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Player > Weapon > Range > Plasma fork, 15-notch
Level: 8
Price: 8850
Damage: 1d10 E & F
Range: 80 ft.
Critical: Knockdown
Capacity: 20 charges
Usage: 1
Bulk: 1
Special: Boost 1d10
Also known as a plasma rail gun, a plasma fork has two long metal prongs in place of a barrel. The mechanism magnetically accelerates a bolt of plasma between these two prongs, but it can also hold plasma temporarily between the prongs to charge up an even more devastating attack. Each model has a number of notches that infuse the plasma with energy, starting with 12-notch plasma forks and increasing in intensity to 15-notch, 19-notch, and 22-notch plasma forks.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Plasma fork, 12-notch | Longarms | 3 | 1290 | 1d8 E & F | 60 ft. | Knockdown | 20 charges | 1 | 1 | Boost 1d4 | ARM p.42 |
Plasma fork, 15-notch | Longarms | 8 | 8850 | 1d10 E & F | 80 ft. | Knockdown | 20 charges | 1 | 1 | Boost 1d10 | ARM p.42 |
Plasma fork, 19-notch | Longarms | 14 | 64800 | 3d10 E & F | 80 ft. | Knockdown | 40 charges | 2 | 1 | Boost 2d10 | ARM p.42 |
Plasma fork, 22-notch | Longarms | 19 | 750000 | 6d10 E & F | 100 ft. | Knockdown | 40 charges | 2 | 1 | Boost 3d10 | ARM p.42 |
The target is knocked prone.
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.
You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.
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