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Player > Weapon > Range > Convergent laser, single-wave

Convergent laser, single-wave

Starfinder Armory p.40

Level: 4
Price: 2100
Damage: 1d12 F
Range: 100 ft.
Critical: Burn 1d6
Capacity: 40 charges
Usage: 4
Bulk: 2
Special: Unwieldy

For those seeking efficient laser attacks in a reliable, relatively lightweight format, the convergent laser is an ideal weapon. The weapon's smaller lasers synchronize and focus their output on a single target to deal more damage than any single beam could deal alone; however, the need to carefully aim and adjust the weapon makes it somewhat slower to fire than its single-beam counterparts. Typically, the different beams originate from the corners of a square or triangular barrel, angling in to join at a single point on the target. A single-wave convergent laser emits a single wavelength, with all its beams sharing a color. Multiwave convergent lasers produce different wavelengths for each beam, using computer assistance to continually adjust the output, while a wide-spectrum convergent laser increases the number of beams until their joining point on the target is a white so brilliant that it's painful to look at.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Convergent laser, single-waveHeavy421001d12 F100 ft.Burn 1d640 charges42UnwieldyARM p.40
Convergent laser, multiwaveHeavy11245004d10 F120 ft.Burn 3d640 charges42UnwieldyARM p.40
Convergent laser, wide-spectrumHeavy151180007d10 F120 ft.Burn 4d640 charges42UnwieldyARM p.40

Burn

The target gains the burning condition.

Burning

You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you've attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don't have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.

Unwieldy

Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.

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