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Player > Weapon > Melee > Staff, sentinel

Staff, sentinel

Starfinder Core Rulebook p.190

Level: 7
Price: 6320
Damage: 1d10 B
Critical:
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 WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Staff, battleBasic1801d4 BKnockdown1Analog, blockCRB p.190
Staff, carbonBasic761501d8 BKnockdown1Analog, blockCRB p.190
Staff, sentinelAdvanced763201d10 B1Block, powered (capacity 20, usage 1), stunCRB p.190
Staff, repellerAdvanced13452003d8 BKnockdown1Block, powered (capacity 20, usage 1), stunCRB p.190
Staff, hardlightBasic183208008d8 BKnockdown1Analog, blockCRB p.190

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.

Powered

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).

Stun

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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