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Player > Weapon > Melee > Electric prod, impulse
Starfinder Adventure Path #34: We're No Heroes (Fly Free or Die 1 of 6) p.44
Damage: 1d6 E
Special: Nonlethal, powered (capacity 20, usage 1), professional (farmer)
Company personnel must occasionally transport animals from one world to another. Large herd animals, such as ruthigs, can be notoriously stubborn, and sometimes a beast proves more dangerous than anticipated. In these situations, crews appreciate this stout electric prod capable of delivering a nonlethal shock that can stun or incapacitate even a surly wolliped. Electric prods see civilian use on Castrovel, Triaxus, and other worlds, where ranchers and farmers utilize them to keep large animals under control without causing permanent harm.
|Electric prod, jolt||Basic||2||900||1d4 E||Stunned||1||Nonlethal, powered (capacity 20, usage 1), professional (farmer)||FF01 p.44|
|Electric prod, impulse||Basic||6||4500||1d6 E||Stunned||1||Nonlethal, powered (capacity 20, usage 1), professional (farmer)||FF01 p.44|
|Electric prod, storm||Basic||10||19000||2d6 E||Stunned||1||Nonlethal, powered (capacity 20, usage 2), professional (farmer)||FF01 p.44|
|Electric prod, surge||Basic||14||75000||4d6 E||Stunned||1||Nonlethal, powered (capacity 100, usage 4), professional (farmer)||FF01 p.44|
|Electric prod, tempest||Basic||18||385000||8d6 E||Stunned||1||Nonlethal, powered (capacity 100, usage 4), professional (farmer)||FF01 p.44|
The target is stunned for 1 round.
You drop everything you are holding, you can't take actions, and you are flat-footed.
This weapon deals nonlethal damage. See page 252 for more information on how nonlethal damage works.
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that's out of charges, it functions as an improvised weapon (see page 169).
A professional weapon is a tool used in a specialized trade that nevertheless has tremendous damaging potential. When using a professional weapon, you gain a +2 insight bonus to checks with the listed Profession skill (or to checks with similar skills that could reasonably use that weapon as part of the profession, subject to the GM's discretion). If you have a number of ranks in the listed Profession skill equal to the item level, you are considered proficient with that weapon, even if you would not normally be. This proficiency never counts toward prerequisites of any kind.