|Editing:||Mechanical changes on Talk please.|
Exotic One-Handed Melee
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
An organic artificial construct composed of a rod with a long flagellum, it was developed by the uberich to supplement their psionic abilities, and bio-energy reserves, the psychokinetic thunderlash (known as the PK Thunder for short) is actually alive. It synchronizes with psionic creatures and becomes capable of energizing its long flagellum with pyrokinetic power. The PK Thunder is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
To use the PK Thunder the user must be psionically focused, otherwise the whip lacks the energizing essence and acts as a standard whip. Since it is mentally bonded to the user, they can apply additional power points to produce a stronger shot. For each 2 PP spent add on an additional 1d6 electric damage to that attack, to a maximum of your manifester level.
Those who possess a bio-energy reserve can also expend a bio-energy point to send the device into overdrive, allowing the user to make one additional attack at their highest attack bonus, once per round. This additional attack does not stack with haste and similar effects.
Using a PK Thunder provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a PK Thunder. If you are tripped during your own trip attempt, you can drop the PK Thunder to avoid being tripped.
When using a PK Thunder, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a PK Thunder sized for you, even though it isn’t a light weapon for you.
While the weapon is not magical, the shocking energy is, and is subject to being negated by an antimagic field, though not power or spell resistance. Any whip-specific feats and class abilities you have also apply to the PK Thunder. Uberichs treat the PK Thunder as a martial weapon.