EMP Pistol
System: Pathfinder | Category: Firearm | Slot: Main Hand | SRD
Key Stats
- Price: 12,000 gp
- Weight: 2 lbs.
- Source: Technology Guide
- Range: 50 ft.
- Damage (M): 2d6 elec.
- Damage (S): 1d10 elec.
- Critical: ×2
- Capacity: 10
- Usage: 1 charge
- Proficiency: exotic (firearms)
Additional Stats
| Key | Value |
|---|---|
| Construction Cost | 6,000 gp |
| Construction Craft | DC 25 |
| Emp Pistol Special | semi-automatic, touch |
| Name | EMP Pistol |
| Type | item |
Description
An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. An EMP pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by an EMP pistol and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.
Raw Data
{
"url": "pfsrd://Technology Guide/Rules/Equipment/Weapons/EMP Pistol",
"body": "<p class=\"stat-block\">An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. An EMP pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by an EMP pistol and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.</p>",
"misc": {
"EMP Pistol": {
"Range": "50 ft.",
"Usage": "1 charge",
"Dmg (M)": "2d6 elec.",
"Dmg (S)": "1d10 elec.",
"Special": "semi-automatic, touch",
"Capacity": "10",
"Critical": "×2",
"Proficiency": "exotic (firearms)"
},
"Construction": {
"Cost": "6,000 gp",
"Craft": "DC 25"
}
},
"name": "EMP Pistol",
"slot": "main_hand",
"type": "item",
"price": "12,000 gp",
"source": "Technology Guide",
"weight": "2 lbs.",
"description": "<p class=\"stat-block\">An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. An EMP pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by an EMP pistol and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.</p>",
"_import_path": "technology_guide/item"
}
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