Rod of Razors
1d10P/S·Martial·Polearm·Two-handed
Material adamantine
This ornate, polearm-like weapon appears to be a cross between a halberd and a strange scepter of alien design. The rod's blades are edged in adamantine, and its haft is surprisingly elastic and can be used to extend the item's reach in combat dynamically, as needed.
A rod of razors gains the effects of a +2 adamantine greater striking halberd , but these effects are high-tech in nature, not magical. You can't etch property runes onto a rod of razors. The rod of razors has a long-lasting internal power source that does not require recharging from batteries, but if the rod of razors becomes broken, its power supply grows unreliable. In such a case, each time the rod of razors is activated, the user must also succeed at a DC 5 flat. Failure indicates that the rod's power supply fails and causes the rod to explode. This destroys the rod and causes 10d6 piercing damage and 10d6 slashing damage to the rod's wielder (DC 36 reflex). Additionally, if the rod is destroyed through other means, the rod's current wielder must make a successful DC 11 flat to avoid having the rod explode in the same way. Stories of desperate people intentionally destroying a rod of razors as a last ditch attack have inadvertently given these Numearian weapons a poor reputation among certain circles in that nation, particularly with the Technic League, who regard those who fight with these weapons as fools.
Activate ◆ Strike
Frequency six times per day
Effect You fire a razor-sharp flechette from the rod of razors. This is a ranged weapon attack that has a range of 100 feet, a reload of 0, and the deadly d10 and volley 30 feet traits. The flechette inflicts 3d8 piercing damage on a hit, and belongs to the dart weapon group. The flechette is an adamantine weapon.
Traits
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets. Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit. Shields with the tech trait incorporate electronics, computer systems, and integrated power sources. Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack. Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
The target is moved 5 feet in a direction of your choice. This is forced movement.