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Player > Weapon > Melee > Staff, repeller
Starfinder Core Rulebook p.190
Level: 13
Price: 45200
Damage: 3d8 B
Critical: Knockdown
Bulk: 1
Special: Block, powered (capacity 20, usage 1), stun
Staves are long and flexible, weighted on the end to provide extra striking power. Most staves are made from aluminum or fiberglass, though some are still made from wood.
Sentinel and repeller staves are made of conductive metal and deliver a painful, low-voltage charge that can stun opponents. The hardlight staff uses a core of unstable photonic gel to dramatically increase its mass every time it strikes a surface.
Two-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Staff, battle | Basic | 1 | 80 | 1d4 B | Knockdown | 1 | Analog, block | CRB p.190 |
Staff, carbon | Basic | 7 | 6150 | 1d8 B | Knockdown | 1 | Analog, block | CRB p.190 |
Staff, sentinel | Advanced | 7 | 6320 | 1d10 B | — | 1 | Block, powered (capacity 20, usage 1), stun | CRB p.190 |
Staff, repeller | Advanced | 13 | 45200 | 3d8 B | Knockdown | 1 | Block, powered (capacity 20, usage 1), stun | CRB p.190 |
Staff, hardlight | Basic | 18 | 320800 | 8d8 B | Knockdown | 1 | Analog, block | CRB p.190 |
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.
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).
You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a move action. While in stun mode, all the weapon's attacks are nonlethal. See page 252 for more about how nonlethal damage works.
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