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Player > Weapon > Range > Starheart cannon, white star
Level: 13
Price: 48100
Damage: 5d6 E & F
Range: 100 ft.
Critical: Blind
Capacity: 100 charges
Usage: 5
Bulk: 2
Special: Bright, explode (10 ft.), unwieldy
Followers of Sarenrae designed these very bright weapons to defend isolated solar outposts from Corpse Fleet marauders.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Starheart cannon, red star | Heavy | 3 | 1300 | 1d6 E & F | 100 ft. | Blind | 40 charges | 5 | 2 | Bright, explode (5 ft.), unwieldy | PWD p.194 |
Starheart cannon, yellow star | Heavy | 8 | 9050 | 3d6 E & F | 100 ft. | Blind | 100 charges | 5 | 2 | Bright, explode (10 ft.), unwieldy | PWD p.194 |
Starheart cannon, white star | Heavy | 13 | 48100 | 5d6 E & F | 100 ft. | Blind | 100 charges | 5 | 2 | Bright, explode (10 ft.), unwieldy | PWD p.194 |
Starheart cannon, blue star | Heavy | 18 | 360000 | 9d6 E & F | 100 ft. | Blind | 100 charges | 10 | 2 | Bright, explode (15 ft.), unwieldy | PWD p.194 |
The target must succeed at a Reflex saving throw or gain the blinded condition for 1d3 rounds.
You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can't observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.
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.
Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don't deal damage, so they don't include the damage and damage type entries.
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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