Available Weapons
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Advanced Melee Weapons
one-handed weapons | Level | Price | Damage | Critical | Bulk | Special |
---|---|---|---|---|---|---|
cryo | ||||||
Tomb Claw, Skeletal | 2 | 777 | 1d4 1d4 PiercingAttack versus KAC 1d4 ColdAttack versus EAC |
— | 1 | necrotic , NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Tomb Claw, Ghoulish | 7 | 6,510 | 2d4 2d4 PiercingAttack versus KAC 2d4 ColdAttack versus EAC |
— | 1 | necrotic , NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Tomb Claw, Vampiric | 12 | 36,330 | 5d4 5d4 PiercingAttack versus KAC 5d4 ColdAttack versus EAC |
— | 1 | necrotic , NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Tomb Claw, Lich | 16 | 170,100 | 12d4 12d4 PiercingAttack versus KAC 12d4 ColdAttack versus EAC |
— | 1 | necrotic , NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
flame | ||||||
Skyfire Sword, Tactical | 7 | 6,120 | 2d4 2d4 FireAttack versus EAC |
burn 1d8 Burn 1d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
1 | powered (20/2) Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Skyfire Sword, Inferno | 17 | 246,000 | 7d8 7d8 FireAttack versus EAC |
burn 4d12 Burn 4d12Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
plasma | ||||||
Plasma Sword, Tactical | 9 | 14,550 | 2d8 2d8 ElectricityAttack versus EAC 2d8 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (20/2) Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Plasma Sword, Red Star | 13 | 54,300 | 4d8 4d8 ElectricityAttack versus EAC 4d8 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (40/4) Powered (40/4)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Plasma Sword, Yellow Star | 15 | 127,000 | 5d8 5d8 ElectricityAttack versus EAC 5d8 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (40/4) Powered (40/4)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Plasma Sword, White Star | 18 | 415,600 | 8d8 8d8 ElectricityAttack versus EAC 8d8 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (40/4) Powered (40/4)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Plasma Sword, Blue Star | 20 | 920,250 | 10d8 10d8 ElectricityAttack versus EAC 10d8 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (40/4) Powered (40/4)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
shock | ||||||
Shock Truncheon, Static | 8 | 9,150 | 1d12 1d12 ElectricityAttack versus EAC |
arc 1d4 Arc 1d4The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
1 | powered (20/2) , Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Shock Truncheon, Aurora | 11 | 23,000 | 2d12 2d12 ElectricityAttack versus EAC |
arc 2d4 Arc 2d4The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
1 | powered (20/2) , Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Shock Truncheon, Storm | 16 | 80,200 | 3d12 3d12 ElectricityAttack versus EAC |
arc 3d4 Arc 3d4The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
1 | powered (40/2) , Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Shock Truncheon, Tempest | 19 | 545,000 | 6d12 6d12 ElectricityAttack versus EAC |
arc 6d4 Arc 6d4The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
1 | powered (40/2) , Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
sonic | ||||||
Pulse Gauntlet, Thunderstrike | 2 | 475 | 1d6 1d6 BludgeoningAttack versus KAC 1d6 SonicAttack versus EAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Pulse Gauntlet, LFD | 7 | 7,340 | 2d6 2d6 BludgeoningAttack versus KAC 2d6 SonicAttack versus EAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Pulse Gauntlet, HFD | 12 | 31,300 | 5d6 5d6 BludgeoningAttack versus KAC 5d6 SonicAttack versus EAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Pulse Gauntlet, Banshee | 16 | 148,200 | 10d6 10d6 BludgeoningAttack versus KAC 10d6 SonicAttack versus EAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
uncategorized | ||||||
Hammer, Assault | 1 | 95 | 1d6 1d6 BludgeoningAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Longsword | 1 | 375 | 1d8 1d8 SlashingAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Starknife, Tactical | 1 | 110 | 1d4 1d4 PiercingAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. thrown (20) Thrown (20)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Taclash, Standard | 1 | 240 | 1d4 1d4 SlashingAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. disarm , DisarmWhen you attempt a disarm combat maneuver while wielding this weapon, you gain a +2 bonus to your attack roll. nonlethal , NonlethalThis weapon deals nonlethal damage. reach , ReachThis weapon gives you ten feet of reach for melee attacks. trip TripWhen you attempt a trip combat maneuver with this weapon, you gain a +2 bonus to your attack roll. |
Injection Glove | 2 | 490 | 1d4 1d4 PiercingAttack versus KAC |
injection DC+2 Injection DC+2If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount. |
L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. injection InjectionThis weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. |
Painclaw, Ghoulish | 3 | 1,250 | 1d8 1d8 SlashingAttack versus KAC 1d8 PiercingAttack versus KAC |
— | 1 | powered (40/1) , Powered (40/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. injection (see text) , Injection (see Text)This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Xenolash, Immature | 4 | 2,430 | 2d4 2d4 AcidAttack versus EAC 2d4 SlashingAttack versus KAC |
corrode 1d4 Corrode 1d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. disarm , DisarmWhen you attempt a disarm combat maneuver while wielding this weapon, you gain a +2 bonus to your attack roll. entangle , EntangleA creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect. reach , ReachThis weapon gives you ten feet of reach for melee attacks. trip TripWhen you attempt a trip combat maneuver with this weapon, you gain a +2 bonus to your attack roll. |
Fangblade | 7 | 5,430 | 1d12 1d12 SlashingAttack versus KAC |
bleed 1d8 Bleed 1d8Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Longsword, Sintered | 7 | 8,420 | 2d8 2d8 SlashingAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Starknife, Sintered | 8 | 9,810 | 4d4 4d4 PiercingAttack versus KAC |
— | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Longsword, Microserrated | 9 | 12,100 | 2d10 2d10 SlashingAttack versus KAC |
bleed 2d6 Bleed 2d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Hammer, Commet | 10 | 16,900 | 4d6 4d6 BludgeoningAttack versus KAC |
— | 1 | powered (20/2) Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Xenolash, Advanced | 10 | 17,000 | 5d4 5d4 AcidAttack versus EAC 5d4 SlashingAttack versus KAC |
corrode 2d4 Corrode 2d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. disarm , DisarmWhen you attempt a disarm combat maneuver while wielding this weapon, you gain a +2 bonus to your attack roll. entangle , EntangleA creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect. reach , ReachThis weapon gives you ten feet of reach for melee attacks. trip TripWhen you attempt a trip combat maneuver with this weapon, you gain a +2 bonus to your attack roll. |
Longsword, Ultrathin | 11 | 26,300 | 4d8 4d8 SlashingAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Painclaw, Demonic | 11 | 25,000 | 2d8 2d8 SlashingAttack versus KAC 2d8 PiercingAttack versus KAC |
bleed 1d6 Bleed 1d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
1 | powered (40/1) , Powered (40/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. injection (see text) , Injection (see Text)This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Taclash, Numbing | 11 | 24,800 | 5d4 5d4 SlashingAttack versus KAC |
— | L | disarm , DisarmWhen you attempt a disarm combat maneuver while wielding this weapon, you gain a +2 bonus to your attack roll. powered (20/2) , Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. reach , ReachThis weapon gives you ten feet of reach for melee attacks. stun , StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. trip TripWhen you attempt a trip combat maneuver with this weapon, you gain a +2 bonus to your attack roll. |
Starknife, Accelerated | 12 | 40,400 | 4d8 4d8 FireAttack versus EAC 4d8 PiercingAttack versus KAC |
— | L | powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. thrown (20) Thrown (20)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Grindblade | 13 | 45,700 | 4d10 4d10 SlashingAttack versus KAC |
bleed 2d8 Bleed 2d8Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Longsword, Zero-edge | 14 | 79,500 | 7d8 7d8 SlashingAttack versus KAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Xenolash, Elite | 14 | 70,000 | 9d4 9d4 AcidAttack versus EAC 9d4 SlashingAttack versus KAC |
corrode 4d4 Corrode 4d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. disarm , DisarmWhen you attempt a disarm combat maneuver while wielding this weapon, you gain a +2 bonus to your attack roll. entangle , EntangleA creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect. reach , ReachThis weapon gives you ten feet of reach for melee attacks. trip TripWhen you attempt a trip combat maneuver with this weapon, you gain a +2 bonus to your attack roll. |
Monowhip | 15 | 107,000 | 10d4 10d4 SlashingAttack versus KAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. disarm , DisarmWhen you attempt a disarm combat maneuver while wielding this weapon, you gain a +2 bonus to your attack roll. reach , ReachThis weapon gives you ten feet of reach for melee attacks. trip TripWhen you attempt a trip combat maneuver with this weapon, you gain a +2 bonus to your attack roll. |
Hammer, Meteoric | 16 | 164,500 | 11d6 11d6 BludgeoningAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Starknife, Lightspeed | 16 | 183,400 | 8d8 8d8 FireAttack versus EAC 8d8 PiercingAttack versus KAC |
— | L | powered (20/2) , Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. thrown (50) Thrown (50)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Longsword, Molecular Rift | 17 | 245,200 | 10d8 10d8 SlashingAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Longsword, Ultraserrated | 18 | 368,100 | 8d10 8d10 SlashingAttack versus KAC |
bleed 6d6 Bleed 6d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Xenolash, Paragon | 18 | 409,000 | 9d8 9d8 AcidAttack versus EAC 9d8 SlashingAttack versus KAC |
corrode 6d4 Corrode 6d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. disarm , DisarmWhen you attempt a disarm combat maneuver while wielding this weapon, you gain a +2 bonus to your attack roll. entangle , EntangleA creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect. reach , ReachThis weapon gives you ten feet of reach for melee attacks. trip TripWhen you attempt a trip combat maneuver with this weapon, you gain a +2 bonus to your attack roll. |
Hammer, Gravity Well | 19 | 551,000 | 15d6 15d6 BludgeoningAttack versus KAC |
— | 1 | powered (40/2) Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Painclaw, Draconic | 19 | 560,000 | 6d8 6d8 SlashingAttack versus KAC 6d8 PiercingAttack versus KAC |
bleed 2d6 Bleed 2d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
1 | powered (40/1) , Powered (40/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. injection (see text) , Injection (see Text)This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Starknife, Dimensional Slice | 19 | 602,200 | 8d12 8d12 PiercingAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. thrown (80) Thrown (80)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Longsword, Dimensional Slice | 20 | 727,300 | 14d8 14d8 SlashingAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
two-handed weapons | Level | Price | Damage | Critical | Bulk | Special |
cryo | ||||||
Cryopike, Tactical | 5 | 3,360 | 1d8 1d8 ColdAttack versus EAC |
— | 2 | powered (40/2) , Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
Cryopike, Advanced | 12 | 34,800 | 2d8 2d8 ColdAttack versus EAC |
staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
2 | powered (40/2) , Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
flame | ||||||
Flame Doshko, Ember | 2 | 750 | 1d8 1d8 FireAttack versus EAC |
wound WoundRoll on 7-11: Wounding Weapons. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use a general location. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Flame Doshko, Blaze | 8 | 8,500 | 2d8 2d8 FireAttack versus EAC |
wound WoundRoll on 7-11: Wounding Weapons. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use a general location. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Flame Doshko, Inferno | 13 | 53,200 | 5d8 5d8 FireAttack versus EAC |
wound WoundRoll on 7-11: Wounding Weapons. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use a general location. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Flame Doshko, Solar Flare | 19 | 595,000 | 10d8 10d8 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
plasma | ||||||
Plasma Doshko, Red Star | 6 | 4,650 | 1d10 1d10 ElectricityAttack versus EAC 1d10 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (20/2) Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Plasma Doshko, Yellow Star | 10 | 17,000 | 2d10 2d10 ElectricityAttack versus EAC 2d10 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (20/2) Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Plasma Doshko, White Star | 15 | 126,800 | 5d10 5d10 ElectricityAttack versus EAC 5d10 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (20/2) Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Plasma Doshko, Blue Star | 18 | 364,100 | 7d10 7d10 ElectricityAttack versus EAC 7d10 FireAttack versus EAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
1 | powered (20/2) Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
shock | ||||||
Dragonglaive, Basic | 4 | 2,000 | 1d8 1d8 SlashingAttack versus KAC 1d8 ElectricityAttack versus EAC |
— | 2 | powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. massive , MassiveThis weapon can only be used by large creatures or those with a strength of 18 or greater. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
Dragonglaive, Thunderhead | 8 | 9,000 | 2d8 2d8 SlashingAttack versus KAC 2d8 ElectricityAttack versus EAC |
— | 2 | powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. massive , MassiveThis weapon can only be used by large creatures or those with a strength of 18 or greater. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
Dragonglaive, Stormstrike | 12 | 34,000 | 3d8 3d8 SlashingAttack versus KAC 3d8 ElectricityAttack versus EAC |
— | 2 | powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. massive , MassiveThis weapon can only be used by large creatures or those with a strength of 18 or greater. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
Dragonglaive, Skyshatter | 16 | 160,000 | 8d8 8d8 SlashingAttack versus KAC 8d8 ElectricityAttack versus EAC |
— | 2 | powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. massive , MassiveThis weapon can only be used by large creatures or those with a strength of 18 or greater. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
Dragonglaive, Wyrmlord | 19 | 525,000 | 13d8 13d8 SlashingAttack versus KAC 13d8 ElectricityAttack versus EAC |
— | 2 | powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. massive , MassiveThis weapon can only be used by large creatures or those with a strength of 18 or greater. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
uncategorized | ||||||
Doshko, Tactical | 1 | 240 | 1d12 1d12 PiercingAttack versus KAC |
— | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Pike, Tactical | 2 | 475 | 1d8 1d8 PiercingAttack versus KAC |
— | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
Curve Blade, Carbon Steal | 4 | 2,230 | 1d10 1d10 SlashingAttack versus KAC |
bleed 1d6 Bleed 1d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
2 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Kishaxe, Skirmish | 4 | 2,000 | 1d10 1d10 SlashingAttack versus KAC |
— | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
Swoop Hammer, Tactical | 5 | 3,360 | 1d10 1d10 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. reach , ReachThis weapon gives you ten feet of reach for melee attacks. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Devastation Blade, Wrack | 7 | 5,500 | 2d8 2d8 SlashingAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Doshko, Advanced | 7 | 5,300 | 2d12 2d12 PiercingAttack versus KAC |
— | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Staff, Sentinel | 7 | 6,320 | 1d10 1d10 BludgeoningAttack versus KAC |
— | 1 | block , BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Kishaxe, Assault | 9 | 13,000 | 2d10 2d10 SlashingAttack versus KAC |
wound WoundRoll on 7-11: Wounding Weapons. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use a general location. |
2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
Pike, Advanced | 9 | 12,200 | 2d8 2d8 PiercingAttack versus KAC |
bleed 1d8 Bleed 1d8Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
Swoop Hammer, Advanced | 9 | 14,300 | 3d10 3d10 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. reach , ReachThis weapon gives you ten feet of reach for melee attacks. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Curve Blade, Ultrathin | 10 | 18,100 | 3d10 3d10 SlashingAttack versus KAC |
bleed 2d6 Bleed 2d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Doshko, Ultrathin | 11 | 24,600 | 4d12 4d12 PiercingAttack versus KAC |
— | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Devastation Blade, Ruin | 13 | 43,900 | 5d8 5d8 SlashingAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Staff, Repeller | 13 | 45,200 | 3d8 3d8 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
1 | block , BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Swoop Hammer, Mach I | 13 | 44,100 | 5d10 5d10 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
2 | powered (40/4) , Powered (40/4)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. reach , ReachThis weapon gives you ten feet of reach for melee attacks. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Doshko, Zero-edge | 14 | 71,500 | 7d12 7d12 PiercingAttack versus KAC |
— | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Kishaxe, Havoc | 14 | 70,000 | 4d10 4d10 SlashingAttack versus KAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
Pike, Elite | 15 | 95,700 | 7d8 7d8 PiercingAttack versus KAC |
bleed 3d8 Bleed 3d8Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. reach ReachThis weapon gives you ten feet of reach for melee attacks. |
Curve Blade, Buzzblade | 16 | 184,300 | 8d10 8d10 SlashingAttack versus KAC |
bleed 5d6 Bleed 5d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
2 | powered (40/2) Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Doshko, Molecular Rift | 17 | 248,000 | 10d12 10d12 PiercingAttack versus KAC |
— | 1 | powered (20/1) , Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Swoop Hammer, Mach II | 17 | 273,000 | 10d10 10d10 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. reach , ReachThis weapon gives you ten feet of reach for melee attacks. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Devastation Blade, Apocalypse | 18 | 410,200 | 12d8 12d8 SlashingAttack versus KAC |
— | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Doshko, Dimensional Blade | 19 | 546,100 | 13d12 13d12 PiercingAttack versus KAC |
— | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Kishaxe, Onslaught | 19 | 540,000 | 9d10 9d10 SlashingAttack versus KAC |
severe wound Severe WoundRoll twice on Table 7-11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. |
2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
Curve Blade, Dimensional Slice | 20 | 815,000 | 12d10 12d10 SlashingAttack versus KAC |
bleed 6d6 Bleed 6d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
2 | powered (40/2) Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Swoop Hammer, Mach III | 20 | 905,700 | 14d10 14d10 BludgeoningAttack versus KAC 14d10 FireAttack versus EAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
2 | powered (40/4) , Powered (40/4)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. reach , ReachThis weapon gives you ten feet of reach for melee attacks. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Basic Melee Weapons
one-handed weapons | Level | Price | Damage | Critical | Bulk | Special |
---|---|---|---|---|---|---|
uncategorized | ||||||
Club | 0 | 0 | 1d6 1d6 BludgeoningAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
Unarmed Strike | 0 | 0 | 1d3 1d3 BludgeoningAttack versus KAC |
— | — | archaic , ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. nonlethal NonlethalThis weapon deals nonlethal damage. |
Baton, Tactical | 1 | 90 | 1d4 1d4 BludgeoningAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Battleglove, Cestus | 1 | 100 | 1d4 1d4 BludgeoningAttack versus KAC |
— | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Knife, Survival | 1 | 95 | 1d4 1d4 SlashingAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Sword Cane, Tactical | 1 | 250 | 1d4 1d4 PiercingAttack versus KAC |
bleed 1d3 Bleed 1d3Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Bone Cestus, Austere | 2 | 600 | 1d6 1d6 PiercingAttack versus KAC |
bleed 1d4 Bleed 1d4Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Dueling Sword, Tactical | 2 | 475 | 1d6 1d6 SlashingAttack versus KAC |
— | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Dueling Sword, Converted | 4 | 2,100 | 1d8 1d8 SlashingAttack versus KAC 1d8 ElectricityAttack versus EAC |
— | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Sword Cane, Advanced | 4 | 2,100 | 1d4 1d4 PiercingAttack versus KAC |
bleed 1d4 Bleed 1d4Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Bone Cestus, Measured | 7 | 5,500 | 2d6 2d6 PiercingAttack versus KAC |
bleed 1d6 Bleed 1d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Knife, Tactical | 7 | 6,000 | 2d4 2d4 SlashingAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Sword Cane, Ultrathin | 7 | 7,000 | 2d4 2d4 PiercingAttack versus KAC |
bleed 1d4 Bleed 1d4Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Dueling Sword, Buzzblade | 8 | 9,500 | 2d6 2d6 SlashingAttack versus KAC |
— | L | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Incapacitor | 9 | 14,200 | 3d4 3d4 BludgeoningAttack versus KAC |
staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
L | nonlethal , NonlethalThis weapon deals nonlethal damage. operative , OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. powered (20/2) Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Battleglove, Power | 10 | 16,100 | 2d8 2d8 BludgeoningAttack versus KAC |
— | L | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Dueling Sword, Officer | 10 | 18,795 | 3d4 3d4 SlashingAttack versus KAC |
— | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Sword Cane, Zero-edge | 10 | 18,000 | 2d6 2d6 PiercingAttack versus KAC |
bleed 1d6 Bleed 1d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Dueling Sword, Ultrathin | 11 | 26,000 | 3d6 3d6 SlashingAttack versus KAC |
— | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Bone Cestus, Imposing | 12 | 32,000 | 3d6 3d6 PiercingAttack versus KAC |
bleed 2d6 Bleed 2d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Dagger, Ultrathin | 12 | 32,800 | 4d4 4d4 SlashingAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Battleglove, Nova | 13 | 52,500 | 3d10 3d10 BludgeoningAttack versus KAC |
— | L | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Sword Cane, Molecular Rift | 13 | 50,900 | 3d8 3d8 PiercingAttack versus KAC |
bleed 1d8 Bleed 1d8Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Dagger, Zero-edge | 14 | 64,400 | 6d4 6d4 SlashingAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Dueling Sword, Ripper | 15 | 109,250 | 7d6 7d6 SlashingAttack versus KAC |
— | L | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Peacemaker | 16 | 185,300 | 6d6 6d6 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
L | operative , OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. powered (20/2) , Powered (20/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Sword Cane, Dimensional Slice | 16 | 160,000 | 5d8 5d8 PiercingAttack versus KAC |
bleed 2d6 Bleed 2d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Battleglove, Gravity | 17 | 214,850 | 5d10 5d10 BludgeoningAttack versus KAC |
— | L | powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
Bone Cestus, Severe | 17 | 230,000 | 8d6 8d6 PiercingAttack versus KAC |
bleed 5d6 Bleed 5d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Dagger, Molecular Rift | 17 | 275,000 | 10d4 10d4 SlashingAttack versus KAC |
— | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. operative OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. |
Dueling Sword, Admiral | 17 | 255,150 | 8d6 8d6 SlashingAttack versus KAC |
— | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Dueling Sword, Molecular Rift | 18 | 331,200 | 10d6 10d6 SlashingAttack versus KAC |
— | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Baton, Advanced | 19 | 540,000 | 8d6 8d6 BludgeoningAttack versus KAC |
— | L | operative , OperativeAn operative can use the trick attack class feature with a weapon this weapon. Any character can add her Dexterity modifier rather than Strength modifier on melee attack rolls with this weapon. powered (20/1) Powered (20/1)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. |
two-handed weapons | Level | Price | Damage | Critical | Bulk | Special |
uncategorized | ||||||
Spear, Tactical | 1 | 375 | 1d4 1d4 PiercingAttack versus KAC |
— | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. block , BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. thrown (20) Thrown (20)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Staff, Battle | 1 | 80 | 1d4 1d4 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. block BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. |
Staff, Carbon | 7 | 6,150 | 1d8 1d8 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. block BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. |
Spear, Sentinel | 8 | 10,000 | 2d6 2d6 PiercingAttack versus KAC |
— | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. block , BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. thrown (20) Thrown (20)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Spear, Buzzblade | 11 | 22,650 | 3d6 3d6 PiercingAttack versus KAC |
— | 1 | block , BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. powered (40/2) , Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. thrown (20) Thrown (20)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Spear, Zero-edge | 15 | 107,350 | 7d6 7d6 PiercingAttack versus KAC |
— | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. block , BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. thrown (20) Thrown (20)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Staff, Hardlight | 18 | 320,800 | 8d8 8d8 BludgeoningAttack versus KAC |
knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. block BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. |
Spear, Gravity | 19 | 552,000 | 12d6 12d6 PiercingAttack versus KAC |
— | 1 | block , BlockMelee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target. powered (40/2) , Powered (40/2)A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute. thrown (20) Thrown (20)You apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Heavy Weapons
two-handed weapons | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special |
---|---|---|---|---|---|---|---|---|---|
cryo | |||||||||
Frailty Cannon, Murder-class | 10 | 20,900 | 3d6 3d6 ColdAttack versus EAC |
60 ft. | — | 40 charges | 4 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Cannon, Tactical | 11 | 23,000 | 3d8 3d8 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
80 charges | 4 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Zero Cannon, Advanced | 14 | 81,400 | 5d8 5d8 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
100 charges | 5 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Frailty Cannon, Massacre-class | 15 | 132,000 | 6d6 6d6 ColdAttack versus EAC |
60 ft. | — | 50 charges | 5 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Cannon, Elite | 18 | 412,800 | 8d8 8d8 ColdAttack versus EAC |
80 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
100 charges | 5 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Frailty Cannon, Extinction-class | 19 | 660,000 | 9d6 9d6 ColdAttack versus EAC |
80 ft. | — | 50 charges | 5 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
disintegrator | |||||||||
Disintegrator Cannon, Liquidator | 6 | 4,800 | 1d20 1d20 AcidAttack versus EAC |
40 ft. | corrode 1d6 Corrode 1d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
40 charges | 4 | 3 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Disintegrator Cannon, Decimator | 11 | 29,500 | 3d10 3d10 AcidAttack versus EAC |
40 ft. | corrode 2d6 Corrode 2d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
40 charges | 4 | 3 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Disintegrator Cannon, Executioner | 16 | 220,000 | 5d10 5d10 AcidAttack versus EAC |
40 ft. | corrode 3d6 Corrode 3d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
80 charges | 8 | 3 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Disintegrator Cannon, Eradicator | 20 | 765,000 | 5d20 5d20 AcidAttack versus EAC |
40 ft. | corrode 4d6 Corrode 4d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
80 charges | 8 | 3 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
flame | |||||||||
Flamethrower, Ifrit-class | 2 | 780 | 1d6 1d6 FireAttack versus EAC |
15 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 petrol | 4 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Flamethrower, Salamander-class | 8 | 8,600 | 2d6 2d6 FireAttack versus EAC |
30 ft. | burn 2d6 Burn 2d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 petrol | 5 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Flamethrower, Hellhound-class | 12 | 35,100 | 4d6 4d6 FireAttack versus EAC |
30 ft. | burn 4d6 Burn 4d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 petrol | 8 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Flamethrower, Firedrake-class | 15 | 128,000 | 6d6 6d6 FireAttack versus EAC |
30 ft. | burn 6d6 Burn 6d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 petrol | 10 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Flamethrower, Phoenix-class | 18 | 367,500 | 9d6 9d6 FireAttack versus EAC |
30 ft. | burn 9d6 Burn 9d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 petrol | 10 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
laser | |||||||||
Artillery Laser, Azimuth | 1 | 425 | 1d10 1d10 FireAttack versus EAC |
120 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 charges | 2 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Artillery Laser, Corona | 6 | 4,650 | 2d8 2d8 FireAttack versus EAC |
120 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 4 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Artillery Laser, Aphelion | 9 | 14,300 | 3d8 3d8 FireAttack versus EAC |
120 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 4 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Autobeam Artillery, Tactical | 10 | 19,400 | 2d8 2d8 FireAttack versus EAC |
120 ft. | burn 1d8 Burn 1d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 1 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Artillery Laser, Perihelion | 13 | 53,800 | 4d8 4d8 FireAttack versus EAC |
130 ft. | burn 2d6 Burn 2d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 5 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Autobeam Artillery, Advanced | 16 | 145,700 | 4d8 4d8 FireAttack versus EAC |
120 ft. | burn 2d8 Burn 2d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 1 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Artillery Laser, Parallax | 17 | 248,000 | 7d8 7d8 FireAttack versus EAC |
150 ft. | burn 4d6 Burn 4d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 5 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Autobeam Artillery, Elite | 19 | 543,300 | 6d8 6d8 FireAttack versus EAC |
120 ft. | burn 2d10 Burn 2d10Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 1 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Artillery Laser, Zenith | 20 | 722,000 | 9d8 9d8 FireAttack versus EAC |
150 ft. | burn 5d6 Burn 5d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 5 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
plasma | |||||||||
Starheart Cannon, Red Star | 3 | 1,300 | 1d6 1d6 ElectricityAttack versus EAC 1d6 FireAttack versus EAC |
100 ft. | 40 charges | 5 | 2 | bright , BrightAttacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by once step, to a maximum of normal light. explode (5 ft.) , Explode (5 Ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
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Plasma Cannon, Red Star | 8 | 8,650 | 2d10 2d10 ElectricityAttack versus EAC 2d10 FireAttack versus EAC |
100 ft. | burn 1d8 Burn 1d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 5 | 2 | explode (5ft.) , Explode (5ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Starheart Cannon, Yellow Star | 8 | 9,050 | 3d6 3d6 ElectricityAttack versus EAC 3d6 FireAttack versus EAC |
100 ft. | — | 5 | 2 | bright , BrightAttacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by once step, to a maximum of normal light. explode (5 ft.) , Explode (5 Ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
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Starheart Cannon, White Star | 13 | 48,100 | 5d6 5d6 ElectricityAttack versus EAC 5d6 FireAttack versus EAC |
100 ft. | 100 charges | 5 | 2 | bright , BrightAttacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by once step, to a maximum of normal light. explode (5 ft.) , Explode (5 Ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
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Plasma Cannon, Yellow Star | 14 | 62,800 | 4d10 4d10 ElectricityAttack versus EAC 4d10 FireAttack versus EAC |
100 ft. | burn 2d8 Burn 2d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 5 | 2 | explode (5ft.) , Explode (5ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Plasma Cannon, White Star | 16 | 189,200 | 6d10 6d10 ElectricityAttack versus EAC 6d10 FireAttack versus EAC |
100 ft. | burn 3d8 Burn 3d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 5 | 2 | explode (5ft.) , Explode (5ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Starheart Cannon, Blue Star | 18 | 360,000 | 9d6 9d6 ElectricityAttack versus EAC 9d6 FireAttack versus EAC |
100 ft. | 100 charges | 10 | 2 | bright , BrightAttacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by once step, to a maximum of normal light. explode (5 ft.) , Explode (5 Ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
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Plasma Cannon, Blue Star | 20 | 950,000 | 8d10 8d10 ElectricityAttack versus EAC 8d10 FireAttack versus EAC |
100 ft. | burn 4d8 Burn 4d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 10 | 2 | explode (5ft.) , Explode (5ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
projectile | |||||||||
Reaction Cannon, Light | 1 | 250 | 1d10 1d10 PiercingAttack versus KAC |
90 ft. | — | 6 rounds | 3 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Machine Gun, Squad | 4 | 2,060 | 1d10 1d10 PiercingAttack versus KAC |
60 ft. | — | 40 rounds | 2 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
X-gen Gun, Tactical | 6 | 4,240 | 1d12 1d12 PiercingAttack versus KAC |
120 ft. | — | 80 rounds | 2 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Reaction Cannon, Tactical | 7 | 6,100 | 2d10 2d10 PiercingAttack versus KAC |
90 ft. | — | 6 rounds | 3 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Machine Gun, Light | 8 | 8,600 | 2d10 2d10 PiercingAttack versus KAC |
60 ft. | — | 60 rounds | 2 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
X-gen Gun, Advanced | 9 | 13,100 | 2d10 2d10 PiercingAttack versus KAC |
120 ft. | — | 100 rounds | 2 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Reaction Cannon, Heavy | 10 | 16,750 | 3d10 3d10 PiercingAttack versus KAC |
100 ft. | — | 6 rounds | 3 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Stellar Cannon, Light | 10 | 19,200 | 2d12 2d12 PiercingAttack versus KAC |
30 ft. | wound WoundRoll on 7-11: Wounding Weapons. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use a general location. |
18 shells | 2 | 2 | blast BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). |
Crossbolter, Advanced | 11 | 21,900 | 4d10 4d10 PiercingAttack versus KAC |
70 ft. | — | 12 arrows | 2 | 2 | unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Machine Gun, Medium | 11 | 23,100 | 3d10 3d10 PiercingAttack versus KAC |
60 ft. | — | 60 rounds | 2 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
X-gen Gun, Elite | 13 | 53,700 | 4d12 4d12 PiercingAttack versus KAC |
120 ft. | — | 100 rounds | 2 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Crossbolter, Elite | 14 | 71,400 | 6d10 6d10 PiercingAttack versus KAC |
60 ft. | — | 30 rounds | 2 | 2 | unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Reaction Cannon, Advanced | 14 | 73,000 | 6d10 6d10 PiercingAttack versus KAC |
120 ft. | — | 6 rounds | 3 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Stellar Cannon, Heavy | 15 | 122,800 | 4d12 4d12 PiercingAttack versus KAC |
60 ft. | wound WoundRoll on 7-11: Wounding Weapons. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use a general location. |
32 rounds | 2 | 2 | blast BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). |
Machine Gun, Heavy | 17 | 220,300 | 7d10 7d10 PiercingAttack versus KAC |
100 ft. | — | 100 rounds | 2 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Reaction Cannon, Elite | 17 | 244,000 | 8d10 8d10 PiercingAttack versus KAC |
100 ft. | — | 6 rounds | 1 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
Crossbolter, Paragon | 18 | 327,200 | 10d10 10d10 PiercingAttack versus KAC |
60 ft. | — | 40 arrows | 8 | 2 | unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Reaction Cannon, Paragon | 20 | 810,000 | 12d10 12d10 PiercingAttack versus KAC |
100 ft. | — | 6 rounds | 1 | 3 | penetrating PenetratingA penetrating weapon ignores an amount of hardness equal to the item's level. |
X-gen Gun, Paragon | 20 | 826,000 | 9d12 9d12 PiercingAttack versus KAC |
120 ft. | — | 100 rounds | 2 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
shock | |||||||||
Anacite Ion Cannon, Static | 3 | 1,550 | 1d10 1d10 ElectricityAttack versus EAC |
20 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
20 charges | 2 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). lockdown , LockdownA construct reduced to 0 hit points by a lockdown weapon is not destroyed, but simply immobilized until it regains one or more hit points. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shock Caster, Static | 6 | 4,620 | 1d12 1d12 ElectricityAttack versus EAC |
40 ft. | — | 40 charges | 2 | 2 | explode (10ft.) , Explode (10ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Anacite Ion Cannon, Aurora | 8 | 10,900 | 2d10 2d10 ElectricityAttack versus EAC |
45 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
40 charges | 4 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). lockdown , LockdownA construct reduced to 0 hit points by a lockdown weapon is not destroyed, but simply immobilized until it regains one or more hit points. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shock Caster, Aurora | 10 | 19,100 | 2d12 2d12 ElectricityAttack versus EAC |
40 ft. | — | 40 charges | 4 | 2 | explode (15ft.) , Explode (15ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Anacite Ion Cannon, Storm | 13 | 52,900 | 4d10 4d10 ElectricityAttack versus EAC |
75 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
80 charges | 5 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). lockdown , LockdownA construct reduced to 0 hit points by a lockdown weapon is not destroyed, but simply immobilized until it regains one or more hit points. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shock Caster, Storm | 16 | 164,800 | 5d12 5d12 ElectricityAttack versus EAC |
40 ft. | — | 100 charges | 10 | 2 | explode (20ft.) , Explode (20ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Anacite Ion Cannon, Tempest | 18 | 441,000 | 6d10 6d10 ElectricityAttack versus EAC |
100 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
100 charges | 10 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). lockdown , LockdownA construct reduced to 0 hit points by a lockdown weapon is not destroyed, but simply immobilized until it regains one or more hit points. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shock Caster, Tempest | 20 | 735,000 | 7d12 7d12 ElectricityAttack versus EAC |
40 ft. | — | 100 charges | 10 | 2 | explode (20ft.) , Explode (20ft.)When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
sonic | |||||||||
Screamer, Thunderstrike | 5 | 3,350 | 1d10 1d10 SonicAttack versus EAC |
30 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
40 charges | 4 | 2 | blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Screamer, LFD | 9 | 14,000 | 2d10 2d10 SonicAttack versus EAC |
60 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
80 charges | 8 | 2 | blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Screamer, HFD | 15 | 107,500 | 4d10 4d10 SonicAttack versus EAC |
60 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
100 charges | 10 | 2 | blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
uncategorized | |||||||||
NIL Grenade Launcher, Merc | 1 | 280 | 60 ft. | — | 6 grenades | 1 | 2 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
|
Acid Lancer, Corroder-class | 4 | 2,000 | 2d4 2d4 AcidAttack versus EAC |
30 ft. | corrode 1d4 Corrode 1d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
20 caustrol | 4 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. boost 1d4 , Boost 1d4You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
NIL Grenade Launcher, Squad | 8 | 9,400 | 70 ft. | — | 12 grenades | 1 | 3 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
|
Acid Lancer, Melter-class | 9 | 13,000 | 3d4 3d4 AcidAttack versus EAC |
30 ft. | corrode 2d4 Corrode 2d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
20 caustrol | 5 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. boost 1d4 , Boost 1d4You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
IMDS Missile Launcher | 10 | 18,200 | 80 ft. | — | 1 missile | 1 | 2 | — | |
Acid Lancer, Liquefier-class | 14 | 75,000 | 8d4 8d4 AcidAttack versus EAC |
50 ft. | corrode 4d4 Corrode 4d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
40 caustrol | 8 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. boost 1d4 , Boost 1d4You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Acid Lancer, Disintegrator-class | 19 | 550,000 | 8d8 8d8 AcidAttack versus EAC |
50 ft. | corrode 6d4 Corrode 6d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
40 caustrol | 10 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. boost 1d4 , Boost 1d4You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Longarms Weapons
two-handed weapons | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special |
---|---|---|---|---|---|---|---|---|---|
cryo | |||||||||
Frailty Rifle, Atrophy-class | 3 | 1,650 | 1d6 1d6 ColdAttack versus EAC |
60 ft. | — | 20 charges | 2 | 1 | necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Rifle, Frostbite-class | 4 | 2,330 | 1d8 1d8 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
40 charges | 2 | 1 | — |
Frailty Rifle, Rot-class | 7 | 7,700 | 2d6 2d6 ColdAttack versus EAC |
60 ft. | — | 20 charges | 2 | 2 | necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Rifle, Hailstorm-class | 8 | 10,100 | 2d8 2d8 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
40 charges | 2 | 2 | — |
Frailty Rifle, Blight-class | 13 | 57,200 | 4d6 4d6 ColdAttack versus EAC |
60 ft. | — | 40 charges | 4 | 2 | necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Rifle, Blizzard-class | 14 | 79,800 | 4d8 4d8 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
80 charges | 4 | 2 | — |
Frailty Rifle, Epidemic-class | 17 | 297,000 | 7d6 7d6 ColdAttack versus EAC |
60 ft. | — | 50 charges | 5 | 2 | necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Rifle, Avalanche-class | 18 | 410,000 | 7d8 7d8 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
100 charges | 5 | 2 | — |
dimensional distruption | |||||||||
Disruption Rifle, Minor | 9 | 15,000 | 3d8 3d8 SonicAttack versus EAC |
50 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
40 charges | 5 | 2 | boost 1d8 Boost 1d8You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Disruption Rifle, Major | 14 | 80,000 | 6d8 6d8 SonicAttack versus EAC |
40 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
40 charges | 5 | 2 | boost 2d8 Boost 2d8You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
disintegrator | |||||||||
Disintegrator Rifle, Liquidator | 6 | 4,740 | 1d20 1d20 AcidAttack versus EAC |
30 ft. | corrode 1d6 Corrode 1d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
40 charges | 4 | 2 | — |
Disintegrator Rifle, Decimator | 11 | 29,000 | 2d10 2d10 AcidAttack versus EAC |
30 ft. | corrode 2d6 Corrode 2d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
40 charges | 4 | 2 | — |
Disintegrator Rifle, Executioner | 16 | 210,000 | 5d10 5d10 AcidAttack versus EAC |
30 ft. | corrode 3d6 Corrode 3d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
80 charges | 8 | 2 | — |
Disintegrator Rifle, Eradicator | 20 | 745,000 | 5d20 5d20 AcidAttack versus EAC |
30 ft. | corrode 4d6 Corrode 4d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
80 charges | 8 | 2 | — |
flame | |||||||||
Flame Rifle | 2 | 490 | 1d6 1d6 FireAttack versus EAC |
25 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 petrol | 5 | 1 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
laser | |||||||||
Laser Rifle, Azimuth | 1 | 425 | 1d8 1d8 FireAttack versus EAC |
120 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 charges | 1 | 1 | — |
Laser Rifle, Corona | 6 | 4,650 | 2d6 2d6 FireAttack versus EAC |
120 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 1 | 1 | — |
Laser Rifle, Aphelion | 9 | 14,300 | 3d6 3d6 FireAttack versus EAC |
120 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 1 | 1 | — |
Autobeam Rifle, Tactical | 11 | 26,900 | 5d4 5d4 FireAttack versus EAC |
60 ft. | burn 2d4 Burn 2d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 4 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Laser Rifle, Perihelion | 13 | 53,800 | 5d6 5d6 FireAttack versus EAC |
130 ft. | burn 2d6 Burn 2d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 2 | 1 | — |
Autobeam Rifle, Advanced | 15 | 95,500 | 7d4 7d4 FireAttack versus EAC |
60 ft. | burn 3d4 Burn 3d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 10 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Laser Rifle, Parallax | 17 | 248,000 | 8d6 8d6 FireAttack versus EAC |
150 ft. | burn 4d6 Burn 4d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 2 | 1 | — |
Autobeam Rifle, Elite | 19 | 548,100 | 12d4 12d4 FireAttack versus EAC |
60 ft. | burn 5d4 Burn 5d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 5 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Laser Rifle, Zenith | 20 | 722,000 | 11d6 11d6 FireAttack versus EAC |
150 ft. | burn 5d6 Burn 5d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 2 | 1 | — |
plasma | |||||||||
Plasma Rifle, Red Star | 6 | 4,600 | 1d10 1d10 ElectricityAttack versus EAC 1d10 FireAttack versus EAC |
40 ft. | burn 1d4 Burn 1d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 4 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Plasma Rifle, Yellow Star | 10 | 16,800 | 2d10 2d10 ElectricityAttack versus EAC 2d10 FireAttack versus EAC |
40 ft. | burn 1d8 Burn 1d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 4 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Plasma Caster, White Star | 13 | 49,100 | 3d10 3d10 ElectricityAttack versus EAC 3d10 FireAttack versus EAC |
80 ft. | burn 1d10 Burn 1d10Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 5 | 2 | boost 1d10 Boost 1d10You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Plasma Rifle, White Star | 15 | 126,600 | 4d10 4d10 ElectricityAttack versus EAC 4d10 FireAttack versus EAC |
60 ft. | burn 2d8 Burn 2d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 4 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Plasma Caster, Blue Star | 17 | 275,000 | 5d10 5d10 ElectricityAttack versus EAC 5d10 FireAttack versus EAC |
80 ft. | burn 2d10 Burn 2d10Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
200 charges | 10 | 2 | boost 2d10 Boost 2d10You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Plasma Pistol, Blue Star | 20 | 935,000 | 8d10 8d10 ElectricityAttack versus EAC 8d10 FireAttack versus EAC |
100 ft. | burn 4d8 Burn 4d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 10 | 2 | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
projectile | |||||||||
Hunting Rifle | 1 | 240 | 1d8 1d8 PiercingAttack versus KAC |
90 ft. | — | 6 rounds | 1 | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Scattergun, Utility | 1 | 235 | 1d4 1d4 PiercingAttack versus KAC |
15 ft. | — | 4 shells | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). |
Acid Dart Rifle, Tactical | 2 | 485 | 1d8 1d8 AcidAttack versus EAC 1d8 PiercingAttack versus KAC |
80 ft. | corrode 1d4 Corrode 1d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
10 darts | 1 | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Autotarget Rifle | 2 | 755 | 1d6 1d6 PiercingAttack versus KAC |
60 ft. | — | 10 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Crossbolter, Tactical | 2 | 475 | 1d10 1d10 PiercingAttack versus KAC |
70 ft. | — | 1 arrow | 1 | 2 | unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Assault Rifle, AG | 3 | 1,400 | 1d8 1d8 PiercingAttack versus KAC |
80 ft. | — | 12 rounds | 1 | 1 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Kalo Shredder, Slipstream-class | 3 | 1,610 | 1d6 1d6 SlashingAttack versus KAC |
30 ft. | bleed 1d4 Bleed 1d4Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
8 flechettes | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic , AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. underwater UnderwaterWhen using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage. |
Accelerator Rifle, AG | 7 | 7,500 | 3d4 3d4 PiercingAttack versus KAC |
60 ft. | — | 16 rounds | 1 | 2 | automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Acid Dart Rifle, Dual | 7 | 6,900 | 2d8 2d8 AcidAttack versus EAC 2d8 PiercingAttack versus KAC |
90 ft. | corrode 2d4 Corrode 2d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
24 darts | 2 | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Kalo Shredder, Cascade-class | 7 | 6,630 | 2d6 2d6 SlashingAttack versus KAC |
40 ft. | bleed 1d6 Bleed 1d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
18 flechettes | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic , AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. underwater UnderwaterWhen using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage. |
Seeker Rifle, Tactical | 7 | 6,030 | 2d8 2d8 PiercingAttack versus KAC |
100 ft. | — | 8 rounds | 1 | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Crossbolter, Dual | 8 | 8,250 | 2d10 2d10 PiercingAttack versus KAC |
70 ft. | — | 4 arrows | 2 | 2 | unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Scattergun, Snub | 8 | 8,300 | 1d12 1d12 PiercingAttack versus KAC |
15 ft. | — | 8 shells | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). |
Magnetar Rifle, Tactical | 9 | 11,800 | 2d8 2d8 PiercingAttack versus KAC |
60 ft. | — | 18 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Combat Rifle | 10 | 16,500 | 3d8 3d8 PiercingAttack versus KAC |
90 ft. | — | 12 rounds | 1 | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
RPPR, AG | 10 | 21,000 | 2d12 2d12 BludgeoningAttack versus KAC |
100 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
12 mini-rockets | 1 | 2 | — |
Kalo Shredder, Torrent-class | 11 | 26,700 | 4d6 4d6 SlashingAttack versus KAC |
40 ft. | bleed 3d4 Bleed 3d4Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
24 flechettes | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic , AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. underwater UnderwaterWhen using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage. |
Acid Dart Rifle, Complex | 12 | 39,200 | 4d8 4d8 AcidAttack versus EAC 4d8 PiercingAttack versus KAC |
90 ft. | corrode 4d4 Corrode 4d4The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
48 darts | 4 | 2 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Scattergun, Impact | 12 | 30,400 | 2d12 2d12 PiercingAttack versus KAC |
15 ft. | — | 12 shells | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). |
Gyrojet Rifle, Tactical | 13 | 54,000 | 3d12 3d12 BludgeoningAttack versus KAC |
100 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
12 mini-rockets | 1 | 2 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Magnetar Rifle, Advanced | 13 | 53,700 | 4d8 4d8 PiercingAttack versus KAC |
60 ft. | — | 24 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Kalo Shredder, Deluge-class | 14 | 74,300 | 6d6 6d6 SlashingAttack versus KAC |
60 ft. | bleed 4d4 Bleed 4d4Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
36 flechettes | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic , AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. underwater UnderwaterWhen using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage. |
Seeker Rifle, Advanced | 14 | 72,300 | 6d8 6d8 PiercingAttack versus KAC |
100 ft. | — | 18 rounds | 1 | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Gyrojet Rifle, Advanced | 15 | 122,800 | 5d12 5d12 BludgeoningAttack versus KAC |
120 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
12 mini-rockets | 1 | 2 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Scattergun, Vortex | 15 | 91,900 | 3d12 3d12 PiercingAttack versus KAC |
30 ft. | — | 12 shells | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). |
Magnetar Rifle, Elite | 16 | 185,100 | 6d8 6d8 PiercingAttack versus KAC |
120 ft. | — | 36 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Gyrojet Rifle, Elite | 17 | 245,600 | 6d12 6d12 BludgeoningAttack versus KAC |
120 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
12 mini-rockets | 1 | 2 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Kalo Shredder, Monsoon-class | 17 | 784,000 | 12d6 12d6 SlashingAttack versus KAC |
60 ft. | bleed 4d6 Bleed 4d6Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
48 flechettes | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic , AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. underwater UnderwaterWhen using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage. |
Seeker Rifle, Elite | 17 | 242,500 | 9d8 9d8 PiercingAttack versus KAC |
100 ft. | — | 18 rounds | 1 | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Scattergun, Grapeshot | 18 | 331,000 | 4d12 4d12 PiercingAttack versus KAC |
30 ft. | — | 12 shells | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. blast BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). |
Magnetar Rifle, Paragon | 19 | 612,600 | 8d8 8d8 PiercingAttack versus KAC |
120 ft. | — | 48 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. automatic AutomaticIn addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode. When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks. |
Gyrojet Rifle, Paragon | 20 | 723,500 | 8d12 8d12 BludgeoningAttack versus KAC |
120 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
12 mini-rockets | 1 | 2 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Seeker Rifle, Paragon | 20 | 809,200 | 12d8 12d8 PiercingAttack versus KAC |
100 ft. | — | 24 rounds | 1 | 1 | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
shock | |||||||||
Pulsecaster Rifle | 1 | 100 | 1d6 1d6 ElectricityAttack versus EAC |
50 ft. | — | 20 charges | 1 | 1 | nonlethal NonlethalThis weapon deals nonlethal damage. |
Arc Emitter, Tactical | 2 | 750 | 1d4 1d4 ElectricityAttack versus EAC |
15 ft. | — | 40 charges | 1 | 1 | blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). stun , StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Arc Rifle, Static | 6 | 4,200 | 1d12 1d12 ElectricityAttack versus EAC |
70 ft. | arc 1d6 Arc 1d6The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
40 charges | 2 | 2 | stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Arc Emitter, Advanced | 9 | 13,200 | 2d4 2d4 ElectricityAttack versus EAC |
30 ft. | — | 40 charges | 1 | 1 | blast , BlastThis weapon fires in a cone only to its first range increment. You can't use it to attack creatures beyond that range. Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once. Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). stun , StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Arc Rifle, Aurora | 11 | 24,500 | 2d12 2d12 ElectricityAttack versus EAC |
70 ft. | arc 2d6 Arc 2d6The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
40 charges | 2 | 2 | stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Arc Rifle, Storm | 16 | 190,300 | 4d12 4d12 ElectricityAttack versus EAC |
80 ft. | arc 4d6 Arc 4d6The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
80 charges | 2 | 2 | stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Arc Rifle, Tempest | 19 | 622,000 | 6d12 6d12 ElectricityAttack versus EAC |
80 ft. | arc 6d6 Arc 6d6The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
100 charges | 2 | 2 | stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
sonic | |||||||||
Sonic Rifle, Thunderstrike | 5 | 3,400 | 1d10 1d10 SonicAttack versus EAC |
50 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
40 charges | 1 | 1 | — |
Streetsweeper, Thunderstrike | 7 | 7,150 | 1d10 1d10 SonicAttack versus EAC |
50 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
40 charges | 2 | 2 | boost 1d6 Boost 1d6You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Sonic Rifle, LFD | 10 | 17,000 | 2d10 2d10 SonicAttack versus EAC |
50 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
40 charges | 2 | 2 | — |
Streetsweeper, LFD | 12 | 39,300 | 3d10 3d10 SonicAttack versus EAC |
50 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
40 charges | 2 | 2 | boost 1d8 Boost 1d8You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Sonic Rifle, HFD | 14 | 80,200 | 4d10 4d10 SonicAttack versus EAC |
50 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
40 charges | 2 | 2 | — |
Streetsweeper, HFD | 16 | 195,000 | 5d10 5d10 SonicAttack versus EAC |
50 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
40 charges | 2 | 2 | boost 1d10 Boost 1d10You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Sonic Rifle, Banshee | 18 | 364,500 | 6d10 6d10 SonicAttack versus EAC |
50 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
100 charges | 2 | 2 | — |
uncategorized | |||||||||
Needler Rifle | 1 | 110 | 1d6 1d6 PiercingAttack versus KAC |
60 ft. | injection DC+2 Injection DC+2If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount. |
12 darts | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. injection InjectionThis weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. |
Small Arms Weapons
one-handed weapons | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special |
---|---|---|---|---|---|---|---|---|---|
cryo | |||||||||
Frailty Pistol, Rasp-class | 4 | 2,420 | 1d4 1d4 ColdAttack versus EAC |
60 ft. | — | 10 charges | 1 | L | necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Pistol, Frostbite-class | 5 | 3,060 | 1d6 1d6 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
20 charges | 1 | L | — |
Frailty Pistol, Wail-class | 9 | 15,400 | 2d4 2d4 ColdAttack versus EAC |
60 ft. | — | 20 charges | 2 | L | necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Pistol, Hailstorm-class | 10 | 16,900 | 2d6 2d6 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
40 charges | 2 | L | — |
Frailty Pistol, Scream-class | 14 | 85,800 | 4d4 4d4 ColdAttack versus EAC |
60 ft. | — | 20 charges | 2 | L | necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Pistol, Blizzard-class | 15 | 94,500 | 4d6 4d6 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
40 charges | 2 | L | — |
Frailty Pistol, Deathcry-class | 18 | 440,000 | 6d4 6d4 ColdAttack versus EAC |
60 ft. | — | 40 charges | 4 | L | necrotic NecroticA necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time. |
Zero Pistol, Avalanche-class | 19 | 492,900 | 6d6 6d6 ColdAttack versus EAC |
60 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
60 charges | 4 | L | — |
dimensional distruption | |||||||||
Disruption Pistol, Minor | 7 | 7,500 | 2d6 2d6 SonicAttack versus EAC |
40 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
20 charges | 2 | L | boost 1d6 Boost 1d6You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Disruption Pistol, Major | 12 | 40,000 | 3d6 3d6 SonicAttack versus EAC |
40 ft. | staggered StaggeredThe target must save or be staggered for 1 round. Condition: Staggered You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
40 charges | 4 | L | boost 2d6 Boost 2d6You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
disintegrator | |||||||||
Disintegrator Pistol, Liquidator | 6 | 4,500 | 1d10 1d10 AcidAttack versus EAC |
15 ft. | — | 20 charges | 2 | L | — |
Disintegrator Pistol, Decimator | 11 | 28,000 | 1d20 1d20 AcidAttack versus EAC |
20 ft. | — | 20 charges | 2 | L | — |
Disintegrator Pistol, Executioner | 16 | 200,000 | 2d20 2d20 AcidAttack versus EAC |
25 ft. | corrode 1d6 Corrode 1d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
40 charges | 4 | L | — |
Disintegrator Pistol, Eradicator | 20 | 745,000 | 3d20 3d20 AcidAttack versus EAC |
30 ft. | corrode 2d6 Corrode 2d6The target takes corrode damage in the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. |
40 | 4 | L | — |
flame | |||||||||
Flare Gun, Survival | 1 | 90 | 1d3 1d3 FireAttack versus EAC |
30 ft. | burn 1d6 Burn 1d6Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
1 flare | 1 | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. bright BrightAttacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by once step, to a maximum of normal light. |
Flame Pistol | 2 | 470 | 1d4 1d4 FireAttack versus EAC |
20 ft. | burn 1d4 Burn 1d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 petrol | 4 | L | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
laser | |||||||||
Laser Pistol, Azimuth | 1 | 350 | 1d4 1d4 FireAttack versus EAC |
80 ft. | burn 1d4 Burn 1d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 charges | 1 | L | — |
Laser Pistol, Corona | 6 | 4,270 | 2d4 2d4 FireAttack versus EAC |
90 ft. | burn 1d4 Burn 1d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 charges | 1 | L | — |
Laser Pistol, Aphelion | 9 | 14,820 | 3d4 3d4 FireAttack versus EAC |
90 ft. | burn 1d4 Burn 1d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 2 | L | boost 1d4 Boost 1d4You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Laser Pistol, Perihelion | 12 | 40,200 | 4d4 4d4 FireAttack versus EAC |
90 ft. | burn 2d4 Burn 2d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 2 | L | — |
Laser Pistol, Parallax | 14 | 82,000 | 5d4 5d4 FireAttack versus EAC |
90 ft. | burn 3d4 Burn 3d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
80 charges | 4 | L | boost 2d4 Boost 2d4You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Laser Pistol, Zenith | 17 | 245,200 | 8d4 8d4 FireAttack versus EAC |
100 ft. | burn 4d4 Burn 4d4Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
80 charges | 4 | L | — |
plasma | |||||||||
Plasma Pistol, Red Star | 7 | 7,200 | 1d8 1d8 ElectricityAttack versus EAC 1d8 FireAttack versus EAC |
20 ft. | burn 1d8 Burn 1d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
20 charges | 4 | L | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Plasma Pistol, Yellow Star | 12 | 40,300 | 2d8 2d8 ElectricityAttack versus EAC 2d8 FireAttack versus EAC |
25 ft. | burn 1d8 Burn 1d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
40 charges | 8 | L | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Plasma Pistol, White Star | 15 | 107,500 | 3d8 3d8 ElectricityAttack versus EAC 3d8 FireAttack versus EAC |
30 ft. | burn 2d8 Burn 2d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 20 | L | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Plasma Pistol, Blue Star | 19 | 565,000 | 5d8 5d8 ElectricityAttack versus EAC 5d8 FireAttack versus EAC |
40 ft. | burn 3d8 Burn 3d8Target gains the burning condition. Condition: Burning You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative. At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure. You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus. |
100 charges | 20 | L | line , LineThe weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack). unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
projectile | |||||||||
Semi-auto Pistol, Tactical | 1 | 260 | 1d6 1d6 PiercingAttack versus KAC |
30 ft. | — | 9 rounds | 1 | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Semi-auto Pistol, Advanced | 7 | 5,500 | 2d6 2d6 PiercingAttack versus KAC |
60 ft. | — | 12 rounds | 1 | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Semi-auto Pistol, Elite | 10 | 18,200 | 3d6 3d6 PiercingAttack versus KAC |
60 ft. | — | 12 rounds | 1 | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Semi-auto Pistol, Paragon | 13 | 45,200 | 4d6 4d6 PiercingAttack versus KAC |
60 ft. | — | 16 rounds | 1 | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Gyrojet Pistol, Tactical | 15 | 91,500 | 3d12 3d12 BludgeoningAttack versus KAC |
80 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
8 mini-rockets | 1 | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Gyrojet Pistol, Advanced | 17 | 212,700 | 4d12 4d12 BludgeoningAttack versus KAC |
80 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
8 mini-rockets | 1 | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
Gyrojet Pistol, Elite | 20 | 715,800 | 5d12 5d12 BludgeoningAttack versus KAC |
80 ft. | knockdown KnockdownThe target is knocked prone. Condition: Prone You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action. |
8 mini-rockets | 1 | L | analog AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. |
shock | |||||||||
Pulsecaster Pistol | 1 | 250 | 1d4 1d4 ElectricityAttack versus EAC |
30 ft. | — | 20 charges | 1 | L | nonlethal NonlethalThis weapon deals nonlethal damage. |
Arc Pistol, Static | 2 | 750 | 1d6 1d6 ElectricityAttack versus EAC |
50 ft. | arc 2 Arc 2The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
20 charges | 2 | L | stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Arc Pistol, Aurora | 13 | 45,700 | 3d6 3d6 ElectricityAttack versus EAC |
50 ft. | arc 2d6 Arc 2d6The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
40 charges | 2 | L | stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
Arc Pistol, Storm | 18 | 365,500 | 3d12 3d12 ElectricityAttack versus EAC |
50 ft. | arc 4d6 Arc 4d6The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target. |
100 charges | 10 | L | stun StunYou can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal. |
sonic | |||||||||
Sonic Pistol, Thunderstrike | 4 | 2,300 | 1d8 1d8 SonicAttack versus EAC |
40 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
20 charges | 2 | L | — |
Sonic Pistol, LFD | 11 | 26,200 | 2d8 2d8 SonicAttack versus EAC |
40 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
40 charges | 4 | L | boost 1d6 Boost 1d6You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
Sonic Pistol, HFD | 14 | 71,300 | 3d8 3d8 SonicAttack versus EAC |
40 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
60 charges | 6 | L | — |
Sonic Pistol, Banshee | 16 | 191,000 | 4d8 4d8 SonicAttack versus EAC |
40 ft. | deafen DeafenThe target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes. Condition: Deafened 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 them. |
80 charges | 8 | L | boost 1d10 Boost 1d10You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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. |
uncategorized | |||||||||
Needler Pistol | 1 | 105 | 1d4 1d4 PiercingAttack versus KAC |
30 ft. | injection DC+2 Injection DC+2If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount. |
6 darts | 1 | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. injection InjectionThis weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. |
Nightarch Needler, Tactical | 3 | 1,650 | 1d6 1d6 PiercingAttack versus KAC |
30 ft. | injection DC +2 Injection DC +2If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount. |
5 darts | 1 | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. injection InjectionThis weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. |
Nightarch Needler, Advanced | 8 | 6,270 | 2d6 2d6 PiercingAttack versus KAC |
30 ft. | injection DC +2 Injection DC +2If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount. |
5 darts | 1 | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. injection InjectionThis weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. |
Nightarch Needler, Elite | 13 | 44,980 | 4d6 4d6 PiercingAttack versus KAC |
30 ft. | injection DC +2 Injection DC +2If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount. |
5 darts | 1 | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. injection InjectionThis weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. |
Nightarch Needler, Paragon | 18 | 369,000 | 8d6 8d6 PiercingAttack versus KAC |
30 ft. | injection DC +2 Injection DC +2If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount. |
5 darts | 1 | L | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. injection InjectionThis weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action. |
Sniper Weapons
two-handed weapons | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special |
---|---|---|---|---|---|---|---|---|---|
laser | |||||||||
Diasporan Rifle, Tactical | 1 | 350 | 1d8 1d8 FireAttack versus EAC |
70 ft. | — | 10 charges | 1 | 1 | sniper (250 ft.) , Sniper (250 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Diasporan Rifle, Advanced | 5 | 3,750 | 2d8 2d8 FireAttack versus EAC |
70 ft. | — | 20 charges | 1 | 2 | sniper (500 ft.) , Sniper (500 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Diasporan Rifle, Elite | 10 | 17,000 | 4d8 4d8 FireAttack versus EAC |
80 ft. | — | 20 charges | 1 | 2 | sniper (750 ft.) , Sniper (750 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Diasporan Rifle, Ultra | 15 | 110,000 | 6d8 6d8 FireAttack versus EAC |
80 ft. | — | 30 charges | 1 | 2 | sniper (1000 ft.) , Sniper (1000 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Diasporan Rifle, Imperial | 20 | 725,000 | 10d8 10d8 FireAttack versus EAC |
80 ft. | — | 30 charges | 1 | 2 | sniper (1000 ft.) , Sniper (1000 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
projectile | |||||||||
Shobhad Horizon Striker, Tactical | 1 | 440 | 2d4 2d4 PiercingAttack versus KAC |
100 ft. | — | 2 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (500 ft.) , Sniper (500 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shirren-eye Rifle, Tactical | 2 | 755 | 1d10 1d10 PiercingAttack versus KAC |
70 ft. | — | 1 round | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (250 ft.) , Sniper (250 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shobhad Horizon Striker, Advanced | 6 | 4,750 | 3d4 3d4 PiercingAttack versus KAC |
120 ft. | — | 2 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (1000 ft.) , Sniper (1000 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shirren-eye Rifle, Advanced | 8 | 9,350 | 2d10 2d10 PiercingAttack versus KAC |
70 ft. | — | 4 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (500 ft.) , Sniper (500 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shobhad Horizon Striker, Elite | 11 | 27,300 | 6d4 6d4 PiercingAttack versus KAC |
140 ft. | — | 2 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (1250 ft.) , Sniper (1250 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shirren-eye Rifle, Elite | 13 | 54,000 | 4d10 4d10 PiercingAttack versus KAC |
80 ft. | — | 6 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (750 ft.) , Sniper (750 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shirren-eye Rifle, Paragon | 16 | 147,200 | 6d10 6d10 PiercingAttack versus KAC |
80 ft. | — | 6 rounds | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (1000 ft.) , Sniper (1000 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shobhad Horizon Striker, Paragon | 16 | 185,000 | 8d8 8d8 PiercingAttack versus KAC |
160 ft. | — | 2 rounds | 1 | 2 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (1500 ft.) , Sniper (1500 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Shirren-eye Rifle, Warpshot | 20 | 740,800 | 10d10 10d10 PiercingAttack versus KAC |
80 ft. | — | 4 rounds | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. sniper (1000 ft.) , Sniper (1000 Ft.)If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do. unwieldy UnwieldyYou can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it. |
Special Weapons
one-handed weapons | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special |
---|---|---|---|---|---|---|---|---|---|
uncategorized | |||||||||
Carbonedge, Shuriken (10) | 1 | 85 | 1d4 1d4 PiercingAttack versus KAC |
10 ft. | bleed 1d4 Bleed 1d4Target gains the bleeding condition. Condition: Bleeding You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. |
drawn | — | — | quick reload , Quick ReloadYou can reload this weapon as part of the same action used to fire it, instead of using a move action. thrown ThrownYou apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Nyfiber Net | 2 | 460 | — | 10 ft. | — | drawn | — | 1 | entangle , EntangleA creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect. thrown ThrownYou apply your Str mod to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. |
Battlebow, Tactical | 4 | 1,900 | 1d8 1d8 PiercingAttack versus KAC |
120 ft. | — | drawn | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
Battlebow, Advanced | 8 | 8,750 | 2d8 2d8 PiercingAttack versus KAC |
120 ft. | — | drawn | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
Battlebow, Elite | 12 | 31,000 | 3d8 3d8 PiercingAttack versus KAC |
120 ft. | — | drawn | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
Battlebow, Paragon | 16 | 150,000 | 6d8 6d8 PiercingAttack versus KAC |
120 ft. | — | drawn | 1 | 1 | analog , AnalogThis weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. archaic ArchaicThis weapon deals five fewer damage unless the target is wearing no armor or archaic armor. |
two-handed weapons | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special |
uncategorized | |||||||||
Bow | 1 | 255 | 1d6 1d6 PiercingAttack versus KAC |
60 ft. | — | drawn | 1 | 1 | quick reload Quick ReloadYou can reload this weapon as part of the same action used to fire it, instead of using a move action. |