|
|
|
|
|
Plasma BeadsThese four spherical beads strung with a cord emit a slight fiery glow from the plasma magically sealed inside them. While you wear the necklace, as a standard action, you can detach a bead and throw it (range increment 20 feet) as a ranged attack targeting a grid intersection (AC 5). If you throw the bead through a narrow opening, your attack roll must equal or exceed the opening’s AC (10 for a narrow opening or 15 for an extremely narrow one) to avoid hitting the side and detonating the bead prematurely. When the bead strikes a hard surface, it explodes in a 20-foot radius, dealing electricity and fire damage according to its type, as shown on the table below. A target that succeeds at a Reflex save (see the table) takes only half damage. Once you detach a bead, it loses its magic if it hasn’t exploded after 5 rounds. If the necklace isn’t worn, detached beads immediately become nonmagical. Table 1-28: Plasma Beads | | | | Mk 1 | 6 | 3d6 E & F | 13 | Mk 2 | 9 | 5d6 E & F | 15 | Mk 3 | 12 | 9d6 E & F | 17 |
Plasma Beads, Mk 3Source Starfinder Armory pg. 115 Level 12; Price 37,500; Bulk —
Plasma Beads, Mk 1Source Starfinder Armory pg. 115 Level 6; Price 4,200; Bulk — Plasma Beads, Mk 2Source Starfinder Armory pg. 115 Level 9; Price 12,500; Bulk —
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|