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Player > Weapon > Range > Shrieking larva
Level: 5
Price: 2800
Damage: 1d8 So
Range: 30 ft.
Critical: Deafen
Capacity: 20 Charges
Usage: 4
Bulk: L
Special: Living, thought, unwieldy
Lashunta biologists genetically engineered the shrieking larva from a creature found in Castrovel's jungles. This living weapon is dormant until fed power through a manual trigger. A telepathic user can mentally trigger the larva to siphon energy as needed, causing the weapon to fire faster than by trigger. When powered, the stimulated larva shrieks. This simultaneously shrill and oscillating outburst forms a coherent beam emitted in the direction the larva is pointed.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Shrieking larva | Small Arms | 5 | 2800 | 1d8 So | 30 ft. | Deafen | 20 Charges | 4 | L | Living, thought, unwieldy | ARM p.51 |
The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.
You can't hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
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.
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.
A thought weapon can be fully or partially controlled via telepathy. If you have the telepathy or limited telepathy racial trait, are benefiting from a telepathy spell, are wearing a mindlink circlet, or have a similar ability, you ignore the weapon's unwieldy weapon special property.
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