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Player > Weapon > Range > Shoulder laser, corona
Level: 8
Price: 9700
Damage: 1d8 F
Range: 40 ft.
Critical: Burn 1d6
Capacity: 20 charges
Usage: 1
Bulk: L
Special: Integrated (1 slot)
This laser weapon has a smooth, curved housing and an eyelike aperture, and it can be installed in an armor upgrade slot, leaving the wielder's hands free for other tasks. As the name implies, most users mount the eyelike aperture over one shoulder, but it can work just as easily mounted on the torso or a forearm. Many shoulder laser users are androids who integrate them into their bodies as emergency weapons. Azimuth, corona, aphelion, and perihelion shoulder lasers are available in most areas.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Shoulder laser, azimuth | Small Arms | 2 | 870 | 1d3 F | 40 ft. | — | 20 charges | 1 | L | Integrated (1 slot) | ARM p.41 |
Shoulder laser, corona | Small Arms | 8 | 9700 | 1d8 F | 40 ft. | Burn 1d6 | 20 charges | 1 | L | Integrated (1 slot) | ARM p.41 |
Shoulder laser, aphelion | Small Arms | 13 | 51500 | 2d8 F | 40 ft. | Burn 2d6 | 20 charges | 1 | L | Integrated (1 slot) | ARM p.41 |
Shoulder laser, perihelion | Small Arms | 18 | 383000 | 3d8 F | 40 ft. | Burn 3d6 | 20 charges | 1 | L | Integrated (1 slot) | ARM p.41 |
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
An integrated weapon can be wielded normally or installed in an armor upgrade slot. When properly installed, the weapon is considered to be wielded without needing to assign a number of hands to wield it. An integrated weapon requires the listed number of armor slots for proper installation. An android or any other creature with the upgrade slot racial ability cannot combine its racial upgrade slot with armor upgrade slots to install an integrated weapon. Installing, removing, or replacing an integrated weapon in a suit of armor takes 10 minutes, as if it were an armor upgrade.
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