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Player > Weapon > Melee > Capture pole, overlord-class
Starfinder Character Operations Manual p.124
Level: 20
Price: 855000
Damage: 15d8 P
Critical: Injection DC +2
Bulk: L
Special: Grapple, injection, reach
Built to resemble an ancient pre- Gap weapon used to apprehend prisoners of war, a capture pole consists of a polearm with a twopronged robotic head that snaps shut when its center is pressed against a target during an attack. Designed to lock around a creature's neck, each of a capture pole's prongs are outfitted with armor-piercing syringes used to inject a creature with a substance, typically a sedative to make apprehension easier. This occurs on a successful attack roll for a melee attack or grapple combat maneuver. Capture poles are favored weapons among the drow, who use them to capture slaves and discipline their orc servants.
Two-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Capture pole, enforcement-class | Advanced | 2 | 325 | 1d8 P | Injection DC +2 | L | Grapple, injection, reach | COM p.124 |
Capture pole, apprehension-class | Advanced | 7 | 6600 | 2d8 P | Injection DC +2 | L | Grapple, injection, reach | COM p.124 |
Capture pole, imprisonment-class | Advanced | 12 | 36300 | 6d6 P | Injection DC +2 | L | Grapple, injection, reach | COM p.124 |
Capture pole, domination-class | Advanced | 17 | 256500 | 7d12 P | Injection DC +2 | L | Grapple, injection, reach | COM p.124 |
Capture pole, overlord-class | Advanced | 20 | 855000 | 15d8 P | Injection DC +2 | L | Grapple, injection, reach | COM p.124 |
If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it's a melee weapon or an attack with the relevant piece of ammunition if it's a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.
When wielding a grapple weapon, you can use it to perform a grapple combat maneuver without having your hands free. When you do so, you gain a +2 bonus to the attack roll, and if you roll a natural 20 on the attack roll, you apply the weapon's critical hit effect (if any) to the target.
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