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Player > Weapon > Range > Persuader

Persuader

Starfinder Armory p.42

Level: 9
Price: 13500
Damage: 2d4 E & F
Range: 30 ft.
Critical: Wound
Capacity: 20 charges
Usage: 2
Bulk: L
Special: Boost 1d4

This small, brutish sidearm fires a surprisingly large globule of plasma that stretches into a rope as it travels, sometimes inflicting terrible wounds on its target. It is a perennial favorite of officers in the Veskarium; those seeking to surprise and intimidate their foes use the weapon's reputation to their advantage. Although the first persuaders date back to the Silent War and are considered rare collectibles in the Pact Worlds, dozens of manufacturers make their own modern versions.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
PersuaderSmall Arms9135002d4 E & F30 ft.Wound20 charges2LBoost 1d4ARM p.42

Wound

Roll on Table. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.

D20LOCATIONSAVEEFFECT
1–10GeneralBleed 1d6
11–13Eye (sensory)RefLost eye, –2 Perception
14–15Leg (mobility)FortSevered limb, –10 land speed
16–17Arm (manipulation)RefSevered limb, lose a hand
18–19Vital organFort1d4 Con damage
20BrainFortStunned 1 round

Boost

You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.

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