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Player > Weapon > Range > Mutation gun
Starfinder Adventure Path #33: Dominion's End (Devastation Ark 3 of 3) p.49
Level: 18
Price: 400000
Damage: 7d10 A & So
Range: 50 ft
Critical: Mutation
Capacity: 20 charges
Usage: 4
Bulk: 3
Special: Antibiological, hybrid
An experimental weapon, the mutation gun modifies the traditional degeneration beam projected by most sivv firearms into a form that rapidly destabilizes organic matter, sometimes resulting in random cellular mutations in the victims. This intimidating weapon was used during revolts by those enslaved, and its reputation alone quelled potential uprisings.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Mutation gun | Heavy | 18 | 400000 | 7d10 A & So | 50 ft | Mutation | 20 charges | 4 | 3 | Antibiological, hybrid | DA03 p.49 |
The creature's cells attempt to break free from the gravitational forces that keep them in orbit. As electrons escape, the resulting subatomic changes in the creature cause severe transformations. The target must attempt a Fortitude saving throw; on a failure, roll on the table below. The effects of a mutation can be removed with the remove affliction spell (DC = 5 + the item level); some mutations can be removed in other ways.
D20 | Mutation | Effect |
---|---|---|
1–4 | Calcification | The target grows a rigid exoskeleton and is paralyzed; a successful DC 23 Strength check frees the target and ends the effect. |
5–8 | Exsanguination | The target gains the bleeding condition for 2d6 damage as its vascular system becomes porous. |
9–12 | Limb distention | The target takes a –10 penalty to land speed, and a –2 penalty to attack rolls and Dexterity-based skill checks. |
13–16 | Sensory deprivation | The target is blinded as their eyes melt. |
17–20 | Transmogrification | The target is polymorphed into a Small animal or similar beast, as a 6th-level baleful polymorph; each round at the end of their turn, the target can attempt a Fortitude save to end the effect with a cumulative +1 bonus. |
An antibiological weapon damages only living targets. Objects and creatures with the unliving special quality, such as robots and undead, are immune to its effects.
A weapon with this special property is a hybrid item, incorporating both magic and technology into its design. It counts as a magical weapon and gains the analog weapon special property. It consumes ammunition and battery charges normally.
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