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Player > Weapon > Melee > Spear, buzzblade
Starfinder Core Rulebook p.190
Level: 11
Price: 22650
Damage: 3d6 P
Critical: —
Bulk: 1
Special: Block, powered (capacity 40, usage 2), thrown (20 ft.)
Spears come in many varieties. Buzzblade spears vibrate at high frequency. Zero-edge spears employ quantum manufacturing to hone an edge so fine that it seems indistinct. The gravity spear uses a tiny gravity field generator to accelerate the weapon at the moment of impact.
Two-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Spear, tactical | Basic | 1 | 375 | 1d6 P | — | 1 | Analog, block, thrown (20 ft.) | CRB p.190 |
Spear, sentinel | Basic | 8 | 10000 | 2d6 P | — | 1 | Analog, block, thrown (20 ft.) | CRB p.190 |
Spear, buzzblade | Basic | 11 | 22650 | 3d6 P | — | 1 | Block, powered (capacity 40, usage 2), thrown (20 ft.) | CRB p.190 |
Spear, zero-edge | Basic | 15 | 107350 | 7d6 P | — | 1 | Analog, block, thrown (20 ft.) | CRB p.190 |
Spear, gravity | Basic | 19 | 552000 | 12d6 P | — | 1 | Block, powered (capacity 40, usage 2), thrown (20 ft.) | CRB p.190 |
Only melee weapons can have the block special property, which represents some kind of guard or crossbar that can protect you from attacks by a foe you strike in melee. When you successfully strike a target with a melee attack using such a weapon, you gain a +1 enhancement bonus to your AC for 1 round against melee attacks from that target.
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).
Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property. You apply your Strength modifier to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again.
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