Technological Weapons

One-handed Simple Melee Weapons

A-Acid, B-Bludgeoning, C-Cold, D-Disintegration, E-Electricity, F-Fire, P-Piercing, Pl-Plasma, S-Slashing, So-Sonic

Exotic technological weapons grant one of two abilities to proficient wielders. The user can choose which ability they gain once per day the first time they wield it. In general pistols grant Closing shot and rifles grant Vital strike. Activating a powered weapon is a swift action.

#### Full-Auto:

As Semi-auto, with an additional ability. When making an attack action or a full-round attack, the wielder may fire on Full-auto. For each normal attack, the user makes an attack roll against each target in a line that extends to the maximum range of the weapon. Apply all normal penalties including range increment penalties, cover, and miss chance. This uses twice as many charges.

#### Noisy:

Imparts a +10 bonus to perception check to notice you. Also grants you a +2 circumstance bonus to intimidate checks.

#### Semi-Auto:

Grants the feat Rapid shot. If you already have rapid shot, you can instead make two additional attacks as part of a full round action. All attacks made as part of that action have a -6 to hit.

#### Slow-Firing:

Can only make one attack per round with this weapon.

#### n-Touch:

Attacks touch AC within the first n range increments.

#### Unstable:

Unstable weapons are too large or heavy to be used properly with two hands. Unstable weapons can be braced against a wall or with a stand as a move action. Without a brace, attacks with unstable weapons have a -4 penalty on attack rolls and only critically hit on natural 20s.

#### Unwieldy:

Unwieldy weapons cannot be fired unless it is mounted or its wielder can hold it as a light load. (e.g. 18 str to hold 100lbs). Setting up or taking down a weapon mount takes a full-round action. Reloading an unwieldy weapon is a full-round action.

### **Arc Pistol**

**One-handed ranged exotic weapon (firearm); Dmg 1d8 electricity; Critical 19-20/x2 Range 50ft; Maximum range 10 increments; Capacity 10; Usage 1/round\*; Bonus abilities: Closing shot, Semi-auto; 3 lbs, 2-touch**

*Arc weapons fires an electrode and discharges electricity from the weapon to the target.*

Targets touch AC on targets within the first two increments. Does not use a charge on a round when no attacks succeed.

### **Augerblade**

**One-handed melee exotic weapon (powered); Dmg 2d6 piercing or slashing [mithral]; Critical 18-20 x2; Capacity 10; Usage 1/minute; Bonus abilities: Lunge, Slashing grace; 3lbs, finessable**

*This weapon has a cutlass grip with a hand guard and a 3.5ft shallow mithral auger bit. The edges of the bit are extremely sharp. The sharp bit can still be used to stab while unpowered.*

When unpowered can be used to do 1d6 piercing damage with 18-20/x2 critical.

### **Autograpnel**

**Two-handed ranged exotic weapon (firearm); Dmg (M) 1d8+6 piercing [adamantine]; Critical ×3; Range 30 ft.; Capacity 20; Usage 1/round; Bonus abilities: Greater Drag/Vital Strike Special grapple, slow-firing; Weight 10 lbs.**

*An autograpnel looks like a rifle with a small adamantine spike protruding from its barrel. When fired, an autograpnel launches the spike with a muffled bang. The spike trails an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out of it, anchoring the spike in place.*

An autograpnel’s cord is long enough to allow the grapnel to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. The cord can be rewound into the gun as a standard action; reattaching the grapnel to the gun barrel is a move action. An autograpnel strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains lodged in the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while it’s attached to a creature, the autograpnel attempts a pull combat maneuver check with a CMB of +16. If used against objects, an autograpnel can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet. When attached to a solid object, the gun’s retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks.

### **Capacitor Rifle**

**Two-handed ranged exotic weapon (firearm); Dmg 2d6 electricity; Critical x19-20 Range 50ft; Maximum range 10 increments; Capacity 20; Usage 1/round; Bonus abilities: Improved precise shot, Vital Strike; 8 lbs, 2-touch**

The wielder can spend a swift action to empower the weapon, expending a charge and increasing the base damage of the weapon by 1d6. This damage is affected by feats such as Vital strike. The empowered damage lasts until the next time the weapon is fired or when a round passes without the weapon being empowered. The weapon audibly hums while empowered (DC 0 perception check to hear). Targets touch AC on the first two range increments.

### **Chainsaw**

**2700 gp; 2-handed melee exotic weapon (powered); Dmg 3d6 slashing; Critical 18-20 x2; Capacity 10; Usage 1/minute; Bonus abilities: Bleeding critical, Furious focus; 10lbs, noisy**

*A toothed metal chains is driven along a guided arm by a motor. Attacks made with a chainsaw are mainly push and pull cuts.*

Activating is a swift action.

### **Discorp Pistol**

**One-handed ranged exotic weapon (firearm); Dmg 1d8 disintegration; Critical x2 Range 10ft; Maximum range 10 increments; Capacity 10; Bonus abilities: Closing shot, Dissolving assault; Usage 1/round; 3 lbs, 1-touch**

*The beams fired by this gun randomly, briefly shift solid particles to the ethereal plane, disconnecting the substance from the rest of the object. Upon returning to the material plane those particles harmlessly dissipate.*

This damage bypasses all damage reduction and hardness. It only functions on the material plane. This has no effect on ethereally manifesting, ghost-touch, force, dimensionally anchored, or dimensionally locked creatures or objects. Targets touch AC within the first range increment.

### **Grenade Launcher**

**Two-handed ranged exotic weapon (heavy weapon); Dmg based on ammunition; Critical N/A; Range 30ft; Maximum range 5 increments; Capacity 10 charges and 10 grenades; Usage 1/round; Bonus abilities: Grenadier, Overwatch Style; 10 lbs**

Primes and launches a grenade as an attack, allowing multiple grenades to be used in a single round. Can be loaded with tech grenades, alchemical grenades, or alchemical weapon preparations. The launcher can set grenades to activate on contact or after 1 round.

**Grenades**

Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; When primed the grenade detonates either at the end of the turn it's primed or the end of the next turn. Make a ranged touch attack against a square and use splash weapon rules to determine where the grenade lands in case of a miss. When a grenade detonates, it affects all targets within a 20-foot-radius spread. Range increment 10ft, maximum range 5 increments. Also known as a Metal Can.

* Inferno grenade: Deals 5d6 fire damage. DC 14 reflex half.
* Flash grenade: Blinds and deafens for 1d4 rounds. DC 14 fort negates.
* "Piercing grenade": Deals piercing damage. DC unknown (Used by Sanvil)
* Plasma grenade: Deals 5d6 plasma damage. DC 14 reflex half.
* Stun grenades: Deals 5d6 non-lethal sonic damage. DC 14 reflex for half.
* Zero grenades: Deals 5d6 cold damage. DC reflex for half.

### **Laser Cannon**

**Two-handed ranged exotic weapon (heavy weapon); Dmg 4d6 fire; Critical x3 Range 50ft; Maximum range 10 increments; Capacity 10; Usage 10/round; Bonus abilities: Full-Auto, Clustered shot; Special: Unwieldy; 100 lbs, 10-touch**

*Laser weapons emit light that ionizes particles on the surface of substances affected. A laser cannon focuses a beam onto the target for much longer, enough to burrow through layers of armor into the underlying structure.*

Laser weapons have no effect on invisible targets and it bypasses force barriers and force-fields (including kineticist Force Ward). Targets benefiting from concealment from a smoke or mist also have cover against laser attacks. Targets benefiting from total concealment have total cover from laser attacks. Targets touch AC on all increments.

### **Laser Pistol**

**One-handed ranged exotic weapon (Firearm); Dmg 1d8 fire; Critical x3 Range 50ft; Maximum range 10 increments; Capacity 10; Usage 1/round; Bonus abilities: Closing Shot, Semi-Auto; 3 lbs, 10-touch**

*Laser weapons emit light that ionizes particles on the surface of substances affected. This causes a pin-point explosions close enough to dismember. Beams are visible as they ionize the air they travel through.*

Laser weapons have no effect on invisible targets and it bypasses force barriers and force-fields (including kineticist Force Ward). Targets benefiting from concealment from a smoke or mist also have cover against laser attacks. Targets benefiting from total concealment have total cover from laser attacks. Targets touch AC on all increments.

### **Laser Rifle**

**Two-handed ranged exotic weapon (firearm); Dmg 2d6 fire; Critical x3 Range 50ft; Maximum range 10 increments; Capacity 10; Usage 1/round; Bonus abilities: Full-Auto, Vital Strike; 6 lbs, 10-touch**

*Laser weapons emit light that ionizes particles on the surface of substances affected. This causes a pin-point explosions close enough to dismember. Beams are visible as they ionize the air they travel through.*

Laser weapons have no effect on invisible targets and it bypasses force barriers and force-fields (including kineticist Force Ward). Targets benefiting from concealment from a smoke or mist also have cover against laser attacks. Targets benefiting from total concealment have total cover from laser attacks. Targets touch AC on all increments.

### **Laser Torch**

**One-handed exotic melee weapon (beam weapon); Dmg 1d10 fire; Critical x2; Capacity 10; Usage 1/minute; Bonus abilities: Cleaving finish, Combat reflexes; Special: Touch; 3 lbs**

*A laser torch continuously projects intense lasers to a distance of 3ft.*

Laser weapons have no effect on invisible targets and bypass force barriers and force-fields (including kineticist Force Ward).

Targets touch AC.

### **Long rifle**

**2-handed ranged exotic weapon (firearm); Dmg (M) 3d4 bludgeoning; Critical 19-20/x2; Range 100ft ; max range increments 10; Capacity 5 cased bullets; Bonus abilities: Improved precise shot, Vital Strike; Special: Unstable; 10lbs, 1-touch**

*This long tube ignites a cased bullet and directs it toward a distant target.*

Targets touch AC within the first range increment.

### **Plasma pistol**

**One-handed ranged exotic (firearm); Dmg 1d8 plasma; Critical x2; Range increment 30ft; Capacity 10; Usage 1/round; Bonus abilities: Closing Shot, Staggering critical; Touch; 2lbs, 2-touch**

*Plasma weapons charges a small amount of air with intense electricity, then flings the the blob at a target.*

Targets touch AC within the first two range increments.

### **Ripper**

**One-handed melee exotic weapon (powered); Dmg (M) 2d8 slashing; Critical x3; capacity 10; Usage 1/minute; Bonus abilities: Gory finish, Great cleave; Special: Noisy; 8lbs.**

*The ripper has a circular, toothed blade rotated rapidly by a motor. The primary handle is located on the motor and the secondary handle is on the body that connects the motor to the blade. While unpowered the blade is locked in place.*

A ripper deals 1d6 damage with critical x2 while unpowered.

### **Stun Baton**

**1-handed simple melee weapon (hammer); Dmg (M) 1d8 bludgeoning; Critical x2; Capacity 10; Usage 1/minute. 10lbs.**

*A stun baton is a glaucite rod that generates a deadly charge of electrical energy.*

When activated as a swift action, the stun baton does an additional 1d6 electricity damage on hit for the next minute. Otherwise functions as a heavy mace.

### **Stun Gun**

**One-handed ranged exotic weapon (firearm); Dmg (M) 1d8 nonlethal sonic; Critical 19-20/×2; Range 30 ft.; Capacity 10; Usage 1/round; Bonus abilities: Semi-auto, Tripping strike; Special: touch attacks; Weight 3 lbs, 2-touch**

*Stun guns focus sonic waves that temporarily disrupt the target's physiology.*

Targets touch AC on the first two range increments.

### **Zero Pistol**

**5000gp One-handed ranged exotic weapon (firearm), Damage (M) 4d4 Half piercing/half cold; Critical 20/x3; Range 60ft; Max increments 10; Capacity 10; Usage 1/round; Bonus abilities: Bleeding Critical, Closing shot; 3 lbs**

*Zero weapons fire tiny pods that rupture and activate the crystals inside upon hitting a solid surface. The crystals rapidly absorb heat from the environment and grow into sharp, spiny balls. The crystals finish growing after 1 round and melt into nothing.*

Deals half cold and half piercing damage. The damage is halved against non-living targets. Does not target touch AC.