Refined Taser

Refined Taser

Weapon Profile

Category
Firearms
Damage
1d4 lightning
Range
Close · 6–30 ft
Handling
Range 15 feet. Two-charge battery, replaced as a bonus action. On a hit, the target makes a Constitution saving throw (DC 12) or is Stunned until the end of its next turn.
Grade
II · Refined
Rarity
Uncommon
Tier
III · Modern
Training
Firearms
Cost
580
Weight
2 lb

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

To make: 290 gm of materials and 10 days of work, at a workshop with powered tools, by a crafter with Rift Affinity 2, finished with a DC 13 check. To repair: 73 gm and 3 days. 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.
  • lightSmall enough for an off-hand strike as a bonus action.
  • ammunitionNeeds ammunition to fire, drawn from what you carry.
  • non-lethal

A two-prong electrolaser sidearm that fires a barbed pair of darts trailing a conductive filament, then dumps a calibrated current down the line. You gain a +1 bonus to attack and damage rolls made with it. The bore was lapped after rifling and the lockwork stoned smooth, so the trigger breaks clean and the shot goes where the sights say.

Rules

  • On a hit, the target makes a Constitution saving throw (DC 12) or is Stunned until the end of its next turn.

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