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Player > Weapon > Range > Sting pistol, ant

Sting pistol, ant

Starfinder Armory p.54

Level: 4
Price: 2150
Damage: 1d8 A & P
Range: 20 ft.
Critical: Corrode 1d6
Capacity: 20 charges
Usage: 5
Bulk: L
Special: Living

Sting pistols are living weapons based on samples of Swarm technology recovered during the last century. The chitinous weapon converts power to internally generate and shoot acidslicked needles that can cause lasting damage to the target. Ant models are sturdy and commonplace, though yellow jacket and wasp sting pistols are more powerful. Hornet models are the heaviest and most potent of these weapons.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Sting pistol, antSmall Arms421501d8 A & P20 ft.Corrode 1d620 charges5LLivingARM p.54
Sting pistol, yellow jacketSmall Arms10185002d8 A & P40 ft.Corrode 2d620 charges4LLivingARM p.54
Sting pistol, waspSmall Arms151130005d8 A & P60 ft.Corrode 3d640 charges4LLivingARM p.54
Sting pistol, hornetSmall Arms183810006d8 A & P80 ft.Corrode 4d640 charges2LLivingARM p.54


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.


Unlike simpler forms of biotech, a living weapon is not just organic material—it's actually a simple living organism. The core function of a living weapon is based on the same scientific principles as manufactured weapons, but come about as part of its natural development and body function.
A living weapon can be affected by spells that target creatures, though it is mindless, incapable of independent action, and has no ability scores other than Constitution (which is always equal to its item level). It is subject to poisons and diseases, though it does not need to breath and is always protected as well as a creature with active environmental protection from armor. If it is forced to make a saving throw, its save bonus is always equal to its item level. If it suffers a condition that would normally cause it to take a penalty to attacks, damage, or save DCs, those penalties apply to any attack or effect created with it. Living weapons “eat” by absorbing part of the charges or fuel (or energy from some other form of ammunition) when fired. They do not sleep or breathe, cannot communicate in any way, are immune to pain effects due to their incredibly simple nervous systems, and are mindless.
If damaged, a living weapon can regain Hit Points from effects that restore Hit Points to living creatures, such as a mystic cure spell, and it regains a number of Hit Points equal to its item level each day. You can use the Life Science or Medicine skill instead of Engineering to repair a living weapon.

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