implanted Weaponry
System: Pathfinder | Category: Technology | Slot: Main Hand | SRD
Key Stats
- Price: 10,000 gp (special)
- Weight: 1 lb. (special)
- Source: Technology Guide
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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