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Player > Weapon > Range > Electrogel jet, sheet
Starfinder Adventure Path #29: The Cradle Infestation (The Threefold Conspiracy 5 of 6) p.48
Level: 4
Price: 1880
Damage: 1d8 A & E
Range: 30 ft.
Critical: Staggered
Capacity: 20 caustrol
Usage: 4
Bulk: 2
Special: Line, living, mire 1 round, regrowth, stun, unwieldy
Lethal Innovations developed this weapon with assistance from a barathu consulting firm. An electrogel jet is a bulbous, blue creature with pulsing veins and soft tentacles that grasp the wielder's arm to help support the weapon's heavy weight. The creature's bulbous sacs synthesize an electrical gel that shocks and burns targets before falling to the ground, where it forms a sticky layer. Owners who wish to refill an electrogel jet without waiting for the weapon to grow its own fuel can substitute caustrol, a synthetic acid with the same price and container size as petrol.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Electrogel jet, sheet | Heavy | 4 | 1880 | 1d8 A & E | 30 ft. | Staggered | 20 caustrol | 4 | 2 | Line, living, mire 1 round, regrowth, stun, unwieldy | 3C05 p.48 |
Electrogel jet, ribbon | Heavy | 7 | 6500 | 2d8 A & E | 40 ft. | Staggered | 40 caustrol | 4 | 1 | Line, living, mire 1 round, regrowth, stun, unwieldy | 3C05 p.48 |
Electrogel jet, rocket | Heavy | 11 | 23700 | 3d8 A & E | 50 ft. | Staggered | 40 caustrol | 4 | 1 | Line, living, mire 1 round, regrowth, stun, unwieldy | 3C05 p.48 |
Electrogel jet, smooth-channel | Heavy | 15 | 99900 | 6d8 A & E | 60 ft. | Staggered | 40 caustrol | 4 | 1 | Line, living, mire 1 round, regrowth, stun, unwieldy | 3C05 p.48 |
The target must succeed at a Fortitude save or be staggered for 1 round.
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn't damage creatures farther away. A line weapon can't damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's trick attack).
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.
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.
Unlike simpler forms of biotech, a living weapon is not just
organic material—it's actually a simple living organism. The
core function of a living weapon is based on the same scientific
principles as manufactured weapons, but come about as part of
its natural development and body function.
A living weapon can be affected by spells that target creatures,
though it is mindless, incapable of independent action, and has
no ability scores other than Constitution (which is always equal
to its item level). It is subject to poisons and diseases, though
it does not need to breath and is always protected as well as a
creature with active environmental protection from armor. If it
is forced to make a saving throw, its save bonus is always equal
to its item level. If it suffers a condition that would normally
cause it to take a penalty to attacks, damage, or save DCs, those
penalties apply to any attack or effect created with it. Living
weapons “eat” by absorbing part of the charges or fuel (or
energy from some other form of ammunition) when fired. They
do not sleep or breathe, cannot communicate in any way, are
immune to pain effects due to their incredibly simple nervous
systems, and are mindless.
If damaged, a living weapon can regain Hit Points from
effects that restore Hit Points to living creatures, such as a
mystic cure spell, and it regains a number of Hit Points equal to
its item level each day. You can use the Life Science
or Medicine skill instead of Engineering to repair a
living weapon.
A mire weapon has a defined area (generally a radius) that it temporarily turns into difficult terrain. Only a surface can be turned into difficult terrain (you can't use a mire weapon to create difficult terrain in midair, for example), and the difficult terrain affects only the climb speed and land speed of creatures in the area.
This weapon regrows its own ammunition, usually with the help of sunlight and nutrients drawn from the air or soil. It takes the weapon 8 hours to replenish its full capacity of ammunition; this ammunition is always standard ammunition unique to the weapon and cannot be sold.
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