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Vino 14
Vino 14
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a plasma burst weapon deals an extra 1d10 layman may not be able to
electricity damage and 1d10 fire damage on a differentiate mathematical
successful critical hit. If the weapon’s critical equations from hermetic
multiplier is ×3, add an extra 2d10 of each runes, but students of magic
damage type instead, and if the multiplier is recognize void technology
×4, add an extra 3d10 of each damage type. as something wholly unlike
Even if the plasma ability is not active, the their own paradigm, even
weapon still deals its extra electricity and farther from magic than
fire damage on a successful critical hit. This arcane is from divine. Yet
weapon cannot also have the flaming, flaming despite these differences,
burst, shocking, or shocking burst abilities. magic and void tech tap
Strong evocation; CL 12th; Craft Magic into the same fundamental
Arms and Armor, flame blade or flame strike power source, allowing
or fireball, and call lightning or lightning bolt; spellcasters and engineers
Price +4 bonus. to interact with each other’s
creations even if they don’t
Vibrating fully understand them.
The blade of this weapon vibrates rapidly, Requirements Craft Magic Arms and Armor,
Electronet telekinesis; Cost 13,500 gp
increasing its cutting power. A vibrating (or Aura moderate evocation; CL 8th
vibro-) weapon ignores 5 points of hardness Slot none; Price 10,320 gp; Weight 6 lb. Starfire Cannon
when it strikes an object. On a critical hit, the Description Aura moderate evocation; CL 6th
amount of hardness ignored is multiplied by This +1 shocking net deals an additional 1d6 electricity Slot none; Price 32,000 gp
the vibrating weapon’s critical multiplier. damage to an entangled creature at the end of its description
Only piercing or slashing melee weapons can turn.
This Large siege weapon can be operated by a single
be vibrating weapons. Construction character. As a standard action, the starfire cannon
Moderate transmutation; CL 10th, Craft Requirements Craft Magic Arms and Armor, call shoots a burst of plasma. The plasma burst acts as
lightning or lightning bolt; Cost 5,302 gp the fireball spell, except that it deals half electricity
Magic Arms and Armor, shatter; Price +1
damage and half fire damage. Void energy powers
Force Cannon the starfire cannon. It does not need to be loaded,
MVoid Tech Items Aura moderate evocation and transmutation; CL 3rd
Slot ring; Price 27,000 gp
but it takes 4 rounds to recharge between shots.
Construction
Any sufficiently advanced technology is
description Requirements Craft Magic Arms and Armor, flame
indistinguishable from magic. Mechanically, blade or flame strike or fireball, and call lightning or
This Large siege weapon can be operated by a single
void tech items work in all ways like magic lightning bolt; Cost 16,000 gp
creature. As a standard action, the force cannon
items. Unlike magic item crafters, however, fires a concentrated beam of force at a single target
void tech engineers do not use arcane within 400 ft. (no range increment). The cannon
symbols and esoteric rituals, but rather the deals 3d6 force damage on a successful attack. Void Ring
practical application of advanced science. A Construction Aura moderate evocation and transmutation; CL 10th
Slot ring; Price 64,000 gp; Weight —
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