Player > Weapon > Range > Sonic pistol, banshee
Damage: 4d8 So
Range: 40 ft.
Capacity: 80 charges
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.
|Sonic pistol, thunderstrike||Small Arms||4||2300||1d8 So||40 ft.||Deafen||20 charges||2||L||—||CRB p.187|
|Sonic pistol, LFD||Small Arms||11||26200||2d8 So||40 ft.||Deafen||40 charges||4||L||Boost 1d6||CRB p.187|
|Sonic pistol, HFD||Small Arms||14||71300||3d8 So||40 ft.||Deafen||60 charges||6||L||—||CRB p.187|
|Sonic pistol, banshee||Small Arms||16||191000||4d8 So||40 ft.||Deafen||80 charges||8||L||Boost 1d10||CRB 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.