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Player > Weapon > Range > Shadow pistol, sable

Shadow pistol, sable

Starfinder Armory p.35

Level: 7
Price: 6750
Damage: 1d10 C
Range: 60 ft.
Critical: Blind
Capacity: 40 charges
Usage: 4
Bulk: L

Inspired by the Shadow Plane—or, some say, followers of Zon-Kuthon—a shadow pistol replicates the energy of the Plane of Shadow to momentarily separate the target from the thermodynamic energy of the universe, damaging it with the instantaneous change in temperature. With their shadowy appearance, the caliginous and sable models resemble guns cut from polished obsidian, while the more advanced tenebrous and umbral models look more like they were cut from the blackness of space.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Shadow pistol, caliginousSmall Arms421001d4 C60 ft.Blind40 charges4LARM p.35
Shadow pistol, sableSmall Arms767501d10 C60 ft.Blind40 charges4LARM p.35
Shadow pistol, tenebrousSmall Arms12354002d10 C60 ft.Blind40 charges4LARM p.35
Shadow pistol, umbralSmall Arms208550005d10 C60 ft.Blind40 charges4LARM p.35


The target must succeed at a Reflex saving throw or gain the blinded condition for 1d3 rounds.


You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can't observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.

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