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Player > Weapon > Range > Stormcaller, smooth-channel
Level: 18
Price: 440000
Damage: 8d8 E
Range: 60 ft.
Critical: —
Capacity: 40 charges
Usage: 5
Bulk: 2
Special: Flexible line, living, unwieldy
Some barathu researchers who intensively study the titanic lightning storms found on their home world become obsessed with the phenomenon. The efforts of such scientists led to the creation of the stormcaller, a living weapon that generates a line of electricity originating not from the wielder but from a single point within the weapon's relatively short range. Like most barathu creations, stormcallers are living creatures, and their massive shells are large enough to require two hands to wield, aided by the stormcaller wrapping its translucent tentacles around the user's appendages. Sheet and ribbon stormcallers are powerful weapons in their own right, while rocket and smooth-channel stormcallers can summon electrical currents that live up to the weapons' namesake.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Stormcaller, sheet | Heavy | 2 | 1100 | 1d8 E | 30 ft. | — | 20 charges | 5 | 2 | Flexible line, living, unwieldy | ARM p.48 |
Stormcaller, ribbon | Heavy | 7 | 7700 | 2d8 E | 40 ft. | — | 40 charges | 5 | 2 | Flexible line, living, unwieldy | ARM p.48 |
Stormcaller, rocket | Heavy | 13 | 57000 | 4d8 E | 60 ft. | — | 40 charges | 5 | 2 | Flexible line, living, unwieldy | ARM p.48 |
Stormcaller, smooth-channel | Heavy | 18 | 440000 | 8d8 E | 60 ft. | — | 40 charges | 5 | 2 | Flexible line, living, unwieldy | ARM p.48 |
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.
A flexible weapon generates lines of effect at a distance from the user. Choose two points, both of which must be within the weapon's first range increment. The weapon's effect extends from one point to the other. Other than this placement, resolve the attack per the line weapon special property (Core Rulebook 181).
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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