Quantum Reaver
Item 4+
Activate—Spatial Slice [two-actions] Frequency once every 10 minutes; Effect You phase the quantum reaver through space-time, making a melee Strike against any creature within 30 feet as if you were adjacent to it. On a critical hit, the target is slowed 1 for 3 rounds.
Improvements
| Grade | Level | Upgrade Price | Total Price | Upgrades | Damage Dice | Tracking |
|---|---|---|---|---|---|---|
| Advanced Quantum Reaver | 4 | — | 1090 credits | 2 | 2d8 | +1 |
| Superior Quantum Reaver | 10 | +9000 credits | 10090 credits | 2 | 2d8 | +2 |
| Elite Quantum Reaver | 12 | +10000 credits | 20090 credits | 3 | 3d8 | +2 |
| Ultimate Quantum Reaver | 16 | +80000 credits | 100090 credits | 3 | 3d8 | +3 |
| Paragon Quantum Reaver | 19 | +300000 credits | 400090 credits | 4 | 4d8 | +3 |
Traits
Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.
Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.
Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.
Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
Critical Specialization Effects
Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.