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Player > Weapon > Melee > Velstrac flenser, debater
Starfinder Alien Archive 2 p.129
Level: 12
Price: 37600
Damage: 4d8 S & So
Critical: Bleed 2d8
Bulk: L
Special: Powered (capacity 20, usage 1)
Velstracs wield flensers— blades designed to slice skin from muscle and muscle from bone—sometimes mounting these knives on rifles as bayonetS. Flensers are honed to supernatural sharpness and powered to vibrate with the rhythms of the wielder's body. Velstracs have mastered the art of using these advanced melee weapons to inflict wounds while keeping targets alive. The table above shows an array of flensers, which can be purchased only in the darkest corners of the galaxy.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Velstrac flenser, ascetic | Advanced | 2 | 550 | 1d4 S & So | Bleed 1d4 | L | Powered (capacity 20, usage 1) | AA2 p.129 |
Velstrac flenser, singer | Advanced | 7 | 6600 | 2d6 S & So | Bleed 1d8 | L | Powered (capacity 20, usage 1) | AA2 p.129 |
Velstrac flenser, debater | Advanced | 12 | 37600 | 4d8 S & So | Bleed 2d8 | L | Powered (capacity 20, usage 1) | AA2 p.129 |
Velstrac flenser, recluse | Advanced | 17 | 261360 | 10d8 S & So | Bleed 4d8 | L | Powered (capacity 20, usage 1) | AA2 p.129 |
The target gains the bleeding condition.
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.
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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