Drake Rifle Is there no Save?


Rules Discussion


The Drake Rifle seems way overpowered unless I'm misunderstanding the wording. My question is about the additional effects damage. Based on the type different effects happen. That's fine. But it doesn't say that the target gets a save. It pretty clearly reads the effect just happens.

So Drake Rifle Electricity for example. On a hit "Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and flat-footed for 1d4 rounds."

Is it true, that on just a normal hit, the target is dazzled automatically? That seems extremely overpowered for a level 4 item. 25% chance their attacks fail. They are -2AC. All because of one hit? Shouldn't it include "the target becomes dazzled if they fail a DC check"?


I believe this is intended to only apply to the once per day activation. It probably is clearer in the actual book as opposed to Archive of Nethys.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, that is listed under the 3 Action ability.


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Yes it's a once per day 3-action ability the needs to hit to work:

Quote:

Activate [three-actions] Interact (evocation, magical) Frequency once per day; Effect You fire a large, specialized burst designed to hamper your foes. Make a ranged Strike with the drake rifle. As long as the Strike isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage.

On a hit, the drake rifle provides one of the following additional effects based on its damage type:
Acid Clinging acid makes it painful and sickening to move. The target becomes sickened 1.
Cold Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute.
Electricity Small bursts of electricity continue to spark and jolt the target. The target becomes dazzled and flat-footed for 1d4 rounds.
Fire A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls prone.
Poison Noxious vapors fill the target's lungs. The target becomes enfeebled 1 and clumsy 1 for 1 minute.


OHHHH the On a hit is under the once per day effect. I get it. TY!!!!

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