Psychokinetic Fireblade (3.5e Equipment)
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Psychokinetic Fireblade
Exotic Light Melee
Cost: | 200 gp |
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Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | 18-20/x2 |
Weight2: | 1 lbs |
Type3: | Fire |
HP4: | 5 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
An organic artificial construct composed of a type of alien worm with iron bands holding it in place and life support, it was developed by the uberich to supplement their psionic abilities, and bio-energy reserves. The psychokinetic fireblade (known as the PK Fire for short) is actually alive. It synchronizes with psionic creatures and becomes capable of spouting a gout of colored plasmic breath in a short, sword-sized line where psychic energies vibrate the molecules to thousands of degrees.
To use the PK Fire the user must be psionically focused, otherwise the worm lacks the energizing essence to project its pyrokinetic breath. Since it is mentally bonded to the user, they can apply additional power points to produce a briefly hotter flame. For each 2 PP spent add on an additional 1d6 fire damage to that attack, to a maximum of your manifester level.
Those who possess a bio-energy reserve can also expend a bio-energy point to send the device into overdrive, allowing the user to make one additional attack at their highest attack bonus, once per round. This additional attack does not stack with haste and similar effects.
While the weapon is not magical, the burning energy is, and is subject to being negated by an antimagic field, though not power or spell resistance. Due to similarities in use, any scimitar or longsword-specific feats and class abilities you have also apply to the PK Fire. Uberichs treat the PK Fire as a martial weapon.
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