49 |
Dirge cannon, resonant | Heavy | 7 | 4270 | 2d6 So | 30 ft. | Deafen | 40 charges | 4 | 3 | Antibiological, blast, unwieldy | ARM p.49 |
Dirge cannon, anharmonic | Heavy | 13 | 49900 | 5d6 So | 40 ft. | Deafen | 80 charges | 4 | 3 | Antibiological, blast, unwieldy | ARM p.49 |
Dirge cannon, parametric | Heavy | 16 | 172000 | 7d6 So | 50 ft. | Deafen | 80 charges | 4 | 3 | Antibiological, blast, unwieldy | ARM p.49 |
The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.
You can't hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
This weapon fires in a cone that extends only to its first range increment. You can't use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.
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.
An antibiological weapon damages only living targets. Objects and creatures with the unliving special quality, such as robots and undead, are immune to its effects.
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