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Player > Weapon > Range > 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 Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Moon splinter, crescent | Small Arms | 4 | 2200 | 1d4 C & B | 70 ft. | Staggered | 20 | 1 | 1 | Bright, force, hybrid, living, polarize 1d4 | 3C05 p.48 |
Moon splinter, gibbous | Small Arms | 9 | 13000 | 2d6 C & B | 60 ft. | Staggered | 40 | 2 | 1 | Bright, force, hybrid, living, polarize 1d6 | 3C05 p.48 |
Moon splinter, full | Small Arms | 10 | 19000 | 2d12 E | 80 ft. | Staggered | 80 | 4 | 1 | Bright, force, hybrid, living, polarize 1d8 | 3C05 p.48 |
Moon splinter, new | Small Arms | 10 | 19000 | 2d12 E | 80 ft. | Staggered | 100 | 5 | 1 | Bright, force, hybrid, living, polarize 1d8 | 3C05 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.
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.
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.
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.
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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