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Player > Weapon > Range > Acid cannon, dinergate
Starfinder Adventure Path #19: Fate of the Fifth (Attack of the Swarm! 1 of 6) p.53
Level: 12
Price: 36000
Damage: 3d8 A
Range: 40 ft.
Critical: Corrode 3d4
Capacity: 40 charges
Usage: 4
Bulk: L
Special: Living, Swarm
Despite its name, derived from Swarm conventions and suggesting a heavier armament, the lightweight acid cannon is a derivation of the Swarm corrovox's arm-mounted weapon modified to be a stand-alone pistol-sized firearm. The weapon uses small amounts of power to produce caustic fluid. The trigger administers a jolt of electricity to the device, causing a reflexive constriction that forces blobs of this acid out of the weapon's throatlike barrel.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Acid cannon, micrergate | Small Arms | 3 | 1500 | 1d4 A | 40 ft. | Corrode 1d4 | 40 charges | 2 | L | Living, Swarm | A!01 p.53 |
Acid cannon, macrergate | Small Arms | 7 | 7000 | 2d6 A | 40 ft. | Corrode 2d4 | 40 charges | 4 | L | Living, Swarm | A!01 p.53 |
Acid cannon, dinergate | Small Arms | 12 | 36000 | 3d8 A | 40 ft. | Corrode 3d4 | 40 charges | 4 | L | Living, Swarm | A!01 p.53 |
Acid cannon, ergatoid | Small Arms | 17 | 256000 | 4d10 A | 40 ft. | Corrode 4d4 | 40 charges | 5 | L | Living, Swarm | A!01 p.53 |
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
Unlike simpler forms of biotech, a living weapon is not just
organic material—it's actually a simple living organism. The
core function of a living weapon is based on the same scientific
principles as manufactured weapons, but come about as part of
its natural development and body function.
A living weapon can be affected by spells that target creatures,
though it is mindless, incapable of independent action, and has
no ability scores other than Constitution (which is always equal
to its item level). It is subject to poisons and diseases, though
it does not need to breath and is always protected as well as a
creature with active environmental protection from armor. If it
is forced to make a saving throw, its save bonus is always equal
to its item level. If it suffers a condition that would normally
cause it to take a penalty to attacks, damage, or save DCs, those
penalties apply to any attack or effect created with it. Living
weapons “eat” by absorbing part of the charges or fuel (or
energy from some other form of ammunition) when fired. They
do not sleep or breathe, cannot communicate in any way, are
immune to pain effects due to their incredibly simple nervous
systems, and are mindless.
If damaged, a living weapon can regain Hit Points from
effects that restore Hit Points to living creatures, such as a
mystic cure spell, and it regains a number of Hit Points equal to
its item level each day. You can use the Life Science
or Medicine skill instead of Engineering to repair a
living weapon.
A weapon with this special property is virtually indistinguishable from Swarm technology and requires a special Swarm battery to use efficiently. The weapon can use other batteries, but usage doubles when doing so.
In addition to the energy drawback, a Swarm weapon attracts the attention of nearby Swarm creatures. They can sense such a weapon as if using blindsense with a range of 30 feet. Swarm components have been observed fixating on wielders of this technology during battle, with little else to explain such a violent focus. If the Swarm wins the conflict, the surviving components destroy these weapons.
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