Chaos Ammo
Supernatural
Level2

Source

Starfinder Enhanced pg. 88

As a move action, you can spend 1 Resolve Point to channel an alternate reality’s energy into your weapon’s ammunition. Using the table below, roll 1d6 to determine a damage type. Attacks made with the ammunition loaded in the weapon when you use this ability deal an addition 1d4 damage of the randomly determined type. This effect lasts until the ammo is removed from the weapon, the ammo’s expended, or 10 minutes pass, whichever occurs first. Additional ammunition loaded into the weapon is unaffected, and affected ammunition only deals damage while you wield the weapon.

Roll Damage Type
1 Acid
2 Bludgeoning
3 Cold
4 Electricity
5 Fire
6 Sonic

At 8th level, the additional damage increases to 2d4. At 14th level, you can roll twice and choose one result to determine this ability’s damage type.


Dragonscript

ID

d8481ff47d183e1812c9f120
This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.