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Player > Weapon > Range > Rift rifle, wormhole
Starfinder Galaxy Exploration Manual p.79
Level: 19
Price: 600000
Damage: 11d10 S
Range: 120 ft.
Critical: Corrode 4d6
Capacity: 80 charges
Usage: 10
Bulk: 2
Special: Force, sniper (800 ft.), unwieldy
A rift rifle doesn’t fire projectiles. Instead, dozens of sigil-covered ceramic coils fill its squat barrel. Once charged, the coils destabilize planar boundaries in a targeted area to create a small, localized teleportation field. The field affects the individual cells and chemical bonds that comprise a target’s physical form, and the weapon deals damage by violently and simultaneously teleporting these minuscule components a short but devastating distance.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Rift rifle, pinhole | Sniper | 4 | 2180 | 1d10 S | 60 ft. | Corrode 1d6 | 20 charges | 4 | 2 | Force, sniper (250 ft.), unwieldy | GEM p.79 |
Rift rifle, keyhole | Sniper | 9 | 14500 | 3d10 S | 80 ft. | Corrode 2d6 | 20 charges | 4 | 2 | Force, sniper (400 ft.), unwieldy | GEM p.79 |
Rift rifle, borehole | Sniper | 14 | 80000 | 6d10 S | 100 ft. | Corrode 3d6 | 40 charges | 5 | 2 | Force, sniper (600 ft.), unwieldy | GEM p.79 |
Rift rifle, wormhole | Sniper | 19 | 600000 | 11d10 S | 120 ft. | Corrode 4d6 | 80 charges | 10 | 2 | Force, sniper (800 ft.), unwieldy | GEM p.79 |
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.
Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon's range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.
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.
A force weapon is treated as having the force descriptor (Core Rulebook 269), which can cause it to interact differently with some targets (as defined by the targets' special rules). Force weapons deal kinetic damage but still target EAC.
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