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Player > Weapon > Range > Lens pistol, electron

Lens pistol, electron

Starfinder Armory p.40

Level: 16
Price: 146000
Damage: 4d8 F
Range: 100 ft.
Critical: Burn 2d8
Capacity: 80 charges
Usage: 5
Bulk: L
Special: Unwieldy

The lenses of this laser pistol reconfigure themselves for optimal focus between every shot, resulting in a more powerfully focused laser at a slower rate of fire. Cylindrical lens pistols and lenticular lens pistols focus their lasers using specially shaped lenses, while electron lens pistols and sunglass lens pistols are made of rarer materials and incorporate fine electronics.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Lens pistol, cylindricalSmall Arms418501d8 F80 ft.Burn 1d420 charges2LUnwieldyARM p.40
Lens pistol, lenticularSmall Arms10171002d8 F80 ft.Burn 1d840 charges4LUnwieldyARM p.40
Lens pistol, electronSmall Arms161460004d8 F100 ft.Burn 2d880 charges5LUnwieldyARM p.40
Lens pistol, sunglassSmall Arms207280007d8 F120 ft.Burn 3d880 charges8LUnwieldyARM p.40

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.

Unwieldy

Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.

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