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Player > Weapon > Range > Recombinator ray
Starfinder Adventure Path #26: Flight of the Sleepers (The Threefold Conspiracy 2 of 6) p.44
Level: 8
Price: 9500
Damage: 2d10 A
Range: 60 ft.
Critical: Corrode 1d6
Capacity: 80
Usage: 8
Bulk: 1
Special: Antibiological
Grays created this nightmarish weapon to defend themselves against incursions into their territory. This rifle looks like a long, silver cylinder that ends in two long prongs. When it's fired, lasers ionize the air between the prongs to send a charge at the target that disrupts cellular bonds. The current is powerful enough to penetrate armor but has no effect on nonliving material, leaving equipment lying in a puddle of organic sludge.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Recombinator ray | Longarms | 8 | 9500 | 2d10 A | 60 ft. | Corrode 1d6 | 80 | 8 | 1 | Antibiological | 3C02 p.44 |
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
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.
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.
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