The Hidden Truth

Player > Weapon > Melee > Icestar staff, warrior

Icestar staff, warrior

Starfinder Armory p.35

Level: 11
Price: 25200
Damage: 4d6 C or F
Bulk: 1
Special: Block, double (flame), powered (capacity 40, usage 2)

An icestar staff is an homage to the planet of Verces, where shirren immigrants making their first Pact Worlds home developed the weapon. One end of this staff glows with heat, while the other end shimmers with frost, offering the wielder the choice of which to use for each strike—a particular treat for its shirren creators. Icestar staves come in defender, seeker, warrior, drifter, and leader models.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Icestar staff, defenderAdvanced420801d6 C or F1Block, double (flame), powered (capacity 40, usage 2)ARM p.35
Icestar staff, seekerAdvanced763202d6 C or F1Block, double (flame), powered (capacity 40, usage 2)ARM p.35
Icestar staff, warriorAdvanced11252004d6 C or F1Block, double (flame), powered (capacity 40, usage 2)ARM p.35
Icestar staff, drifterAdvanced14731006d6 C or F1Block, double (flame), powered (capacity 40, usage 2)ARM p.35
Icestar staff, leaderAdvanced1725100010d6 C or F1Block, double (flame), powered (capacity 40, usage 2)ARM p.35


Only melee weapons can have the block special property, which represents some kind of guard or crossbar that can protect you from attacks by a foe you strike in melee. When you successfully strike a target with a melee attack using such a weapon, you gain a +1 enhancement bonus to your AC for 1 round against melee attacks from that target.


A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).


A double weapon has two different weapons placed end to end so you can attack with either easily without changing your grip. For the purpose of the Multi-Weapon Fighting feat, a double weapon is treated as two or more operative melee weapons. A double weapon is not treated as an operative weapon for any other purpose unless it has the operative weapon special property.
Some double weapons have ends that deal different damage types. When making a single attack with such a weapon, you can choose which damage type to deal, but if you make more than one attack in the same round, at least one of those attacks must be made with the second damage type. The weapon category of a double weapon that deals more than one damage type is based on the first damage type listed. If its second damage type causes it to be considered a different weapon category when dealing that damage, that category is listed in parentheses. For example, a double weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “double (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.

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