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Player > Weapon > Melee > Angel wing, astral
Level: 10
Price: 17100
Damage: 4d6 E & F
Critical: Burn 2d6
Bulk: L
Special: Powered (capacity 20, usage 2), unwieldy
Though it appears as an extended sword hilt when still, the angel wing takes its name from the uncontained plasma that trails in an arc following the leading edge when the blade is swung. The weapon is favored by followers of Sarenrae, who take pride in mastering the sophisticated art of its use. Movanic angel wings have darker, almost shadowy blades; monadic angel wings have golden plasma trails; and the astral angel wing burns white hot.
One-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Angel wing, movanic | Advanced | 4 | 1890 | 1d6 E & F | Burn 1d6 | L | Powered (capacity 20, usage 2), unwieldy | ARM p.41 |
Angel wing, monadic | Advanced | 7 | 5500 | 2d6 E & F | Burn 2d6 | L | Powered (capacity 20, usage 2), unwieldy | ARM p.41 |
Angel wing, astral | Advanced | 10 | 17100 | 4d6 E & F | Burn 2d6 | L | Powered (capacity 20, usage 2), unwieldy | ARM p.41 |
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that's out of charges, it functions as an improvised weapon (see page 169).
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.
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