Continuum Blade

Weapon Profile

Category
Exotic
Damage
2d8 force
Range
Melee · 0–5 ft
Grade
I · Standard
Rarity
Common
Tier
V · Esoteric
Training
Exotic Weapons
Cost
24000
Weight
3 lb

Without training in exotic weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 24,000 gm of materials and 3 days of work, at a fabricator, and a key component the GM places as a reward, finished with a DC 20 check. To repair: 6,000 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • attunementBind yourself to it over a short rest before it works. Three attunements at once, and breaking one frees the slot.
  • RA 8+Needs Rift Affinity 8 or higher to do anything. Affinity comes from your ancestry, your class curve and your origin, and it cannot exceed your character level.
  • finesseUse Strength or Dexterity for its attack and damage, whichever is better.
  • versatile (2d10)Usable in one hand or two. The die in brackets is the damage when both hands are on it.

A sword with its edge held one instant out of phase with the moment around it. Wielders report the cut arriving before the swing.

Equipment Line

The same kit across the tiers. Later rungs replace earlier ones.

  1. Tier I Dagger
  2. Tier I Shortsword
  3. Tier I Longsword
  4. Tier I Rapier
  5. Tier I Scimitar
  6. Tier I Greatsword
  7. Tier III Combat Knife
  8. Tier IV Plasma Sword
  9. Tier IV Plasma Armblade
  10. Tier IV Plasma Greatsword
  11. Tier IV Phoenix Plasma Sword
  12. Tier V Continuum Blade