Support United Paizo Workers! Click here for more details!
Player > Weapon > Melee > Plasma kukri, red star
Damage: 1d4 E & F
Special: Operative, powered (capacity 20, usage 1)
|Plasma kukri, red star||Basic||4||2450||1d4 E & F||Wound||L||Operative, powered (capacity 20, usage 1)||SFS1 p.26|
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.
|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|
An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.
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).