Istryxian Bio-Lance

Istryxian Bio-Lance

Weapon Profile

Category
Exotic
Damage
2d6 poison
Range
Melee · 0–5 ft
Handling
The lance is alive and needs feeding once a week. If it goes unfed past that, it goes dormant and deals 1d6 piercing damage until revived, which takes a day.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Exotic Weapons
Cost
1800
Weight
6 lb

Without training in exotic weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 900 gm of materials and 1 day of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 225 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • reachAdds 5 feet to your reach when you attack with it.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.

A lance cultivated by Istryxian bio-adepts from a symbiont line kept since before Istryx made contact with the Federation. Each one is keyed to a single wielder over months of handling, and in another set of hands it is a poor spear. It needs feeding once a week. If it goes unfed past that, it goes dormant and deals 1d6 piercing damage until revived, which takes a day.

Grades

The same object, worked to a better standard. The grade is the rung; the bonus is what the rung is worth at the table.

  1. Grade I · Standard
  2. Grade II · Refined +1
  3. Grade III · Pristine +2
  4. Grade IV · Masterwork +3

Equipment Line

The same kit across the tiers. Later rungs replace earlier ones.

  1. Tier I Spear
  2. Tier I Javelin
  3. Tier I Pike
  4. Tier I Trident
  5. Tier I Lance
  6. Tier I Glaive
  7. Tier I Halberd
  8. Tier III Vibro-Glaive
  9. Tier IV Istryxian Bio-Lance
  10. Tier IV Creed Culler
  11. Tier IV Plasma Glaive
  12. Tier IV Plasma Poleaxe