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Player > Weapon > Range > Hail pistol, subzero
Damage: 1d4 C & P
Range: 20 ft.
Critical: Bleed 1d4
Capacity: 20 charges
A hail pistol includes a chamber behind the barrel that circulates supercooled vapor and causes it to coalesce into razor-edged shards of ice that leave foes with rime-edged bleeding wounds. Subzero, gelid, ultracold, and absolute-zero hail pistols each produce progressively larger and more jagged shards.
|Hail pistol, subzero||Small Arms||1||120||1d4 C & P||20 ft.||Bleed 1d4||20 charges||1||L||—||ARM p.34|
|Hail pistol, gelid||Small Arms||8||8600||2d6 C & P||20 ft.||Bleed 1d6||20 charges||1||L||—||ARM p.34|
|Hail pistol, ultracold||Small Arms||14||63200||3d8 C & P||40 ft.||Bleed 1d8||20 charges||2||L||—||ARM p.34|
|Hail pistol, absolute-zero||Small Arms||17||218000||5d10 C & P||40 ft.||Bleed 1d10||20 charges||2||L||—||ARM p.34|
The target gains the bleeding condition.
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.