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Player > Weapon > Range > Rackarack, hammer
Level: 18
Price: 371000
Damage: 6d10 So
Range: 60 ft.
Critical: Nuisance
Capacity: 40 charges
Usage: 2
Bulk: 1
Special: Boost 4d4
Most often employed by overeager skittermanders and named from the concussive sound they make when fired, these weapons transform battery charges into sonic bursts and flashes of light and noise. A rackarack is an ostentatious weapon certain to draw attention, which is often just as their wielders prefer.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Rackarack, pulse | Longarms | 1 | 205 | 1d6 So | 60 ft. | Nuisance | 20 charges | 2 | 1 | — | NSP p.150 |
Rackarack, surge | Longarms | 6 | 4400 | 2d6 So | 60 ft. | Nuisance | 20 charges | 2 | 1 | Boost 1d4 | NSP p.150 |
Rackarack, drum | Longarms | 13 | 46100 | 5d6 So | 60 ft. | Nuisance | 20 charges | 2 | 1 | Boost 2d4 | NSP p.150 |
Rackarack, hammer | Longarms | 18 | 371000 | 6d10 So | 60 ft. | Nuisance | 40 charges | 2 | 1 | Boost 4d4 | NSP p.150 |
This weapon delivers targeted pops of sound and strobes of light. If you score a critical hit against a target with this weapon, the target is affected as though hit with harrying fire.
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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