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Player > Weapon > Range > Formian venomcaster, paragon
Level: 18
Price: 398000
Damage: 10d10 P
Range: 80 ft.
Critical: Injection DC +2
Capacity: 24 darts
Usage: 1
Bulk: 1
Special: Analog, entangle, injection, unwieldy
The formians on the moons of Vesk-5 developed this weapon to fire an envenomed dart. More expensive versions encase a fired dart in a monofilament casing. When such a dart strikes a target, it not only delivers the poison but shatters to constrain the target within the monofilament web.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Formian venomcaster, tactical | Longarms | 3 | 1325 | 1d8 P | 40 ft. | Injection DC +2 | 6 darts | 1 | 1 | Analog, injection, unwieldy | NSP p.150 |
Formian venomcaster, advanced | Longarms | 9 | 12750 | 3d8 P | 60 ft. | Injection DC +2 | 12 darts | 1 | 1 | Analog, injection, unwieldy | NSP p.150 |
Formian venomcaster, elite | Longarms | 14 | 70600 | 7d8 P | 80 ft. | Injection DC +2 | 12 darts | 1 | 1 | Analog, entangle, injection, unwieldy | NSP p.150 |
Formian venomcaster, paragon | Longarms | 18 | 398000 | 10d10 P | 80 ft. | Injection DC +2 | 24 darts | 1 | 1 | Analog, entangle, injection, unwieldy | NSP p.150 |
If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's item level + the attacker's Dexterity modifier) or a Strength check (DC = 15 + weapon's item level + the attacker's Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition.
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it's a melee weapon or an attack with the relevant piece of ammunition if it's a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.
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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