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Player > Weapon > Range > Focus rifle, compound
Level: 18
Price: 375000
Damage: 13d4 F
Range: 150 ft.
Critical: Burn 4d4
Capacity: 80 charges
Usage: 8
Bulk: 1
Special: Penetrating, sniper (1,000 ft.), unwieldy
This elongated laser rifle contains additional lenses that further focus its output, creating a powerful beam that can punch through many substances at ranges far greater than those of a typical laser rifle. Dual, triple, and quad focus rifles use increasing numbers of focusing lenses, intensifying the laser but compounding the price. A compound focus rifle's lenses are specially made of a rare form of glass, creating the most powerful output currently possible for such weapons.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Focus rifle, dual | Sniper | 3 | 1400 | 2d4 F | 100 ft. | Burn 1d4 | 20 charges | 4 | 1 | Penetrating, sniper (500 ft.), unwieldy | ARM p.40 |
Focus rifle, triple | Sniper | 7 | 6460 | 3d4 F | 120 ft. | Burn 2d4 | 40 charges | 4 | 1 | Penetrating, sniper (650 ft.), unwieldy | ARM p.40 |
Focus rifle, quad | Sniper | 13 | 50800 | 7d4 F | 120 ft. | Burn 3d4 | 40 charges | 8 | 1 | Penetrating, sniper (800 ft.), unwieldy | ARM p.40 |
Focus rifle, compound | Sniper | 18 | 375000 | 13d4 F | 150 ft. | Burn 4d4 | 80 charges | 8 | 1 | Penetrating, sniper (1,000 ft.), 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.
A penetrating weapon is designed to punch through large objects' outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon's level.
Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon's range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.
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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