Player > Augmentations > Necrografts > Enervating Hand, Mk 2
Enervating Hand, Mk 2
Starfinder Armory p.95
Level: 6
Price: 4000
System: Hand
MODEL | DAMAGE |
Mk 1 | 4d4 C |
Mk 2 | 6d4 C |
Mk 3 | 8d4 C |
Mk 4 | 12d4 C |
Mk 5 | 16d4 C |
An enervating hand replaces a living hand with a withered
extremity capable of draining the
life essence of living creatures.
As a standard action, you can
make an unarmed strike with the
enervating hand against a target's
EAC to deal the amount of damage
listed for your necrograft's model. You
deal only the listed amount of damage
(plus additional damage from the Weapon
Specialization feat, if applicable), even if you
have other abilities that increase your unarmed
strike damage (such as natural weapons or the Improved
Unarmed Strike feat). On a successful attack, you gain a
number of temporary Hit Points equal to the necrograft's
item level; these temporary Hit Points last for 10 minutes, until
lost when you take damage, or until you gain a larger number
of temporary Hit Points from another source. This attack has
no effect on unliving creatures or creatures immune to negative
energy damage (such as those under the effects of a death ward
spell). Once you make a successful attack with an enervating
hand, you can't attack with it again until you have rested for
10 minutes to regain Stamina Points, though you can spend 1
Resolve Point at any time to recharge it immediately.
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