The Hidden Truth

Support United Paizo Workers! Click here for more details!

Player > Weapon > Melee > Voidhammer, primordial

Voidhammer, primordial

Starfinder Adventure Path #26: Flight of the Sleepers (The Threefold Conspiracy 2 of 6) p.49

Level: 6
Price: 4200
Damage: 2d6 B
Critical: Immobilize
Bulk: 2
Special: Powered (capacity 20, usage 1), reach, unwieldy

A voidhammer is a modified swoop hammer integrated with a miniaturized projector that, when activated, creates a small gravitational anomaly on its head. This faux black hole crushes those struck with the hammer and can even pin them to the ground. Black market sellers of voidhammers claim to have “liberated” them from the Lightbringers, who crafted them from anacite technology supposedly found on Anodyne. Voidhammers have the immobilize critical hit effect.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Voidhammer, primordialAdvanced642002d6 BImmobilize2Powered (capacity 20, usage 1), reach, unwieldy3C02 p.49
Voidhammer, stellarAdvanced10180006d6 BImmobilize2Powered (capacity 40, usage 2), reach, unwieldy3C02 p.49
Voidhammer, intermediateAdvanced147600010d8 BImmobilize2Powered (capacity 40, usage 2), reach, unwieldy3C02 p.49
Voidhammer, supermassiveAdvanced1839000012d10 BImmobilize2Powered (capacity 80, usage 4), reach, unwieldy3C02 p.49

Immobilize

The target must succeed at a Fortitude saving throw or be knocked prone and gain the pinned condition. The target can escape the pinned condition by succeeding at an Acrobatics check (DC = 20 + 1-1/2 × the weapon's item level). The pinned condition ends automatically if the weapon's wielder either moves or attacks with the weapon again; the penalties from the pinned condition still apply to the target if the wielder uses the weapon to attack the pinned target.

Powered

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).

Reach

Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.

Unwieldy

Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.

Found a bug? Click here!