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Player > Weapon > Range > Forked pistol, 6-notch

Forked pistol, 6-notch

Starfinder Armory p.42

Level: 2
Price: 720
Damage: 1d3 E & F
Range: 30 ft.
Critical: Burn 1d4
Capacity: 20 charges
Usage: 1
Bulk: L
Special: Boost 1

Plasma builds up and arcs between the two long, notched tines of this pistol, amplifying in power as the stream travels the length of the weapon. Forked pistols are named for the number of notches in their plasma-generating forks, as each notch contributes to a more powerful blast. Pistols are typically available in 6-notch, 8-notch, 9-notch, and 10-notch models.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Forked pistol, 6-notchSmall Arms27201d3 E & F30 ft.Burn 1d420 charges1LBoost 1ARM p.42
Forked pistol, 8-notchSmall Arms641001d4 E & F30 ft.Burn 1d420 charges1LBoost 1d4ARM p.42
Forked pistol, 9-notchSmall Arms13481004d4 E & F30 ft.Burn 3d440 charges2LBoost 2d4ARM p.42
Forked pistol, 10-notchSmall Arms208010009d4 E & F30 ft.Burn 4d440 charges4LBoost 5d4ARM p.42

Burn

The target gains the burning condition.

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.

Boost

You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.

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