D. Armand Paltenan
First Post
I have worked up a new special ability for adding to weapons and was wondering what the general community would think. here you go.
Eldritch: Upon command, an eldritch weapon is sheathed in unclassified baleful mystical energy. The energy does not harm the wielder. An eldritch weapon deals an extra 1d6 points of Plasma like energy that has the same effect to any target as Fire, Cold, Acid, Electric, Sun/light, Kinetic Force, or Positive energy combined would otherwise have on the target. Affecting all, even incorporeal targets as if composed of only one energy type that they are susceptible too, and receiving this damage on a successful hit. Crossbows, and slings so crafted bestow the plasma energy upon their ammunition.
Bows imbued with this ability manifest this type of energy as ammunition and causes the normal damage die of the standard type of missile including applicable bonuses into an eldritch energy missile that ignores armor and strikes only the target specified as a seeking weapon.
Eldritch energy ignores all matter except its intended target unless another intelligent being/creature steps into its flight path to receive the damage and also functions as a ghost strike weapon.
Armor and shield normal bonuses to AC do not count against its energy because the energy passes through normal armor. (Dexterity, deflection, dodge bonuses, natural armor, spell resistance and other such magic bonuses still apply.) These bows do not receive the ability to cause critical hits as normal bows do.Instead bows so imbued gain 1 additional die of damage per 3 levels of the wielder.
Besides fighting, these glowing arrows can be used to simply light a room like the daylight spell, to activate switches out of reach, etc.
Moderate evocation; CL 12th; Craft Magic Arms and Armor and Eldritch Blast; Price +3 bonus.
Eldritch Burst: An eldritch burst weapon functions as an eldritch weapon that also explodes with unclassified baleful mystical energy upon striking a successful critical hit. The energy does not harm the wielder. In addition to the extra damage from the eldritch ability (see above), an Eldritch burst weapon deals an extra 1d10 points of energy damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of energy damage instead, and if the multiplier is x4, add an extra 3d10 points of energy damage. Even if the eldritch energy ability is not active, the weapon still deals its normal 1d6 extra plasma energy damage on a successful critical hit.
Strong evocation; CL 15th; Craft Magic Arms and Armor and Eldritch Blast; Price +4 bonus.
Eldritch: Upon command, an eldritch weapon is sheathed in unclassified baleful mystical energy. The energy does not harm the wielder. An eldritch weapon deals an extra 1d6 points of Plasma like energy that has the same effect to any target as Fire, Cold, Acid, Electric, Sun/light, Kinetic Force, or Positive energy combined would otherwise have on the target. Affecting all, even incorporeal targets as if composed of only one energy type that they are susceptible too, and receiving this damage on a successful hit. Crossbows, and slings so crafted bestow the plasma energy upon their ammunition.
Bows imbued with this ability manifest this type of energy as ammunition and causes the normal damage die of the standard type of missile including applicable bonuses into an eldritch energy missile that ignores armor and strikes only the target specified as a seeking weapon.
Eldritch energy ignores all matter except its intended target unless another intelligent being/creature steps into its flight path to receive the damage and also functions as a ghost strike weapon.
Armor and shield normal bonuses to AC do not count against its energy because the energy passes through normal armor. (Dexterity, deflection, dodge bonuses, natural armor, spell resistance and other such magic bonuses still apply.) These bows do not receive the ability to cause critical hits as normal bows do.Instead bows so imbued gain 1 additional die of damage per 3 levels of the wielder.
Besides fighting, these glowing arrows can be used to simply light a room like the daylight spell, to activate switches out of reach, etc.
Moderate evocation; CL 12th; Craft Magic Arms and Armor and Eldritch Blast; Price +3 bonus.
Eldritch Burst: An eldritch burst weapon functions as an eldritch weapon that also explodes with unclassified baleful mystical energy upon striking a successful critical hit. The energy does not harm the wielder. In addition to the extra damage from the eldritch ability (see above), an Eldritch burst weapon deals an extra 1d10 points of energy damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of energy damage instead, and if the multiplier is x4, add an extra 3d10 points of energy damage. Even if the eldritch energy ability is not active, the weapon still deals its normal 1d6 extra plasma energy damage on a successful critical hit.
Strong evocation; CL 15th; Craft Magic Arms and Armor and Eldritch Blast; Price +4 bonus.