Character Building

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(Half-Ghul)
(Magic Items)
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===Scabbard===
===Scabbard===
Magical scabbards can be worn in any amount; however, each scabbard can only confer its powers to one weapon at a time, and no weapon can employ the powers of more than one magical scabbard at a time.
Magical scabbards can be worn in any amount; however, each scabbard can only confer its powers to one weapon at a time, and no weapon can employ the powers of more than one magical scabbard at a time.
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==New Item Properties==
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[B]Bloodthirsty [/B]
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A bloodthirsty weapon is infused with a thirst for blood, & gains power from drawing blood from its victims. Only piercing or slashing melee weapons can be bloodthirsty. When initially unsheathed, the weapon has no attack or damage bonuses, other than those from other sources. Once the wielder has drawn blood from a foe with this weapon, however, it gains bonuses against any foe whose blood has wet the weapon’s blade. These bonuses are negated once the weapon is re-sheathed.
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Strong necromancy; CL 7th (+1), CL 10th (+2), CL 13th (+3), CL 16th (+4), CL 19th (+5); Craft Magic Arms & Armor, [I]vampiric touch[/I]; price varies (+1 to +5 bonus).
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[B]Concealing [/B]
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A concealing weapon is one that can be magically disguised as a non-weapon. Upon command, the weapon changes shape & form to assume the appearance of a normal piece of jewelry (belt, bracelet or ring are the most popular options). The weapon takes up the magic item slot that a wondrous item of the same type would normally occupy, & that slot must be empty in order for this effect to function. The weapon retains all its properties (including weight) when concealed; concealment &/or un-concealment takes one full round. Only a true seeing spell or similar magic reveals the true nature of the weapon when concealed. Switching between weapon & item forms is a swift action.
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Moderate transmutation; CL 10th; Craft Magic Arms & Armor, [I]alter self[/I]; price +1 bonus.
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[B]Curative [/B]
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A curative weapon is one that can be used to heal as well as harm. Upon a successful hit, this weapon can restore a number of hit points to the struck creature equal to the damage such a hit would normally have inflicted. This can be done a number of times per day equal to the wielder’s Wisdom bonus, if any (minimum once per day). At all other times, this weapon damages creatures like any other weapon would on a successful hit. The wielder must decide to use this effect before their attack roll. This effect can only be used on living creatures; objects, constructs, & the undead are always struck normally. Extra damage from tactics such as sneak attacks or temporary ability score enhancements such as bull’s strength does not increase this healing effect. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
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Moderate conjuration; CL 9th, Craft Magic Arms & Armor, [I]cure light wounds[/I]; price +1 bonus.
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[B]Destructive [/B]
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A destructive weapon is one that gives the wielder an intuitive insight that can be used against opponents. Four times per day, the wielder can apply a +5 insight bonus to a single attack roll. Also, the wielder is not affected by the miss chance that applies to attackers trying to strike a concealed target, but only while wielding this weapon.
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Moderate divination; CL 12th, Craft Magic Arms & Armor, [I]true strike[/I]; price +1 bonus.
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[B]Diurnal [/B]
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A diurnal weapon is one that only works in the day. In the darkness, such as at night, in shadowy illumination, or in the presence of a spell with the [Darkness] descriptor, the weapon functions as if it were only a masterwork weapon. But when exposed to bright light or in the presence of a spell with the [Light] descriptor, the weapon functions as if its enhancement bonus were +2 higher than it normally would be. Also, this effect bypasses damage reduction as if it were a Good-aligned weapon. Any other special abilities that the weapon has will only function in the light. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
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Moderate evocation; CL 8th, Craft Magic Arms & Armor, [I]daylight[/I]; price +1 bonus.
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[B]Escaping [/B]
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An escaping armor is one that protects the wearer from excessive harm by transporting itself away. If the wearer gains certain status conditions (such as disabled, dying, staggered, or unconscious), then the wearer is teleported (via [I]dimension door[/I]) to the safest location within 1000’. This ability can only work once per hour, & if all locations within 1000’ are deadly (such as a large battlefield or inside a volcano), then the effect fails.
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Moderate conjuration; CL 15th, Craft Magic Arms & Armor, [I]dimension door[/I]; price +6,500gp.
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[B]Furious [/B]
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A furious weapon is one that gives its wielder some of the benefits of a rage, like that of a barbarian. While this weapon is wielded, the wielder gains a +2 morale bonus to Strength & Constitution, a +1 morale bonus on Will saves, & a -2 penalty to their armor class. These effects end once the weapon is sheathed or otherwise not in use. Unlike a raging barbarian, the wielder does not suffer from fatigue when the effects end. While wielding this weapon, the wielder gains a +4 morale bonus to their Will save to resist a [I]calm emotions[/I] spell.
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Moderate enchantment; CL 6th, Craft Magic Arms & Armor, [I]rage[/I]; price +1 bonus.
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[B]Heroic [/B]
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A heroic weapon appears sedate but tastefully elegant. It grants a +3 bonus to attack & damage rolls made while using a form feat. Once per day, when the wielder is reduced to half of their total hit points or less, or is made the target of a death effect, its true power reveals itself. The weapon becomes bright & coppery, with golden whorls over the grip, & casts [I]break enchantment[/I] & [I]greater heroism[/I] on the wielder as an immediate action. A creature cannot gain any additional benefit from wielding more than one heroic weapon.
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Strong abjuration & enchantment; CL 15th, Craft Magic Arms & Armor, [I]break enchantment[/I], [I]greater heroism[/I]; price +2 bonus.
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[B]Lethal [/B]
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A lethal weapon is one that instantly kills any living being that touches its blade. Any creature struck by it must make a successful Fortitude save (DC12 + the wielder’s effective character level) or immediately die. In addition, even casual contact with the blade will cause this effect, so the wielder has a chance of exposing itself to this effect whenever it rolls a natural 1 on an attack roll. In such circumstances, the wielder must make a Reflex save (DC15) or accidentally expose itself to the weapons effect. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
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Strong necromancy; CL18th; Craft Magic Arms & Armor, [I]slay living[/I]; price +5 bonus.
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[B]Lunacy [/B]
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A lunacy weapon is one that inflicts madness upon the wielder’s enemies. Any opponent struck by such a weapon must make a Will save (DC15 + the wielder’s Charisma modifier). Upon a successful save, the weapon only deals damage to the opponent. But if the saving throw should fail, the opponent is rendered [I]confused [/I]for 1d4+1 rounds. If a [I]confused [/I]opponent is struck again by this weapon, it is allowed another saving throw (same DC as above), but the duration of the effect overlaps with itself (re-roll 1d4+1 for the duration). Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
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Moderate enchantment; CL 13th, Craft Magic Arms & Armor, [I]confusion[/I]; price +2 bonus.
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[B]Maiming [/B]
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A maiming weapon is one that prevents wounds caused by it to be fully healed. Any damage caused by a maiming weapon does not heal naturally, & cure or other healing spells are only 50% effective (divide restored hit points by 2 prior to application). A creature that has a maiming wound is sickened (takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, & ability checks) until their hit points are fully restored. A [I]remove curse[/I] spell applied to the maimed creature will allow a maimed wound to heal normally, & a [I]regenerate [/I]spell will restore lost hit points at 100% effectiveness. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
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Strong necromancy; CL 14th, Craft Magic Arms & Armor, [I]inflict critical wounds[/I]; price +2 bonus.
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[B]Malicious [/B]
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A malicious weapon is one that grants its wielder the power of pure hatred. Upon a successful strike, this weapon deals an extra 1d6 points of negative energy. Since undead are powered by negative energy, this effect cures such an undead opponent of a like amount of damage, rather than harming it. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
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Moderate necromancy; CL 6th, Craft Magic Arms & Armor, [I]inflict light wounds[/I]; price +1 bonus.
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[B]Nocturnal [/B]
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A nocturnal weapon is one that only works at night. When exposed to bright light or in the presence of a spell with the [Light] descriptor, the weapon functions as if it were only a masterwork weapon. But in the darkness, such as at night, in shadowy illumination, or in the presence of a spell with the [Darkness] descriptor, the weapon functions as if its enhancement bonus were +2 higher than it normally would be. Also, this effect bypasses damage reduction as if it were an Evil-aligned weapon. Any other special abilities that the weapon has will only function in the darkness. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
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Moderate evocation; CL 8th, Craft Magic Arms & Armor, [I]darkness[/I]; price +1 bonus.
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[B]Parrying [/B]
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A parrying weapon seems to flick its blade to counter the blows of opponents. The wielder of a parrying weapon is treated as if they had the Parry feat. If they already possess the Parry feat, they are instead treated as though they had the Improved Parry feat. This enchantment may only be applied to a melee weapon.
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Moderate transmutation; CL 12th, Craft Magic Arms & Armor, Improved Parry, [I]cat’s grace[/I]; price +1 bonus.
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[B]Personal [/B]
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A personal weapon is one that only works for its legitimate owner. When wielded by a creature that is not its designated owner or has not been given permission by its designated owner to use it, it functions as if it were only a masterwork weapon. The weapon will also bestow one negative level each minute that it is held. These negative levels fade away once the weapon has been put down, at a rate of one per round. The weapon cannot bestow as many negative levels as the wielder possesses; the maximum negative levels a creature can gain from this effect is their total number of character levels - 1. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. The designated owner is set when the weapon is first crafted, & ownership can be later transferred, if desired. Also, if a personal weapon is used against its designated owner, it can only do non-lethal damage.
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Faint abjuration; CL 16th, Craft Magic Arms & Armor, [I]greater glyph of warding[/I] or [I]guards & wards[/I]; price +1 bonus.
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[B]Quaking [/B]
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A quaking weapon is one that can shake the very ground with its power. Upon a successful strike at the bare ground (AC0, hardness varying by material) that deals at least 3 points of damage (after hardness), the wielder can generate an [I]earthquake [/I](as per the spell), centered on the weapon. The wielder’s square is not affected by the tremors, so the wielder takes no direct damage from this effect. Only melee weapons can have this ability. This effect can be generated once per day; when not used to make earthquakes, the weapon functions as if its enhancement bonus were 1 higher than normal.
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Strong evocation; CL 19th, Craft Magic Arms & Armor, [I]earthquake[/I]; price +3 bonus.
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[B]Reforming [/B]
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A reforming weapon can repair itself if broken. If sundered, the broken pieces can be placed back together like a jigsaw puzzle. If left undisturbed, the weapon will fuse back together again, making it like new; this effect retains all of the magical power that would normally be lost when a magic weapon is broken. This effect takes a number of days equal to the total weapon bonus. This effect cannot regenerate pieces that are missing, so all pieces must be recovered for this to function. This effect does not repair weapons that have been completely destroyed (IE disintegrated, ground to powder, melted, or vaporized).
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Faint transmutation; CL 5th, Craft Magic Arms & Armor, [I]mending[/I]; price +1 bonus.
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[B]Retributive [/B]
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A retributive shield has a dark sheen over its face. When the bearer takes damage, the shield’s face glows with a cold gray light. Opponents within 30’ suffer a -2 morale penalty to attack rolls & to their AC against the bearer for the next round. Three times per day, the bearer may activate the shield’s true power as an immediate action in response to an attack. When damaged by a foe, the bearer may make an attack of opportunity against that foe (even if it would exceed his normal limit) that deals an extra 3d6 points of damage. This ability cannot be combined with the Animated shield ability.
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Strong evocation & necromancy; CL 13th, Craft Magic Arms & Armor, [I]fear[/I], [I]fire shield[/I]; price +2 bonus.
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[B]Spellbinding [/B]
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A spellbinding weapon is one that can disrupt magical creatures & effects. Upon a successful strike upon a creature, that creature must make a Concentration check (DC = 10 + the number of points of damage dealt by the strike + the spell’s level) to use any spell or spell-like ability. This effect lasts for 1 full round. This effect applies to the use of scrolls & wands, but not to the use of other magical items possessed by the affected creature.
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Moderate abjuration; CL 11th, Craft Magic Arms & Armor, [I]dispel magic[/I]; price +2 bonus.
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[B]Spiteful Burst [/B]
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A spiteful burst weapon functions as a malicious weapon that also explodes with hateful energy upon striking a successful critical hit. The negative energy does not harm the wielder. In addition to the extra negative energy damage from the malicious ability (see above), a spiteful burst weapon deals an extra 1d10 points of negative energy damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of negative energy damage instead, & if the multiplier is ×4, add an extra 3d10 points of negative energy damage. Bows, crossbows, & slings so crafted bestow the negative energy upon their ammunition. Even if the malicious ability is not active, the weapon still deals its extra negative energy damage on a successful critical hit.
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Strong necromancy; CL 7th, Craft Magic Arms & Armor, [I]inflict serious wounds[/I]; price +2 bonus.
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[B]Starlit [/B]
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A starlit armor cannot be properly discerned except under starlight or the natural light of Najmah. When exposed to a bright source of light (a [I]light [/I]spell or equivalent) this armor appears to melt away into thin air. Seen in natural moonlight or starlight, the armor appears to be a translucent midnight blue color. In any lighting, the armor is still tangible & may leave a noticeable outline on clothing. When not visible, the armor provides a +2 circumstance bonus to the wearer’s AC, as the foe cannot discern a good location to strike.
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Moderate illusion; CL 10th, Craft Magic Arms & Armor, [I]Adimas’ magic aura[/I], [I]invisibility[/I]; price +2 bonus.
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[B]Venomous [/B]
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A venomous weapon is one that is magically infused with a deadly poison. Upon a successful strike, the opponent is struck by a [I]poison[/I]-like effect (as the spell; deals 1d6 points of temporary Constitution damage immediately & another 1d6 points of temporary Constitution damage 1 minute later). The Fortitude saves for this effect have a DC18 to resist. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
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Moderate necromancy; CL 9th, Craft Magic Arms & Armor, [I]poison[/I]; price +2 bonus.
==List of New Items==
==List of New Items==

Revision as of 22:14, 25 May 2010

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