Aura None; CL None; Slot Hands; Weight 2 lbs.; Price N/A;
DESCRIPTION
This thick leather glove is fitted with copper contacts on the fingers and wires running along them, connecting to two small metal plates on the back of the hand. The plates have a bracket and connection for alchemical batteries, each providing one charge. When worn, the Arc-Gauntlet can deliver a powerful electric shock as a touch attack.
Shock Attack: The glove can be used to make a touch attack. If the target is wearing primarily metal armor, the wielder gains a +2 bonus on the attack roll.
Damage: The shock deals 2d6 points of electricity damage.
Dazing Effect: The target must make a DC 16 Fortitude save or be dazed for 1 round. If the save is failed by 5 or more, the target is stunned for 1 round instead of being dazed.
Spells: The glove can be activated as a swift action when used in combiantion with a spell touch attack.
Charges: Each alchemical battery provides one charge. Once both charges are expended, the batteries must be replaced to use the glove again.
Change Battery: Replacing the Batteries is a Standard Action for one or a full round action for two.
CONSTRUCTION REQUIREMENTS
Feats: Craft Arc-Science; Special Knowledge: Electric Wiring; Cost N/A;
Aura None; CL None; Slot Hands; Weight 2 lbs.; Price N/A;
DESCRIPTION
The Arc-Mantle Armor Attachment is an advanced scientific device designed to be mounted on metal armor. It provides a powerful defensive capability by delivering an electric shock to attackers. The device includes an insulating layer to protect the wearer and uses a single alchemical battery for its charge. When activated as an immediate action upon being hit by a melee attack, or as a swift action during a grapple on the wearer’s turn, the device discharges an electrical shock, dealing additional damage to the attacker. The shock deals 2d6 points of electricity damage and can be used against attacks made with metal weapons or natural weapons. The battery must be replaced after each use.
Defensive Shock: Activated as an immediate action upon being hit by a melee attack using metal weapon or natural attack.
Damage: The shock deals 2d6 points of electricity damage.
Dazing Effect: The target must make a DC 16 Fortitude save or be dazed for 1 round. If the save is failed by 5 or more, the target is stunned for 1 round instead of being dazed.
Grapple: Activate as a swift action while grappling.
Charges: Each alchemical battery provides one charge.
Change Battery: Replacing the Battery is a Standard Action.
CONSTRUCTION REQUIREMENTS
Feats: Craft Arc-Science; Special Knowledge: Electric Wiring; Cost N/A;
Aura None; CL None; Slot Hands; Weight 2 lbs.; Price N/A;
DESCRIPTION
This metal device is designed to clamp onto the blade or metal haft of a melee weapon that is predominantly made of metal. It features a single slot for an alchemical battery. When activated as a swift action, the next melee attack made with the weapon delivers an electric shock in addition to the weapon's normal damage.
Activation: Activating the device requires a swift action. The next melee attack made with the weapon before the end of the wielder's next turn deals additional electric shock damage.
Shock Damage: The attack deals an additional 2d6 points of electricity damage.
Dazing Effect: The target must make a DC 16 Fortitude save or be dazed for 1 round. If the save is failed by 5 or more, the target is stunned for 1 round instead of being dazed.
Normal Weapon Damage: The melee attack made with the activated Electroshock Weapon Clamp also deals the weapon's normal damage.
Charges: Each alchemical battery provides one charge. Once the charge is expended, the battery must be replaced to use the device again.
Change Battery: Replacing the Battery is a Standard Action.
CONSTRUCTION REQUIREMENTS
Feats: Craft Arc-Science; Special Knowledge: Electric Wiring; Cost N/A;
Aura None; CL None; Slot Hands; Weight 1/4 lbs.; Price N/A;
DESCRIPTION
An alchemical Arc-Battery is a small cylindrical device filled with volatile chemicals and meticulously crafted to store and release electrical energy. Each battery provides a single charge for Arc-Science devices.
CONSTRUCTION REQUIREMENTS
Feats: Craft Arc-Science; Special Knowledge: Electric Wiring, Ranks 5 in Craft Alchemy; Cost N/A;