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Player > Weapon > Solarian Crystals > Apocalypse crystal, true

Apocalypse crystal, true

Starfinder Alien Archive 2 p.81

Level: 20
Price: 776000
Damage: +6d6
Critical: Corrode 5d6
Bulk:
Special:

Regions ravaged by a living apocalypse's radioactivity sometimes develop a form of natural solarian weapon crystal known as an apocalypse crystal. While no one is foolish enough to oppose a living apocalypse to search its environs for these crystals, when a living apocalypse moves away from a devastated area it dwelt in for a long period, there is often a “crystal rush.” Representatives of solarian academies and other prospectors in environmental suits risk exposure to lingering radiation in hopes of finding any apocalypse crystals before anyone else—and before the malevolent nuclear ooze returns.
An apocalypse crystal causes the damage dealt by your solarian weapon to function as a force effect. On a critical hit, your target's molecules begin to lose cohesion, inflicting terrible damage.

NameLevelPriceDamageCriticalBulkSpecialSource
Apocalypse crystal, shard1150+1Corrode 1d4AA2 p.81
Apocalypse crystal, least53050+1d4Corrode 1d6AA2 p.81
Apocalypse crystal, minor89500+1d6Corrode 1d6AA2 p.81
Apocalypse crystal, lesser1124900+2d6Corrode 1d6AA2 p.81
Apocalypse crystal, standard1474000+3d6Corrode 2d6AA2 p.81
Apocalypse crystal, greater17265000+4d6Corrode 3d6AA2 p.81

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.

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