PainclawThis powered gauntlet has bladed spikes for fingers, which have built-in injectors connected to three reservoirs for storing substances used with the injection weapon special property. A painclaw can carry up to 3 doses of a drug, an injury poison, or a medicinal compound. Rather than trigger the injection on the weapon’s first attack, you can choose whether to inject one of these substances upon dealing damage with the painclaw (and even select which material to inject, if the three reservoirs contain different compounds). A painclaw can inject only one substance per attack.
The hand wearing a painclaw can’t be used to hold or operate any other weapon or piece of equipment. Donning or removing the painclaw is a full action. A painclaw cannot be disarmed. Source Starfinder Dead Suns Adventure Path pg. 240, Starfinder #2: Temple of the Twelve pg. 52 Level 11; Price 25,000 Hands 1; Proficiency Advanced Melee Damage 2d8 S & P; Critical bleed 1d6 Capacity 40 charges; Usage 1 Bulk 1; Special injection (see text), unwieldy Source Starfinder Dead Suns Adventure Path pg. 240, Starfinder #2: Temple of the Twelve pg. 52 Level 3; Price 1,250 Hands 1; Proficiency Advanced Melee Damage 1d8 S & P; Critical — Capacity 40 charges; Usage 1 Bulk 1; Special injection (see text), unwieldySource Starfinder Dead Suns Adventure Path pg. 240, Starfinder #2: Temple of the Twelve pg. 52 Level 19; Price 560,000 Hands 1; Proficiency Advanced Melee Damage 6d8 S & P; Critical bleed 2d6 Capacity 40 charges; Usage 1 Bulk 1; Special injection (see text), unwieldy
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