The Hidden Truth

Player > Weapon > Melee > Stun staff, aurora

Stun staff, aurora

Starfinder Armory p.48

Level: 10
Price: 18100
Damage: 3d8 E
Critical: Staggered
Bulk: 1
Special: Block, powered (capacity 20, usage 1), stun

Stewards often make use of the combined offensive and defensive flexibility of a stun staff, a polycarbonate staff with an electrodelined striking surface. These weapons are commonly used in riot control due to their ability to easily inflict nonlethal damage, but they’re also valuable in self-defense, and their streamlined appearance means they don’t attract overmuch attention at formal events where security is as necessary as discretion. As a cousin of the shock truncheon, the stun staff bears a similar naming convention, with the tactical stun staff as the most basic, followed by the static, aurora, storm, and tempest models.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Stun staff, tacticalAdvanced27501d4 EStaggered1Block, powered (capacity 20, usage 1), stunARM p.48
Stun staff, staticAdvanced642101d10 EStaggered1Block, powered (capacity 20, usage 1), stunARM p.48
Stun staff, auroraAdvanced10181003d8 EStaggered1Block, powered (capacity 20, usage 1), stunARM p.48
Stun staff, stormAdvanced13502004d10 EStaggered1Block, powered (capacity 20, usage 1), stunARM p.48
Stun staff, tempestAdvanced172440006d10 EStaggered1Block, powered (capacity 20, usage 1), stunARM p.48


The target must succeed at a Fortitude save or be staggered for 1 round.


You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.


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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