Pathfinder Campaign Setting
A character who’s proficient with saps is proficient with a stun baton . Norm a l effect, however causes 1d4 factors of Constitution damage . Normal impact, however hallucinogenic (-5 penalty on Perception checks and confused for 2d4 rounds, Fortitude DC 1 5 negates).
A rail gun makes use of gravitons to compress uncooked metal scrap placed in its sequencing chamber into hyperdense shells that it then accelerates to astounding speed and fires from its electromagnetically charged barrel. The weapon’s rate of fireside is gradual compared to most different technological weapons, but its relatively high injury mixed with its potential for significantly grisly crucial hits makes it a a lot sought-after weapon for long-range combat. Shots fired from a rail gun bypass an object’s first 10 points mailto:[pii_email_12fe5e25564422fface7] of hardness, and may completely penetrate targets with out hardness. When making an attack with a rail gun, make a single attack roll and examine that outcome to the ACs of a l l creatures in a line extending o u t t o t h e weapon’s max i m u m range. This weapon damages a l l targets w i t h an A C equal to or decrease than the assault rol l . However, if the attack’s damage fails to penetrate any goal’s hardness or injury discount, this shot is blocked and can’t injury targets which are farther away.
A heavy weapon harness offers its wearer with additional stability and support, permitting the consumer to wield heavy weapons as if they had been common firearms, using the Exotic Weapon feat for proficiency quite than Exotic Weapon . A character with Exotic Weapon who wears an H-belt finds using heavy weapons even simpler, and gains a +1 circumstance bonus on all attack rolls made with harnessed heavy weapons. Unlike most technological armors, a heavy weapon harness does not use power-its components are purely mechanical. A flare gun seems like a wide-ba rreled pistol, and although it may be used in combat, the item’s main use is to send alerts. A flare gun and its a m m u nition (a small, rocket-propelled mag nesium charge) are utterly self-contained and disposable-once fired, a flare gun is useless. While a flare gun has excel lent vary, the flare tends to wobble and spiral in flig ht, i ncurring a 200/o m iss probability if it is getting used to focus on a particular level.
The creator must spend the gold initially of the construction process. The course of may be accelerated to 4 hours of labor per l , o o o gp by increasing the DC to create the merchandise by 5. When determining the required time, ignore any fixed prices such as the weapon portion of implanted weaponry.
The target retains its physical abi l ity scores, racial abil ities, and any racial Hit Dice. It positive aspects the mental talents, class ranges, feats, skil ls, and spell-like talents of the stored picture rather than its own. An impri nter can be set to document the mental i mage of the goal because the device overwrites its mind. Otherwise, the old character is utterly destroyed within the course of, past the attain of a l l means besides a miracle or wish spell, or divine intervention. Stored recollections can be transferred between neuroca ms and psychic i m pri nters with out consuming expenses from both system.
The first dose taken in a 24-hour period deals 1d2 points of abi lity harm to Intelligence and Wisdom; extra doses in that interval deal 1d4 points of capacity injury instead. Vive may be resisted with a successful DC 12 Fortitude saving throw. A dose of cureal l allows the target to try an additional saving throw against a single d isease or poison impact cu rrently afflicting h i m . This additional saving throw counts for the total variety of successful saves wanted to recuperate from the disease or poison. If the goal is suffering from multiple afflictions, a single dose of curea l l works against only the impact with the highest save DC currently affl icting him. Curea ll a lso restores 1d4 factors of abi l ity da mage or 1 point of capacity drain that has been inflicted by a d isease or poison, even if the consumer would not succeed at the save.
Attacks made with a monowhip resolve as touch assaults, and they ignore hardness as if the monofilament were made from adamantine. A monowhip’s harm cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the drive utilized. Activating a monowhip is a transfer motion; once activated, the whip consumes power incredibly shortly, at the rate of 1 cost per round. The idea of a bit of glass that you could speak to and that conjures entertainment out of thin air definitely may feel like magic-at least till everyone has a tablet, at which level it turns into commonplace.
A sufferer fol lows solely the latest suggestion spoken into the microphone, and abandons any previous suggestion if it fails a saving throw towards a new suggestion. A victim continues to observe the suggestion for u p to five hours after succumbing to its results. The effects created by an id rifle are mind-affecting effects. An autograpnel looks l i ke a rifle with a small adamantine spike protruding from its barrel.