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Player > Weapon > Melee > Lumenstaff, advanced

Lumenstaff, advanced

Starfinder Galaxy Exploration Manual p.55

Level: 7
Price: 6850
Damage: 2d6 B
Critical: Blind
Bulk: 1
Special: Analog, block, bright, underwater

The tip of this staff is a hollow chamber packed with bioluminescent algae. Each time the lumenstaff strikes a solid object or creature, the force of the impact causes the contained algae to release a bright light, illuminating the area.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Lumenstaff, tacticalAdvanced28001d6 BBlind1Analog, block, bright, underwaterGEM p.55
Lumenstaff, advancedAdvanced768502d6 BBlind1Analog, block, bright, underwaterGEM p.55
Lumenstaff, eliteAdvanced1724000010d6 BBlind1Analog, block, bright, underwaterGEM p.55

Blind

The target must succeed at a Reflex saving throw or gain the blinded condition for 1d3 rounds.

Blinded

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.

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.

Block

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.

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.

Underwater

A weapon with this special property that is used underwater ignores the –2 penalty to attack rolls and deals full damage.

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