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Player > Weapon > Range > Compliance ray, starburst
Level: 15
Price: 171000
Damage: 6d4 F
Range: 60 ft.
Critical: Blind
Capacity: 20 charges
Usage: 1
Bulk: L
Special: Nonlethal
With a wider beam than typical lasers, the compliance ray is designed for crowd control and other nonmilitary uses. Although these rays are legal for civilians to own, most models are themed to fit in with the local constabulary's armor; the Stewards' blue-and-gold models are common throughout the Pact Worlds. Shots from these pistols cause intense discomfort, and a hit to the eyes can cause temporary blindness. Models begin with the flash designation and increase in intensity as follows: flare, strobe, starburst, and sunspot.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Compliance ray, flash | Small Arms | 3 | 1400 | 1d6 F | 60 ft. | Blind | 20 charges | 1 | L | Nonlethal | ARM p.40 |
Compliance ray, flare | Small Arms | 7 | 6400 | 2d4 F | 60 ft. | Blind | 20 charges | 1 | L | Nonlethal | ARM p.40 |
Compliance ray, strobe | Small Arms | 11 | 25100 | 4d4 F | 60 ft. | Blind | 20 charges | 1 | L | Nonlethal | ARM p.40 |
Compliance ray, starburst | Small Arms | 15 | 171000 | 6d4 F | 60 ft. | Blind | 20 charges | 1 | L | Nonlethal | ARM p.40 |
Compliance ray, sunspot | Small Arms | 19 | 545000 | 9d4 F | 80 ft. | Blind | 20 charges | 1 | L | Nonlethal | ARM p.40 |
The target must succeed at a Reflex saving throw or gain the blinded condition for 1d3 rounds.
You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can't observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.
This weapon deals nonlethal damage. See page 252 for more information on how nonlethal damage works.
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