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Player > Weapon > Range > Singularity cannon, paragon

Singularity cannon, paragon

Starfinder Alien Archive 4 p.29

Level: 19
Price: 555000
Damage: 6d10 B
Range: 70 ft.
Critical: Bind
Capacity: 80
Usage: 8
Bulk: 3
Special: explode (10 ft.), force, gravitation (20 ft.), unwieldy

By capturing, studying, and dissecting deadfall stalkers—all at considerable cost in blood and credits—the drow manufacturer Arabani Arms Ltd. has created powerful cannons able to create gravitational singularities at a distant point. These instantaneous black holes tear apart nearby matter and, in the process, hurl away any victims who can't clear the area. The singularity typically lasts for a split-second, yet slivers of the microscopic black hole can adhere to unlucky targets, painfully anchoring their bodies in place.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Singularity cannon, lightHeavy531501d10 B50 ft.Bind4042explode (5 ft.), force, gravitation (5 ft.), unwieldyAA4 p.29
Singularity cannon, heavyHeavy9130002d10 B50 ft.Bind4042explode (5 ft.), force, gravitation (10 ft.), unwieldyAA4 p.29
Singularity cannon, advancedHeavy14767503d10 B60 ft.Bind8063explode (10 ft.), force, gravitation (15 ft.), unwieldyAA4 p.29
Singularity cannon, paragonHeavy195550006d10 B70 ft.Bind8083explode (10 ft.), force, gravitation (20 ft.), unwieldyAA4 p.29

Bind

The target is entangled, as if the weapon had the entangle weapon special property.

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's item level + the attacker's Dexterity modifier) or a Strength check (DC = 15 + weapon's item level + the attacker's Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition.

Explode

Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don't deal damage, so they don't include the damage and damage type entries.

Unwieldy

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.

Force

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.

Gravitation

When you hit a target with a gravitation weapon, you can move that target the listed distance either toward you or away from you unless it succeeds at a Reflex save (DC = 10 + 1/2 weapon's item level + your Dexterity bonus). If this movement would cause the target to move through a wall, object, or another barrier, the target creature stops moving, but it does not fall prone or take damage. If the movement would push the target off a cliff, into a trap, or otherwise move it into an area of obvious danger, the target must succeed at a second Reflex saving throw to stop its movement or be moved into the dangerous space. Movement caused by a gravitation weapon does not trigger attacks of opportunity.

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