Starfinder Two Handed Weapon Dmg
Player > Weapon > Range > Disintegrator cannon, liquidator
Disintegrator cannon, liquidator
- Any handheld weapon that must touch a target to damage it is considered a melee weapon. Advanced melee weapons require a degree of training and skill to use properly. Advanced melee weapons are divided into one-handed and two-handed weapons, as shown on Table 7–2.
- 2018 06 01 Tabletop Gaming - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Tabletop Gaming Magazine - June 2018.
See the description of this weapon for special rules. Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.
Starfinder Two Handed Weapon Dmg Mod
Starfinder Adventure Path #02: Temple of the Twelve (Dead Suns 2 of 6) p.52, Starfinder Armory p.36
Level: 6
Price: 4800
Damage: 1d20 A
Range: 40 ft.
Critical: Corrode 1d6
Capacity: 40 charges
Usage: 4
Bulk: 3
Special: Line, unwieldy
Starfinder Two Handed Weapon Dmg 5e
This wide-barreled cannon emits a stream of red-tinged energy that originates from the weapon’s heavy proton tank, affecting all enemies in a line. Like most disintegrator weapons, they are available in liquidator, decimator, executioner, and eradicator models.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Disintegrator cannon, liquidator | Heavy | 6 | 4800 | 1d20 A | 40 ft. | Corrode 1d6 | 40 charges | 4 | 3 | Line, unwieldy | DS02 p.52, ARM p.36 |
Disintegrator cannon, decimator | Heavy | 11 | 29500 | 3d10 A | 40 ft. | Corrode 2d6 | 40 charges | 4 | 3 | Line, unwieldy | DS02 p.52, ARM p.36 |
Disintegrator cannon, executioner | Heavy | 16 | 220000 | 5d10 A | 40 ft. | Corrode 3d6 | 80 charges | 8 | 3 | Line, unwieldy | DS02 p.52, ARM p.36 |
Disintegrator cannon, eradicator | Heavy | 20 | 765000 | 5d20 A | 40 ft. | Corrode 4d6 | 80 charges | 8 | 3 | Line, unwieldy | DS02 p.52, ARM p.36 |
Corrode
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
Burning
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.
Line
This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack).
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.
If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal.
Damage reduces a target's current Hit Points.
Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of Nonlethal Damage.
: When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A StrengthPenalty, but not a bonus, applies on damage rolls made with a bow that is not a composite bow.
Off-Hand Weapon: When you deal damage with a weapon in your off hand, you add only 1/2 your Strength bonus. If you have a StrengthPenalty, the entire Penalty applies.
Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied). You don't get this higher Strength bonus, however, when using a light weapon with two hands.
Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.
Starfinder Two Handed Weapon Dmg List
Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.
Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.
Starfinder Two Handed Weapon Dmg Guide
Ability Damage: Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score).