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Player > Weapon > Range > Sonic pistol, banshee

Sonic pistol, banshee

Starfinder Core Rulebook p.187

Level: 16
Price: 191000
Damage: 4d8 So
Range: 40 ft.
Critical: Deafen
Capacity: 80 charges
Usage: 8
Bulk: L
Special: Boost 1d10

Sonic pistols have a stocky barrel capped with a concave resonating chamber that amplifies and directs its sonic blast. They use high-intensity sound to shake molecules apart.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Sonic pistol, thunderstrikeSmall Arms423001d8 So40 ft.Deafen20 charges2LCRB p.187
Sonic pistol, LFDSmall Arms11262002d8 So40 ft.Deafen40 charges4LBoost 1d6CRB p.187
Sonic pistol, HFDSmall Arms14713003d8 So40 ft.Deafen60 charges6LCRB p.187
Sonic pistol, bansheeSmall Arms161910004d8 So40 ft.Deafen80 charges8LBoost 1d10CRB p.187


The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.


You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.


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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