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Player > Weapon > Range > Nova rifle, yellow star
Level: 7
Price: 6800
Damage: 2d6 E & F
Range: 60 ft.
Critical: Blind
Capacity: 40 charges
Usage: 4
Bulk: 1
Special: Line, unwieldy
Much like traditional plasma rifles, nova rifles fire coherent gouts of plasma that can potentially travel some distance and burn multiple targets. However, nova rifles have a slimmer profile overall but a larger aperture, projecting plasma that's both slightly cooler and more diffuse. The nova rifle's intense visual display makes it a favorite of icons looking to make a statement or simply add pyrotechnics to their shows. Red star, yellow star, and white star nova rifles are all easily identified by the color of their plasma arcs.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Nova rifle, red star | Longarms | 2 | 940 | 1d6 E & F | 30 ft. | Blind | 20 charges | 2 | 1 | Line, unwieldy | ARM p.42 |
Nova rifle, yellow star | Longarms | 7 | 6800 | 2d6 E & F | 60 ft. | Blind | 40 charges | 4 | 1 | Line, unwieldy | ARM p.42 |
Nova rifle, white star | Longarms | 11 | 25300 | 3d6 E & F | 80 ft. | Blind | 40 charges | 4 | 1 | Line, unwieldy | ARM p.42 |
The target must succeed at a Reflex saving throw or gain the blinded condition for 1d3 rounds.
You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can't observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.
This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn't damage creatures farther away. A line weapon can't damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's trick attack).
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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