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Player > Weapon > Melee > Flame doshko, blaze
Starfinder Core Rulebook p.183
Level: 8
Price: 8500
Damage: 2d8 F
Critical: Wound
Bulk: 1
Special: Powered (capacity 20, usage 1)
When activated, the blade of this doshko heats up by means of internal heating coils. The doshko deals fire damage and can also cause traumatic injuries.
Two-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Flame doshko, ember | Advanced | 2 | 750 | 1d8 F | Wound | 1 | Powered (capacity 20, usage 1) | CRB p.183 |
Flame doshko, blaze | Advanced | 8 | 8500 | 2d8 F | Wound | 1 | Powered (capacity 20, usage 1) | CRB p.183 |
Flame doshko, inferno | Advanced | 13 | 53200 | 5d8 F | Wound | 1 | Powered (capacity 20, usage 1) | CRB p.183 |
Flame doshko, solar flare | Advanced | 19 | 595000 | 10d8 F | Severe wound | 1 | Powered (capacity 20, usage 1) | CRB p.183 |
Roll on Table. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.
D20 | LOCATION | SAVE | EFFECT |
---|---|---|---|
1–10 | General | – | Bleed 1d6 |
11–13 | Eye (sensory) | Ref | Lost eye, –2 Perception |
14–15 | Leg (mobility) | Fort | Severed limb, –10 land speed |
16–17 | Arm (manipulation) | Ref | Severed limb, lose a hand |
18–19 | Vital organ | Fort | 1d4 Con damage |
20 | Brain | Fort | Stunned 1 round |
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).
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