The Hidden Truth

Player > Weapon > Melee > Resonant staff, reverberant

Resonant staff, reverberant

Starfinder Armory p.50

Level: 13
Price: 49900
Damage: 5d6 So
Critical: Knockdown
Bulk: 1
Special: Block, boost 2d6, powered (capacity 20, usage 1)

The weapon known as the resonant staff has a history that runs parallel to origins of the resonant gauntlet and resonant pistol. A similar crystalline structure tuned to particular frequencies turns electricity into sound as it agitates the crystal. The sonorous staff is named for the pleasant tone it strikes, while the reverberant model echoes with a few different tones. A stentorian resonant staff is like the reverberant model but punctuates its blows with distinctive sonic cracks.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Resonant staff, sonorousAdvanced313801d4 SoKnockdown1Block, boost 1d4, powered (capacity 20, usage 1)ARM p.50
Resonant staff, reverberantAdvanced13499005d6 SoKnockdown1Block, boost 2d6, powered (capacity 20, usage 1)ARM p.50
Resonant staff, stentorianAdvanced183810008d6 SoKnockdown1Block, boost 5d6, powered (capacity 20, usage 1)ARM p.50


The target is knocked prone.


You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.


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.


You can charge up a weapon with this special property as a move action. When you do, you increase the weapon’s damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon’s damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn’t have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.


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).

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