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Player > Weapon > Range > Disintegrator pistol, eradicator

Disintegrator pistol, eradicator

Starfinder Adventure Path #02: Temple of the Twelve (Dead Suns 2 of 6) p.52, Starfinder Armory p.36

Level: 20
Price: 745000
Damage: 3d20 A
Range: 30 ft.
Critical: Corrode 2d6
Capacity: 40 charges
Usage: 4
Bulk: L
Special:

This hefty pistol has two small internal tanks that generate the energy needed to deliquesce the wielder's targets. Disintegrator pistols come in liquidator, decimator, executioner, and eradicator models.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Disintegrator pistol, liquidatorSmall Arms645001d10 A15 ft.20 charges2LDS02 p.52, ARM p.36
Disintegrator pistol, decimatorSmall Arms11280001d20 A20 ft.20 charges2LDS02 p.52, ARM p.36
Disintegrator pistol, executionerSmall Arms162000002d20 A25 ft.Corrode 1d640 charges4LDS02 p.52, ARM p.36
Disintegrator pistol, eradicatorSmall Arms207450003d20 A30 ft.Corrode 2d640 charges4LDS02 p.52, ARM p.36

Corrode

The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.

Burning

You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you've attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don't have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.

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