implanted Weaponry

System: Pathfinder | Category: Technology | Slot: Main Hand | SRD

Key Stats

Additional Stats

Key Value
Construction Cost 5,000 gp (special)
Construction Craft DC 25
Implanted Weaponry Implantation 2
Implanted Weaponry Install DC 26
Name implanted Weaponry
Type item

Description

A single light melee weapon or one-handed firearm can be implanted in an arm or cybernetic arm. Melee weapons extend or retract as a swift action. Ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon to a full-round action, or doubling reloading times that already take a full round or longer. Implanted weapons are well concealed; detecting one requires a thorough search (Perception DC 25). Implanted weaponry can be damaged or destroyed by sundering, but cannot be disarmed. Weaponry installed in a cybernetic arm does not count against a creature's implantation limit. The cost, price, and weight of the weapon to be implanted are added to the cost, price, and weight listed in this stat block.

Raw Data

{
  "url": "pfsrd://Technology Guide/Rules/Equipment/Cybertech/implanted Weaponry",
  "body": "<p class=\"stat-block\">A single light melee weapon or one-handed firearm can be implanted in an arm or cybernetic arm. Melee weapons extend or retract as a swift action. Ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon to a full-round action, or doubling reloading times that already take a full round or longer. Implanted weapons are well concealed; detecting one requires a thorough search (Perception DC 25). Implanted weaponry can be damaged or destroyed by sundering, but cannot be disarmed. Weaponry installed in a cybernetic arm does not count against a creature's implantation limit. The cost, price, and weight of the weapon to be implanted are added to the cost, price, and weight listed in this stat block.</p>",
  "misc": {
    "Construction": {
      "Cost": "5,000 gp (special)",
      "Craft": "DC 25"
    },
    "implanted Weaponry": {
      "Install": "DC 26",
      "Implantation": "2"
    }
  },
  "name": "implanted Weaponry",
  "slot": "main_hand",
  "type": "item",
  "price": "10,000 gp (special)",
  "source": "Technology Guide",
  "weight": "1 lb. (special)",
  "description": "<p class=\"stat-block\">A single light melee weapon or one-handed firearm can be implanted in an arm or cybernetic arm. Melee weapons extend or retract as a swift action. Ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon to a full-round action, or doubling reloading times that already take a full round or longer. Implanted weapons are well concealed; detecting one requires a thorough search (Perception DC 25). Implanted weaponry can be damaged or destroyed by sundering, but cannot be disarmed. Weaponry installed in a cybernetic arm does not count against a creature's implantation limit. The cost, price, and weight of the weapon to be implanted are added to the cost, price, and weight listed in this stat block.</p>",
  "_import_path": "technology_guide/item"
}

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