The Hidden Truth

Player > Weapon > Melee > Shadow chains, penitent

Shadow chains, penitent

Starfinder Armory p.35

Level: 10
Price: 18800
Damage: 5d4 C
Critical: Bind
Bulk: 2
Special: Analog, disarm, reach, trip

Worshipers of Zon-Kuthon developed the first shadow chains using cutting-edge heat-transfer technology, but outsiders rapidly reverse-engineered the weapons, constructing functional facsimiles from their own tech. Shadow chains’ links rapidly absorb heat, while their heavily insulated handle protect their wielders from direct exposure to the freezing darkness. Many adherents of the Midnight Lord make use of the follower, acolyte, and penitent shadow chains, while only the most devout can afford the more powerful ecclesiastic and devotional shadow chains.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Shadow chains, followerAdvanced13901d3 CBind2Analog, disarm, reach, tripARM p.35
Shadow chains, acolyteAdvanced768003d4 CBind2Analog, disarm, reach, tripARM p.35
Shadow chains, penitentAdvanced10188005d4 CBind2Analog, disarm, reach, tripARM p.35
Shadow chains, ecclesiasticAdvanced14768009d4 CBind1Analog, disarm, reach, tripARM p.35
Shadow chains, devotionalAdvanced182610009d8 CBind2Analog, disarm, reach, tripARM p.35

Bind

The target is entangled, as if the weapon had the entangle weapon special property.

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition.

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.

Disarm

When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll.

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.

Trip

When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.

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