Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


| Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Critical Hit Effects

If your attack roll is a natural 20 and your attack total is equal to or greater than your target’s AC, your attack is a critical hit. A critical hit means that you roll your damage twice (adding to each roll all your usual bonuses, including any additional damage from special abilities) and then add the rolls together to determine the damage dealt.

Some weapons have an additional critical effect that applies when you score a critical hit. These effects are as follows.

Mutation

Source Starfinder #33: Dominion’s End pg. 48
The creature’s cells attempt to break free from the gravitational forces that keep them in orbit. As electrons escape, the resulting subatomic changes in the creature cause severe transformations. The target must attempt a Fortitude saving throw; on a failure, roll on the table below. The effects of a mutation can be removed with the remove affliction spell (DC = 5 + the item level); some mutations can be removed in other ways.
D20MutationEffect
1–4CalcificationThe target grows a rigid exoskeleton and is paralyzed; a successful DC 23 Strength check frees the target and ends the effect.
5–8ExsanguinationThe target gains the bleeding condition for 2d6 damage as its vascular system becomes porous.
9–12Limb distentionThe target takes a –10 penalty to land speed, and a –2 penalty to attack rolls and Dexterity-based skill checks.
13–16Sensory deprivationThe target is blinded as their eyes melt.
17–20TransmogrificationThe target is polymorphed into a Small animal or similar beast, as a 6th-level baleful polymorph; each round at the end of their turn, the target can attempt a Fortitude save to end the effect with a cumulative +1 bonus.