Masterwork Plasma Glaive
Weapon Profile
- Category
- Energy
- Damage
- 2d8 plasma
- Range
- Melee · 0–5 ft
- Handling
- One power cell runs the head for six hours. Unpowered it is a glaive dealing 1d10 slashing.
- Grade
-
IV · Masterwork - Rarity
-
Epic - Tier
-
IV · Spacefaring - Training
- Energy Weapons
- Cost
- 12100
- Weight
- 9 lb
Without training in energy weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency
To make: 6,050 gm of materials and 50 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop, by a crafter with Rift Affinity 4, finished with a DC 20 check. To repair: 1,513 gm and 13 days. 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.
- heavyUnwieldy for a Small creature, which attacks with it at disadvantage.
- reachAdds 5 feet to your reach when you attack with it.
- two-handedBoth hands are needed to attack with it. You cannot hold anything else.
- power-cellRuns on a charged cell. Flat, it reverts to whatever it is without power.
A glaive with a plasma emitter in the head, a containment field run down a six-foot haft and the cell at the butt for balance. You gain a +3 bonus to attack and damage rolls made with it. A one-off build with a hand-wound emitter, and the field it throws is thinner and hotter than any catalog pattern.
Grades
The same object, worked to a better standard. The grade is the rung; the bonus is what the rung is worth at the table.