The Hidden Truth

Player > Weapon > Melee > Searing grip, low-heat

Searing grip, low-heat

Starfinder Armory p.39

Level: 5
Price: 3010
Damage: 1d6 F
Critical: Burn 1d6
Bulk: L
Special: Grapple, powered (capacity 20, usage 2)

The searing grip was originally designed for artists who craft their visions in various metals. The grip has several layers of insulation to separate the wearer’s hand from the resistance coils lining the palm and fingers; as such, the glove is often mistaken for a simple well-insulated work glove. Lengthy application of this heat can soften many metals, which aids in sculpting efforts, but even a quick touch can inflict painful burns, allowing searing grips to double as low-profile weapons. The versions typically employed by sculptors are designated low-heat and high-heat, though this is a relative distinction, as both operate at temperatures capable of dealing substantial damage. The weaponized searing grip drops the pretense of being an artist’s tool, though those trained in its use find that its functionality doesn’t differ substantially from the other models.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Searing grip, low-heatAdvanced530101d6 FBurn 1d6LGrapple, powered (capacity 20, usage 2)ARM p.39
Searing grip, high-heatAdvanced11252003d8 FBurn 2d6LGrapple, powered (capacity 20, usage 2)ARM p.39
Searing grip, weaponizedAdvanced1836400011d6 FBurn 3d6LGrapple, powered (capacity 20, usage 2)ARM p.39


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).


When wielding a grapple weapon, you can use it to perform a grapple combat maneuver without having your hands free. When you do so, you gain a +2 bonus to the attack roll, and if you roll a natural 20 on the attack roll, you apply the weapon’s critical hit effect (if any) to the target.

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