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Player > Weapon > Melee > Hardlight hand wrap, ambient
Starfinder Alien Archive 3 p.67
Level: 9
Price: 13100
Damage: 2d8 B
Critical: —
Bulk: L
Special: Bright, force, powered (capacity 20, usage 2)
A hardlight hand wrap consists of a small generator of force
energy built into a form-fitting glove made of interwoven
photoelectric ribbon. The weapon uses cutting-edge hologram
technology to create bursts of hardlight that can briefly
interact with both corporeal and incorporeal beings. It takes
a bit of training to perfect the timing of strikes made with a
hardlight hand wrap, as you must activate the force generator
at the precise moment you hit your target, but many feel that
the practice is worth the effort. Relatively inconspicuous and
easily modifiable to fit any species' anatomy, hardlight hand
wraps are invaluable when facing living holograms, ghosts,
and other incorporeal dangers.
Hardlight hand wraps can be customized to shine in
any color in the visible spectrum when used, and a few
manufacturers of weapon accessories even offer custom
firmware that modifies the appearance of a hardlight hand
wrap to manifest as an animalistic claw or fist when used.
This doesn't change the weapon's statistics, but it can be
intimidating on the field of battle. A few unscrupulous types
wield hardlight hand wraps when attempting to impersonate
solarians, usually to scare off their enemies or as part of
complicated con jobs. However, these ruses quickly fall apart
when the faux solarians are unable to manifest any other
powers these mystic warriors possess.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Hardlight hand wrap, diffuse | Advanced | 5 | 3180 | 1d6 B | — | L | Bright, force, powered (capacity 20, usage 2) | AA3 p.67 |
Hardlight hand wrap, ambient | Advanced | 9 | 13100 | 2d8 B | — | L | Bright, force, powered (capacity 20, usage 2) | AA3 p.67 |
Hardlight hand wrap, natural | Advanced | 14 | 75000 | 4d10 B | — | L | Bright, force, powered (capacity 40, usage 4) | AA3 p.67 |
Hardlight hand wrap, fluorescent | Advanced | 17 | 250000 | 6d10 B | — | L | Bright, force, powered (capacity 40, usage 4) | AA3 p.67 |
Hardlight hand wrap, incandescent | Advanced | 20 | 880000 | 11d8 B | — | L | Bright, force, powered (capacity 40, usage 2) | AA3 p.67 |
Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
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 force weapon is treated as having the force descriptor (Core Rulebook 269), which can cause it to interact differently with some targets (as defined by the targets' special rules). Force weapons deal kinetic damage but still target EAC.
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