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Player > Weapon > Range > Plasma flare, luminous

Plasma flare, luminous

Starfinder Adventure Path #08: Escape from the Prison Moon (Against the Aeon Throne 2 of 3) p.45

Level: 5
Price: 2950
Damage: 2d6 E & F
Range: 80 ft.
Critical:
Capacity: 20 charges
Usage: 1
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 WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Plasma flare, luminousHeavy529502d6 E & F80 ft.20 charges12Bright, unwieldyAT02 p.45
Plasma flare, radiantHeavy9132755d6 E & F100 ft.Wound40 charges22Bright, unwieldyAT02 p.45
Plasma flare, brilliantHeavy13531008d6 E & F100 ft.Wound80 charges42Bright, unwieldyAT02 p.45
Plasma flare, incandescentHeavy1726550013d6 E & F100 ft.Wound100 charges52Bright, unwieldyAT02 p.45

Bright

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.

Unwieldy

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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