Air's Reach: Does It Electrify?

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In the context of electrical arcs, an arc flash is the light and heat produced as part of an arc fault, a type of electrical explosion or discharge that occurs when an electric current passes through the air between two ungrounded conductors. An arc blast, on the other hand, is the pressure wave or shockwave that follows an arc flash. It is caused by the instantaneous expansion of gas, air, and the arc plasma ball, which can result in flying debris and physical trauma. In the context of Air Utility Talents, Air's Reach is a utility wild talent that extends the range of thrown and projectile weapons, as well as the range and reach of air wild talents. It is required to have an electric blast to obtain Air's Reach.

Characteristics Values
Air's Reach Utility Wild Talent Extends to the range of all thrown and projectile weapons
Prerequisite Electric Blast
Focus Control over electricity
Bonus +1 to attack and damage rolls against a non-flying opponent
Bonus +1 circumstance bonus on damage rolls for electric blast

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Electric blast is a prerequisite for air blast

The electric blast talent is a type of energy kinetic blast. It can be used to charge a single manufactured weapon with power. For example, a shock weapon will deal additional electric blast damage when charged with this talent.

The air blast talent, on the other hand, is a utility wild talent. It allows you to use flight to your advantage when attacking a non-flying opponent. When flying, you gain a bonus to attack and damage rolls against a non-flying opponent. While in the air, you can also include up to two 90-degree turns in your movement when using a charge attack.

The effects of the air's reach utility wild talent extend to the range of all thrown and projectile weapons, as well as the range and reach of air wild talents. This talent is focused on control over electricity.

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Electric blast is a type of energy kinetic blast

In the context of the video game or role-playing game (RPG) 'Pathfinder', an electric blast is a type of energy kinetic blast. In the game, a player can be a kineticist who can use an electric blast as their primary attack. The player can release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level to each creature within its area. The electric blast is a simple kinetic blast power of an aerokineticist, which affects only a single target. The player shoots an arc of electricity to shock a single foe.

In the game, the player can also use a chain infusion to modify their blast. This allows them to daisy-chain the effect across multiple targets. However, it is important to note that electricity does not conduct very well through people, and in reality, it generally goes straight to the ground unless impeded by a decent insulator.

In addition to the electric blast, the player can also use other types of blasts, such as a thunderstorm blast or a composite blast. The aerokineticist, a kineticist who focuses on the element of air, can control airflow or electricity and specialize in mobility and ranged combat.

Outside of the 'Pathfinder' game, an electric blast can also refer to the release of energy or the projection of an energy ball in the form of an electric or electromagnetic blast in superhero or fantasy contexts.

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Air's reach extends to the range of thrown and projectile weapons

The Air's Reach utility wild talent is a powerful ability that enhances your combat capabilities by increasing the range and effectiveness of your attacks. It is important to note that this ability is not limited to close-range combat but also extends to thrown and projectile weapons, providing you with greater versatility and reach in battle.

In addition to Air's Reach, there are other air-related talents that can be utilized in combat. For example, the Electric Blast talent allows you to focus on controlling electricity. With this talent, you can charge a single manufactured weapon with the power of an energy kinetic blast, dealing additional damage of the blast's type. This talent is particularly effective against creatures equipped with metal armor or holding metal objects.

Furthermore, the Chain talent, which is also associated with air, allows you to create a lingering rope of electricity between targets. This can be used strategically to manipulate the positions of your targets, drawing them toward each other or toward a specific object or creature.

By combining Air's Reach with other air-related talents, such as Electric Blast and Chain, you can create powerful and dynamic strategies in combat, making effective use of your control over the element of air and electricity.

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Air's reach includes electric blast when flying and attacking

Air's Reach is a utility wild talent that allows you to use flight to your advantage when attacking non-flying opponents. It grants you a +1 bonus to attack and damage rolls, and allows you to include up to two 90-degree turns in your movement when performing a charge attack while in the air. Air's Reach also extends the range of your thrown and projectile weapons, as well as your air wild talents.

To possess Air's Reach, you must have the electric blast wild talent as a prerequisite. Electric blast is a utility talent that allows you to charge a single manufactured weapon with the power of an energy kinetic blast. This blast can deal additional damage of the same type as the weapon, such as electric damage on a shock weapon.

It is important to note that possessing basic aerokinesis will prevent you from learning electric blast. Additionally, if you already have the air blast talent, gaining electric blast will replace it, potentially affecting your access to composite blasts.

Overall, Air's Reach includes electric blast when flying and attacking, as electric blast is a prerequisite talent that enhances your airborne attacks with charged weapons.

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Electric arcs can cause arc blasts

An arc flash is a type of electrical explosion or discharge that occurs when there is a connection through the air to the ground or another voltage phase in an electrical system. For example, when a wire makes contact with an earthed system. Arc flashes can also be caused by the buildup of conductive dust, corrosion, dropped tools, or improper work procedures. The temperatures at the source of an arc flash can reach 20,000 °C, which is approximately four times the surface temperature of the sun.

The extreme temperatures generated by an arc flash can have devastating consequences, including severe burns to the skin, internal burns, and intoxication from inhaling hot gases and vaporized metal. The intense light produced by the arc flash can also cause eye damage and blindness. The rapid expansion of air and vaporized material from the arc flash results in an arc blast, a powerful pressure wave that can exceed 100 kPa in explosive force. This force propels molten metal, equipment parts, and debris at speeds of up to 300 meters per second.

The arc blast creates a dynamic pressure wave that causes panels to rupture, generating flying debris, acoustic injuries, and physical trauma. The damage caused by an arc blast can be extensive, and it is essential to take proper precautions to prevent arc faults and stay safe in the event of an occurrence. Personal protective equipment (PPE) can shield workers from the radiation of an arc flash, but it may not be effective against the flying objects, molten metal, and violent concussions produced by an arc blast. Therefore, additional safety measures are usually implemented to protect workers from harm.

Frequently asked questions

An arc flash is a type of electrical explosion or discharge that occurs when an electric current passes through the air between two ungrounded conductors.

An arc blast is a pressure wave that occurs from the fault current during an arc flash. It is caused by the instantaneous expansion of gas, air, and the arc plasma ball.

An arc flash is the light and heat produced as part of an arc fault. The arc blast is the supersonic shockwave produced when the uncontrolled arc vaporizes the metal conductors.

Electric blast is a prerequisite for air's reach. While in the air, if you use a charge attack, you may include up to two 90-degree turns in your movement.

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