Archives of Nethys

Pathfinder | Starfinder

Armor | Weapons
Artifacts | Augmentations | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers | Other Items | Special Materials


Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Electrovore Glove

With these battle gauntlets, enterprising weaponsmiths have harnessed the electrovore’s ability to conduct and siphon electrical energy. Using a combination of an electrovore’s spines, conductive wiring, and miniaturized storage cells, electrovore gloves deliver electricity damage and can even drain electrical impulses from living creatures and robots with a critical hit.

Shock Weapons

Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons.

Electrovore Glove, Storm

Source Alien Archive pg. 45
Level 13; Price 49,000
Damage 6d6 P & E; Critical recharge 4
Bulk L; Special powered (capacity 40; usage 2)

Electrovore Glove, Static

Source Alien Archive pg. 45
Level 2; Price 750
Damage 1d6 P & E; Critical recharge 2
Bulk L; Special powered (capacity 20; usage 1)

Electrovore Glove, Aurora

Source Alien Archive pg. 45
Level 7; Price 6,250
Damage 2d6 P & E; Critical recharge 2
Bulk L; Special powered (capacity 20; usage 1)

Electrovore Glove, Tempest

Source Alien Archive pg. 45
Level 18; Price 375,000
Damage 12d6 P & E; Critical recharge 4
Bulk L; Special powered (capacity 40; usage 2)