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Player > Weapon > Melee > Excavation drill, gyroidal

Excavation drill, gyroidal

Starfinder Adventure Path #34: We're No Heroes (Fly Free or Die 1 of 6) p.44

Level: 18
Price: 387750
Damage: 11d12 P
Critical: Bleed 3d8
Bulk: 2
Special: Powered (capacity 100, usage 4), professional (miner), shatter, unwieldy

Excavation drills are a core hand tool for miners across the galaxy. Some claim that dwarf mining engineers poached from Ulrikka Clanholdings initially designed these drills, as Ulrikka has previously produced similar designs. Dwarf knights have long used these drills in combat, as have gladiators, who often use them to put on bizarre and grisly shows. Utility and industrial models see extensive use in demolition and mining, while helical and volute drills are essential for some star-metal mining, where hard ore requires a tougher tool. Gyroidal drills are restricted, special-operations tools predominantly used to breach starship hulls during rescue or military boarding operations.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Excavation drill, utilityAdvanced27502d4 PBleed 1d42Powered (capacity 20, usage 1), professional (miner), shatter, unwieldyFF01 p.44
Excavation drill, industrialAdvanced642003d6 PBleed 1d62Powered (capacity 20, usage 1), professional (miner), shatter, unwieldyFF01 p.44
Excavation drill, helicalAdvanced10180005d8 PBleed 2d62Powered (capacity 20, usage 2), professional (miner), shatter, unwieldyFF01 p.44
Excavation drill, voluteAdvanced14705008d10 PBleed 3d62Powered (capacity 100, usage 4), professional (miner), shatter, unwieldyFF01 p.44
Excavation drill, gyroidalAdvanced1838775011d12 PBleed 3d82Powered (capacity 100, usage 4), professional (miner), shatter, unwieldyFF01 p.44

Bleed

The target gains the bleeding condition.

Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

Powered

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).

Unwieldy

Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.

Professional

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.

Shatter

The first time a weapon with this property is used on a target, the weapon has the penetrating special property. However, if the weapon's damage is dealt to the same target continuously over subsequent rounds, the amount of Hardness the weapon ignores = 3 × the weapon's item level. If the weapon bearing this property is modal, the damage type dealt by the weapon must change each round, or the weapon functions only as a penetrating weapon.

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