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Player > Weapon > Melee > Quantum entangler, dominion

Quantum entangler, dominion

Starfinder Adventure Path #33: Dominion's End (Devastation Ark 3 of 3) p.49

Level: 18
Price: 370800
Damage: 11d6 A & So
Critical: Degeneration 4d6
Bulk: 1
Special: Grapple, hybrid, powered (capacity 40, usage 4), reach, stun

Sivvs used these hand-to-hand weapons to capture and control enslaved creatures trying to revel. The tip of a long pole bonds with the target through quantum entanglement. Although a quantum entangler has a nonlethal stun setting, the occasional critical hit caused some victims to die in agony as their cells suddenly decayed and collapsed. The quantum entangler comes in two models; sivv soldiers commonly used the less potent version, while elite units used the more powerful version.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Quantum entangler, militaryAdvanced161700008d6 A & SoDegeneration 3d61Grapple, hybrid, powered (capacity 20, usage 4), reach, stunDA03 p.49
Quantum entangler, dominionAdvanced1837080011d6 A & SoDegeneration 4d61Grapple, hybrid, powered (capacity 40, usage 4), reach, stunDA03 p.49

Degeneration

The target's cells overheat and rapidly degenerate. Each round, at the start of the character's next turn before they take any actions, they take the listed amount of damage as fire damage and are fatigued. At the end of each of their turns, the creature can attempt a Fortitude saving throw to end the effect; on a failure, cellular degeneration continues but the creature gains a cumulative +1 bonus to the Fortitude save to end the effect.

Powered

A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that's out of charges, it functions as an improvised weapon (see page 169).

Reach

Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.

Stun

You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a move action. While in stun mode, all the weapon's attacks are nonlethal. See page 252 for more about how nonlethal damage works.

Grapple

When wielding a grapple weapon, you can use it to perform a grapple combat maneuver without having your hands free. When you do so, you gain a +2 bonus to the attack roll, and if you roll a natural 20 on the attack roll, you apply the weapon's critical hit effect (if any) to the target.

Hybrid

A weapon with this special property is a hybrid item, incorporating both magic and technology into its design. It counts as a magical weapon and gains the analog weapon special property. It consumes ammunition and battery charges normally.

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