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Player > Weapon > Range > Plasma flare, brilliant
Starfinder Adventure Path #08: Escape from the Prison Moon (Against the Aeon Throne 2 of 3) p.45
Level: 13
Price: 53100
Damage: 8d6 E & F
Range: 100 ft.
Critical: Wound
Capacity: 80 charges
Usage: 4
Bulk: 2
Special: Bright, unwieldy
Azlanti arms scientists developed the plasma flare as a assault weapon and a tactical aid. The weapon hurls bright balls of plasma at foes, scorching them and illuminating the area for better target designation in situations of diminished light. The Aeon Guard also finds the radiance to be an effective intimidation tactic, especially against civilizations that have yet to develop advanced technology.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Plasma flare, luminous | Heavy | 5 | 2950 | 2d6 E & F | 80 ft. | — | 20 charges | 1 | 2 | Bright, unwieldy | AT02 p.45 |
Plasma flare, radiant | Heavy | 9 | 13275 | 5d6 E & F | 100 ft. | Wound | 40 charges | 2 | 2 | Bright, unwieldy | AT02 p.45 |
Plasma flare, brilliant | Heavy | 13 | 53100 | 8d6 E & F | 100 ft. | Wound | 80 charges | 4 | 2 | Bright, unwieldy | AT02 p.45 |
Plasma flare, incandescent | Heavy | 17 | 265500 | 13d6 E & F | 100 ft. | Wound | 100 charges | 5 | 2 | Bright, unwieldy | AT02 p.45 |
Roll on Table. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.
D20 | LOCATION | SAVE | EFFECT |
---|---|---|---|
1–10 | General | – | Bleed 1d6 |
11–13 | Eye (sensory) | Ref | Lost eye, –2 Perception |
14–15 | Leg (mobility) | Fort | Severed limb, –10 land speed |
16–17 | Arm (manipulation) | Ref | Severed limb, lose a hand |
18–19 | Vital organ | Fort | 1d4 Con damage |
20 | Brain | Fort | Stunned 1 round |
Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
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.
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