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Player > Weapon > Range > Injector pistol, zoologist

Injector pistol, zoologist

Starfinder Armory p.44

Level: 5
Price: 2890
Damage: 1d8 P
Range: 60 ft.
Critical: Injection DC +2
Capacity: 20 darts
Usage: 1
Bulk: L
Special: Injection

Manufacturers worked to the specifications of xenobiologists to design and produce these firearms, which use magnetic fields to accelerate darts loaded with various substances for injection into the target. They do so far less gently than the smaller needler pistol, however, and they have become a popular tool for poisoners, slavers, and others with less scientific intentions. Medic and zoologist injector pistols are often used by xenobiologists studying unintelligent species; poacher, subjugation, and elite injector pistols are generally regarded as illicit since they more often used to target sentient species, though most markets nevertheless carry the weapons.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Injector pistol, medicSmall Arms312901d6 P40 ft.Injection DC +210 darts1LInjectionARM p.44
Injector pistol, zoologistSmall Arms528901d8 P60 ft.Injection DC +220 darts1LInjectionARM p.44
Injector pistol, poacherSmall Arms890502d6 P60 ft.Injection DC +220 darts1LInjectionARM p.44
Injector pistol, subjugationSmall Arms14685005d6 P80 ft.Injection DC +220 darts1LInjectionARM p.44
Injector pistol, eliteSmall Arms195320009d6 P80 ft.Injection DC +220 darts1LInjectionARM p.44

Injection DC +2

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.

Injection

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.

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