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Player > Weapon > Melee > Heat-amp gauntlet, mk 1
Starfinder Alien Archive 2 p.105
Level: 2
Price: 500
Damage: 1d6 B & F
Critical: Burn 1d4
Bulk: 1
Special: Powered (capacity 20, usage 1)
Quorlus have developed gauntlets that store and amplify ambient heat, unleashing it in hand-to-hand combat. Notorious for their use of these weapons, quorlu infiltrators and sappers also use heat-amp gauntlets to start fires to hinder their enemies.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Heat-amp gauntlet, mk 1 | Advanced | 2 | 500 | 1d6 B & F | Burn 1d4 | 1 | Powered (capacity 20, usage 1) | AA2 p.105 |
Heat-amp gauntlet, mk 2 | Advanced | 7 | 7500 | 2d6 B & F | Burn 1d6 | 1 | Powered (capacity 20, usage 1) | AA2 p.105 |
Heat-amp gauntlet, mk 3 | Advanced | 12 | 33200 | 5d6 B & F | Burn 2d6 | 1 | Powered (capacity 20, usage 1) | AA2 p.105 |
Heat-amp gauntlet, mk 4 | Advanced | 16 | 178250 | 10d6 B & F | Burn 2d8 | 1 | Powered (capacity 20, usage 1) | AA2 p.105 |
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
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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