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Player > Weapon > Range > Moon splinter, gibbous

Moon splinter, gibbous

Starfinder Adventure Path #29: The Cradle Infestation (The Threefold Conspiracy 5 of 6) p.48

Level: 9
Price: 13000
Damage: 2d6 C & B
Range: 60 ft.
Critical: Staggered
Capacity: 40
Usage: 2
Bulk: 1
Special: Bright, force, hybrid, living, polarize 1d6

Certain elven and gnome families have long cultivated magical trees that draw power from the First World, and living branches of these magnificent trees can be fashioned into weapons known as moon splinters. Through some sort of interplanar connection, a moon splinter absorbs cold and moisture from the First World to create glowing shards of ice that vibrate with extradimensional energy. Its wielders can then stimulate the wood's telekinetic magic with a battery, propelling the ice with supernatural force; with each successive strike, the strength of the vibrations increases.
The bark of a moon splinter gleams with First World frost. Crescent moon splinters are leafy, while gibbous moon splinters grow buds, and full moon splinters bloom with flowers. A new moon splinter is bare, but it glows with arcane sigils that vary in color and shape and are believed to be influenced by the presence of nearby ley lines.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Moon splinter, crescentSmall Arms422001d4 C & B70 ft.Staggered2011Bright, force, hybrid, living, polarize 1d43C05 p.48
Moon splinter, gibbousSmall Arms9130002d6 C & B60 ft.Staggered4021Bright, force, hybrid, living, polarize 1d63C05 p.48
Moon splinter, fullSmall Arms10190002d12 E80 ft.Staggered8041Bright, force, hybrid, living, polarize 1d83C05 p.48
Moon splinter, newSmall Arms10190002d12 E80 ft.Staggered10051Bright, force, hybrid, living, polarize 1d83C05 p.48

Staggered

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

Staggered

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.

Bright

Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.

Force

A force weapon is treated as having the force descriptor (Core Rulebook 269), which can cause it to interact differently with some targets (as defined by the targets' special rules). Force weapons deal kinetic damage but still target EAC.

Living

Unlike simpler forms of biotech, a living weapon is not just organic material—it's actually a simple living organism. The core function of a living weapon is based on the same scientific principles as manufactured weapons, but come about as part of its natural development and body function.
A living weapon can be affected by spells that target creatures, though it is mindless, incapable of independent action, and has no ability scores other than Constitution (which is always equal to its item level). It is subject to poisons and diseases, though it does not need to breath and is always protected as well as a creature with active environmental protection from armor. If it is forced to make a saving throw, its save bonus is always equal to its item level. If it suffers a condition that would normally cause it to take a penalty to attacks, damage, or save DCs, those penalties apply to any attack or effect created with it. Living weapons “eat” by absorbing part of the charges or fuel (or energy from some other form of ammunition) when fired. They do not sleep or breathe, cannot communicate in any way, are immune to pain effects due to their incredibly simple nervous systems, and are mindless.
If damaged, a living weapon can regain Hit Points from effects that restore Hit Points to living creatures, such as a mystic cure spell, and it regains a number of Hit Points equal to its item level each day. You can use the Life Science or Medicine skill instead of Engineering to repair a living weapon.

Polarize

A weapon with the polarize special property briefly builds up a polarized charge in a target. When striking a target multiple times with a weapon with the polarize special property in the same round, damage from each such strike after the first is increased by the listed amount. This resets at the beginning of your next turn.

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