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Player > Weapon > Range > Binding blaster, globe

Binding blaster, globe

Starfinder Adventure Path #26: Flight of the Sleepers (The Threefold Conspiracy 2 of 6) p.44

Level: 9
Price: 13900
Damage: 2d6 B
Range: 30 ft.
Critical: Bind
Capacity: 40
Usage: 4
Bulk: L
Special: Force, stun

Gray guards positioned around secret labs often wield these devices to contain rogue specimens. They fire a sphere-shaped matrix of energy that electrically adheres to other matter, interfering with mobility. Creatures report a sticky, tingling sensation when struck with these weapons and often find strange markings on their flesh from where the energy matrix attached.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Binding blaster, orbSmall Arms531001d6 B30 ft.Bind202LForce, stun3C02 p.44
Binding blaster, globeSmall Arms9139002d6 B30 ft.Bind404LForce, stun3C02 p.44

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.

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.

Force

A force weapon is treated as having the force descriptor (Core Rulebook 269), which can cause it to interact differently with some targets (as defined by the targets' special rules). Force weapons deal kinetic damage but still target EAC.

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