jaker2003
Explorer
Here's some of the stuff I've come across and some stuff I've thought up. Comments, insults, and more abilities all desired.
Offered by Nifft:
Seething Corrosion: This weapon drips with a dangerous black liquid. Any foe struck takes +1 point of acid damage, and on a critical hit, the weapon deals +1d8 acid damage. (x3 crit grants +2d8 acid damage, x4 crit grants +3d8 acid damage, etc.)
Moderate conjuration; CL: 10th; Prerequisites: Craft Magic Arms and Armor, acid fog, acid storm, Melf’s acid arrow, or storm of vengeance; Market Price: +1 bonus.
My own:
Skinsplitter: A skinsplitter weapon hates creatures that can naturally shrug off damage. Skinsplitter weapons increase their enhancement bonuses by 2 against creatures with damage reduction. These weapons also deal incredible damage to any target. A skinsplitter's bonus damage from the weapon’s enhancement bonus is multiplied by 3. Moderate conjuration; CL: 8th; Prerequisites: Craft Magic Arms and Armor, Power Attack, summon monster IV; Market Price: +2 bonus.
Outsider Bane: An outsider bane weapon excels at attacking Outsiders. It’s effective enhancement bonus is +2 better than normal against Outsiders and also deals an additional 2d6 damage when striking them. Bows, crossbows, and slings so crafted bestow the bane property on their ammunition.
Moderate conjuration; CL: 8th; Prerequisites: Craft Magic Arms and Armor, summon monster V; Market Price: +2 bonus.
and from http://www.seankreynolds.com/rpgfiles/magicitems/grayenergyweaponproperty.html,
Gray Energy (Weapon Property): A strange counterpart to the brilliant energy weapon type, a gray energy weapon has its significant portion--such as its blade, axe head, or arrowhead--transformed into a dull gray energy that sheds barely enough light to illuminate itself. A gray energy weapon is disruptive to nonliving material but ignores living matter. Against objects, undead, and constructs made of nonliving materials, it ignores hardness and natural armor (armor, Dexterity, deflection, dodge, and other such bonuses still apply.). Bows, crossbows, and slings cannot be crafted with this ability. A weapon cannot have both the brilliant energy and gray energyweapon properties.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, gaseous form, deeper darkness; Market Price: +2 bonus.
You'd think that a weapon designed to damage objects (such as armor) would ignore armor as easily as it would ignore the natural armor of an undead . . . go figure.
Offered by Nifft:
Seething Corrosion: This weapon drips with a dangerous black liquid. Any foe struck takes +1 point of acid damage, and on a critical hit, the weapon deals +1d8 acid damage. (x3 crit grants +2d8 acid damage, x4 crit grants +3d8 acid damage, etc.)
Moderate conjuration; CL: 10th; Prerequisites: Craft Magic Arms and Armor, acid fog, acid storm, Melf’s acid arrow, or storm of vengeance; Market Price: +1 bonus.
My own:
Skinsplitter: A skinsplitter weapon hates creatures that can naturally shrug off damage. Skinsplitter weapons increase their enhancement bonuses by 2 against creatures with damage reduction. These weapons also deal incredible damage to any target. A skinsplitter's bonus damage from the weapon’s enhancement bonus is multiplied by 3. Moderate conjuration; CL: 8th; Prerequisites: Craft Magic Arms and Armor, Power Attack, summon monster IV; Market Price: +2 bonus.
Outsider Bane: An outsider bane weapon excels at attacking Outsiders. It’s effective enhancement bonus is +2 better than normal against Outsiders and also deals an additional 2d6 damage when striking them. Bows, crossbows, and slings so crafted bestow the bane property on their ammunition.
Moderate conjuration; CL: 8th; Prerequisites: Craft Magic Arms and Armor, summon monster V; Market Price: +2 bonus.
and from http://www.seankreynolds.com/rpgfiles/magicitems/grayenergyweaponproperty.html,
Gray Energy (Weapon Property): A strange counterpart to the brilliant energy weapon type, a gray energy weapon has its significant portion--such as its blade, axe head, or arrowhead--transformed into a dull gray energy that sheds barely enough light to illuminate itself. A gray energy weapon is disruptive to nonliving material but ignores living matter. Against objects, undead, and constructs made of nonliving materials, it ignores hardness and natural armor (armor, Dexterity, deflection, dodge, and other such bonuses still apply.). Bows, crossbows, and slings cannot be crafted with this ability. A weapon cannot have both the brilliant energy and gray energyweapon properties.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, gaseous form, deeper darkness; Market Price: +2 bonus.
You'd think that a weapon designed to damage objects (such as armor) would ignore armor as easily as it would ignore the natural armor of an undead . . . go figure.
Last edited: