Rift Lance
Weapon Profile
- Category
- Exotic
- Damage
- 3d10 rift
- Range
- Long · 151–1,000 ft
- Handling
- Line effect.
- Grade
-
I · Standard - Rarity
-
Common - Tier
-
V · Esoteric - Training
- Exotic Weapons
- Cost
- 24000
- Weight
- 8 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 7+Needs Rift Affinity 7 or higher to do anything. Affinity comes from your ancestry, your class curve and your origin, and it cannot exceed your character level.
- two-handedBoth hands are needed to attack with it. You cannot hold anything else.
- heavyUnwieldy for a Small creature, which attacks with it at disadvantage.
A shaft of bound Rift energy held in a containment haft. It fires no projectile: it opens a narrow tear along a line and closes it again, and the damage is dealt along the whole line.
Equipment Line
The same kit across the tiers. Later rungs replace earlier ones.