Weapon: Air Knuckle
These plated gloves have powerful turbines in them, allowing them to be used at a greater range than their form would imply. As a swift action, a creature using an air knuckle can expend one charge from its battery to cause the next attack made with them that same turn to be made with a maximum range of 30 feet greater than the user's maximum reach. This is treated as a thrown attack, so Strength is still used for attack.
The most common air knuckles are as follows:
Air Knuckle, Gust: Level 2, 1d6 B damage, 750 credit cost, no critical effect, 20 charges (only used for ranged attacks).
Air Knuckle, Zephyr: Level 7, 2d6 B damage, 6250 credit cost, Knockdown critical effect, 20 charges (only used for ranged attacks).
Air Knuckle, Gale: Level 12, 5d6 B damage, 31300 credit cost, Knockdown critical effect, 40 charges (only used for ranged attacks)
Air Knuckle, Hurricane: Level 17, 10d6 B damage, 245200 credit cost, Knockdown critical effect, 40 charges (only used for ranged attacks).
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