Manifesting Time 1 standard action
On your command, a weapon rises into the air and begins to attack. This weapon may be any weapon that is lying around or that you have in your possession, and as part of manifesting this power you may move the weapon up to 30 feet. You may even use this ability on weapons held or used by other creatures, though such creatures are allowed a reflex save to prevent their weapon from being taken. The weapon targets an opponent you designate, starting with one attack or combat maneuver in the round this power is manifested and continuing each round thereafter on your turn. It uses your base attack bonus plus your manifesting modifier as its attack bonus but cannot make iterative attacks. Any bonuses you have that would apply to that particular type of weapon (such as the Weapon Focus and whip mastery feats or the weapon training class feature) as well as any enhancement bonus or masterwork bonus that the weapon has apply to attacks or maneuvers made with the affected weapon.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target.
Augment: This power can be augmented in the following ways:
- For every 3 additional power points that you expend, this power may target an additional weapon within range. All of the weapons make attacks and may be moved using the same move action.
- If you spend 6 additional power points, you enable these weapons to make iterative attacks. On any round that the weapon switches targets, it gets only a single attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the weapon is a ranged weapon, switching targets still is a move action.
- By spending 4 additional power points, you may have any affected weapons use your manifester level in place of your base attack bonus.
Arcforge: Technology Expanded © 2018, Legendary Games; Authors: Matt Daley, Michael Sayre.