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Player > Weapon > Range > Plasma claw, electrocellular
Level: 1
Price: 280
Damage: 1d4 E & F
Range: 20 ft.
Critical: —
Capacity: 20 charges
Usage: 2
Bulk: L
Special: Living
The Xenowardens bioengineered these large arthropod claws based on a creature from a lost world in the Vast—the claws create a burst of plasma as they snap shut. The organic plasma claw and biodynamic plasma claw models function most similarly to the original creature. Other manufacturers have created the slightly different electrocellular and synthecite models, which are less powerful versions of the two earlier models.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Plasma claw, electrocellular | Small Arms | 1 | 280 | 1d4 E & F | 20 ft. | — | 20 charges | 2 | L | Living | ARM p.42 |
Plasma claw, synthecite | Small Arms | 5 | 3350 | 1d6 E & F | 30 ft. | — | 20 charges | 4 | L | Living | ARM p.42 |
Plasma claw, organic | Small Arms | 10 | 20100 | 2d6 E & F | 30 ft. | — | 40 charges | 8 | L | Living | ARM p.42 |
Plasma claw, biodynamic | Small Arms | 16 | 189000 | 4d6 E & F | 30 ft. | — | 40 charges | 8 | L | Living | ARM p.42 |
Unlike simpler forms of biotech, a living weapon is not just
organic material—it's actually a simple living organism. The
core function of a living weapon is based on the same scientific
principles as manufactured weapons, but come about as part of
its natural development and body function.
A living weapon can be affected by spells that target creatures,
though it is mindless, incapable of independent action, and has
no ability scores other than Constitution (which is always equal
to its item level). It is subject to poisons and diseases, though
it does not need to breath and is always protected as well as a
creature with active environmental protection from armor. If it
is forced to make a saving throw, its save bonus is always equal
to its item level. If it suffers a condition that would normally
cause it to take a penalty to attacks, damage, or save DCs, those
penalties apply to any attack or effect created with it. Living
weapons “eat” by absorbing part of the charges or fuel (or
energy from some other form of ammunition) when fired. They
do not sleep or breathe, cannot communicate in any way, are
immune to pain effects due to their incredibly simple nervous
systems, and are mindless.
If damaged, a living weapon can regain Hit Points from
effects that restore Hit Points to living creatures, such as a
mystic cure spell, and it regains a number of Hit Points equal to
its item level each day. You can use the Life Science
or Medicine skill instead of Engineering to repair a
living weapon.
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