Mobius Weapons

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Some machinesmiths enter battle with powerful energy weapons capable of obliterating targets. These weapons can take the shape from complex rods, high powered energy crossbows, fire arms, swords or axes made entirely of energy, or even more exotic and strange devices. Regardless of the shape it takes all mobius weapons generally function the same. The machinesmith must be proficient with the weapon used as the base for their mobius weapon, as well as physically possess it, either through purchase, discovery as treasure, or through a feat, trait, or other ability. It takes one hour to fit the weapon with the mobius generator. If the mobius weapon is lost or destroyed, the machinesmith must provide a new weapon to create a new mobius weapon, in addition to the normal steps in building a greatwork. If the machinesmith wishes to create a new mobius weapon, and the original is still extant, he must either destroy the mobius generator upon the old weapon, or disassemble the old weapon. Disassembling a mobius weapon is a Craft (weaponsmithing) check with a DC equal to the machinesmith's level + Intelligence modifier + any enhancement bonuses that the weapon possesses. Success indicates that the mobius core has been removed and can be placed on a new weapon with only an hour's work. Otherwise the greatwork must be rebuilt from scratch, as normal.

Base Mobius Weapon

The mobius weapon has statistics equal to the base weapon it is constructed from, with a +1 class bonus bonus to damage. It receives a number of charges equal to ½ the machinesmith's class level + Intelligence modifier (minimum 1).

A mobius weapon, through the expenditure of 1 charge as a swift action, grants a feat to the wielder. If the mobius weapon is based on a melee weapon, the machinesmith may choose from Combat Expertise, Combat Reflexes, Dazzling Display, Power Attack, Weapon Finesse, Weapon Focus (mobius weapon), or Two-Weapon Fighting. If the weapon is ranged, it may grant Deadly Aim, Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot, or Weapon Focus (mobius weapon). The machinesmith does not have to meet the feat's normal qualifications, but retains the feat only for a number of minutes equal to his Intelligence modifier (minimum 0), as long as they are wielding their mobius weapon. If the mobius weapon is dropped, lost, or destroyed, the feat is lost. The machinesmith may replace the current feat by using an additional charge and a swift action. The base mobius weapon can only grant a single feat at one time.

Mobius Weapon Upgrade 1

A machinesmith may add this upgrade to their mobius weapon greatwork at 5th level. The mobius weapon becomes sturdier and more difficult to destroy. It gains an additional 5 hp. The following feats become available to the machinesmith with his mobius weapon if it is a melee weapon: Cleave, Improved Trip, Improved Sunder, or Weapon Specialization (mobius weapon). If it is a ranged weapon, he may choose from Manyshot, Shot on the Run, Rapid Reload, or Weapon Specialization (mobius weapon). Finally, when he expends a charge, he may choose up to two feats to activate.

Mobius Weapon Upgrade 2

A machinesmith may add this upgrade to their mobius weapon greatwork at 10th level. The class bonus to damage of the mobius weapon increases to +2. The following feats are available to choose from by expending a charge if it is a melee weapon: Critical Focus, Improved Two-Weapon Fighting, Lunge, or Vital Strike. If it is a ranged weapon, he may choose from Critical Focus, Improved Critical (mobius weapon), or Improved Precise Shot.

Mobius Weapon Upgrade 3

A machinesmith may add this upgrade to their mobius weapon greatwork at 15th level. When the machinesmith expends a mobius weapon charge, he may now choose three feats to be activated. Additionally, as a swift action, he may expend a charge to add his Intelligence modifier as a luck bonus to all damage rolls made with his mobius weapon for one round.

Mobius Weapon Master Upgrade

A machinesmith may add this upgrade to their mobius weapon greatwork at 20th level. The mobius weapon gains hardness 10 and 15 more hit points. The following feats may be selected upon expending a charge: Bleeding Critical, Greater Weapon Focus (mobius weapon), Greater Weapon Specialization (mobius weapon), Exhausting Critical, or Stunning Critical. Finally, by expending charges when confirming a critical hit, they may add the number of charges expended (up to their Intelligence modifier) to the confirmation roll.