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Player > Weapon > Range > Caustoject, decimator
Damage: 1d8 A
Range: 30 ft.
Critical: Injection DC +2
Capacity: 20 charges
Much of the design of this pistol-like weapon is based off the biological systems of the disintegration lash class of small arms (Armory 36), though a caustoject's more traditional appearance is in stark contrast to its techno-organic inspiration. Caustojects create an injectable field that transforms ordinary matter into an acidic compound, disintegrating their targets from the inside. Syringes can be loaded into these weapons, allowing other materials to be quickly injected instead of an acidic discharge (in which case only the injection effect occurs—no acid damage is dealt).
|Caustoject, liquidator||Small Arms||1||225||1d4 A||30 ft.||Injection DC +2||20 charges||2||L||Injection||COM p.123|
|Caustoject, decimator||Small Arms||6||4000||1d8 A||30 ft.||Injection DC +2||20 charges||2||L||Injection||COM p.123|
|Caustoject, executioner||Small Arms||12||32900||4d4 A||30 ft.||Injection DC +2||20 charges||2||L||Injection||COM p.123|
|Caustoject, eradicator||Small Arms||18||242300||6d8 A||30 ft.||Injection DC +2||20 charges||2||L||Injection||COM p.123|
If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it's a melee weapon or an attack with the relevant piece of ammunition if it's a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.