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Player > Weapon > Range > Void rifle, ossuary-class
Level: 16
Price: 182000
Damage: 4d10 C
Range: 100 ft.
Critical: Suffocate
Capacity: 40 charges
Usage: 1
Bulk: 1
Special: Antibiological, boost 1d10
A firearm designed with crystals from the Plane of Shadow, a void rifle is unique in that power flowing through those crystals allows the rifle to fire inky bolts of life-sapping cold. The rifle's frigid energy can harm only the living, so it does nothing to constructs and undead. Regardless, the rifle remains a favorite of followers of Urgathoa. Grave- and crypt-class void rifles are an option for standard issue among rank-and-file marines of the Eoxian navy, while tomb-, ossuary-, and barrow-class void rifles are reserved for elite forces.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Void rifle, grave-class | Longarms | 2 | 1020 | 1d6 C | 60 ft. | Suffocate | 20 charges | 1 | 1 | Antibiological | ARM p.36 |
Void rifle, crypt-class | Longarms | 6 | 4400 | 1d8 C | 60 ft. | Suffocate | 20 charges | 1 | 1 | Antibiological | ARM p.36 |
Void rifle, tomb-class | Longarms | 11 | 26300 | 2d10 C | 80 ft. | Suffocate | 40 charges | 2 | 1 | Antibiological | ARM p.36 |
Void rifle, ossuary-class | Longarms | 16 | 182000 | 4d10 C | 100 ft. | Suffocate | 40 charges | 1 | 1 | Antibiological, boost 1d10 | ARM p.36 |
Void rifle, barrow-class | Longarms | 19 | 606000 | 6d10 C | 100 ft. | Suffocate | 80 charges | 2 | 1 | Antibiological, boost 2d10 | ARM p.36 |
The weapon sucks the atmosphere away from the target. If the target is wearing armor or a space suit that has activated environmental protections, the weapon depletes a number of days of that protection equal to half the weapon's item level. If this depletes the environmental protections entirely, or if the target was not wearing any such protections, the target must succeed at a Fortitude save or gain the exhausted condition.
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.
An antibiological weapon damages only living targets. Objects and creatures with the unliving special quality, such as robots and undead, are immune to its effects.
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