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Player > Weapon > Range > Acid cannon, ergatoid

Acid cannon, ergatoid

Starfinder Adventure Path #19: Fate of the Fifth (Attack of the Swarm! 1 of 6) p.53

Level: 17
Price: 256000
Damage: 4d10 A
Range: 40 ft.
Critical: Corrode 4d4
Capacity: 40 charges
Usage: 5
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 WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Acid cannon, micrergateSmall Arms315001d4 A40 ft.Corrode 1d440 charges2LLiving, SwarmA!01 p.53
Acid cannon, macrergateSmall Arms770002d6 A40 ft.Corrode 2d440 charges4LLiving, SwarmA!01 p.53
Acid cannon, dinergateSmall Arms12360003d8 A40 ft.Corrode 3d440 charges4LLiving, SwarmA!01 p.53
Acid cannon, ergatoidSmall Arms172560004d10 A40 ft.Corrode 4d440 charges5LLiving, SwarmA!01 p.53

Corrode

The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.

Burning

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.

Living

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.

Swarm

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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