Magic weapon abilities


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It wasn't clear from the description that living creatures are immune to the dim energy weapon. If they are, it's balanced just fine.

jaker2003 said:
The weapon is incapable of striking a living creature (a dead body is fair game, though). How is it a problem? You can't hurt the dwarf, but you cut his full plate armor in half . . . it sounds comical, not problematic.

Also (and I can't believe no one brought this up), a dim energy weapon ignores the natural armor of undead, constructs, and objects. Before you grab the nerf-stick, remember that its priced at +4 and cannot harm living creatures.
 



For some reason, I neglected to memorize what you had up before. So, when you say, "I changed something! Try to find the change, and then comment on it!", I don't even know where to start.

If you edit things in place, leave COPIUS notes about what you changed.

-- N
 

here are some:

Bloodthirsty: On a charge this weapon deals +2 additional damage. (Faint Necromancy, CL 4th, Prereq: Craft Magic Arms and Armor, Magic Weapon, Market Price +1)

Slaughterer: When ever the character slays an opponent this weapon gains +1 enhancement bonus to all to hit and damage rolls until the next round. this effect can stack up to 4 times. (Strong Necromancy, CL 10th, Prereq: Craft Magic Arms and Armor, Vamperic Touch, non-good allignment, Market Price +3)

Foeslayer: This weapon ability is activated when the character uses a smite ability. The weapons critical modifier increases by +1 (to a maximum of x4) (Moderate Conjuration, CL 8th; Prereq: CMAA, Magic Weapon, the smite ability, Market Price +3)

Mastery: This weapon gains an enhancement bonus equal to 1/4 th the HD of the character carrying it (to a maximum of +5). (Strong Enchantment, CL 12th, Prereq: CMAA, Weapon Focus [the weapon being enchanted], Greater Magic Weapon, Market Price +2)

Honorable: This weapon grants the character carrying it +2 divine bonus to all saving throws against mind influencing effects. Chaotic creatures cannot benefit from this ability. (Faint Lawful, CL 6th; Prereq: CMAA, Align Weapon, Magic Weapon, Creater must be lawful, Market Price +1)
 

Ibram said:
Slaughterer: When ever the character slays an opponent this weapon gains +1 enhancement bonus to all to hit and damage rolls until the next round. this effect can stack up to 4 times. (Strong Necromancy, CL 10th, Prereq: Craft Magic Arms and Armor, Vamperic Touch, non-good allignment, Market Price +3)

Deathknell would also be appropriate here.
 

Here's some new ones I'd like commented on:

Impaling: This potent and feared ability allows the weapon to pierce the hearts of those it strikes. Upon a roll of natural 20 (followed by a successful confirmation roll), the weapon pierces the opponent's heart (if it has one). Some creatures do not have hearts. Others, such as undead other than vampires, are not affected by damaging its heart. Most other creatures, however, die when their hearts are impaled. An impaling weapon must be a piercing weapon.
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.

Variable Energy Burst: Upon command, a variable energy burst weapon is sheathed in acid, cold, electricity, fire, or sonic energy. The energy does not harm the wielder. The weapon deals an extra +1d6 damage of the selected type with each successful hit. In addition to the extra energy damage, a variable energy burst weapon deals an extra 1d10 points of energy damage of the selected type on a successful critical hit. If the weapon's critical multiplier is X3, add an extra 2d10 points of energy damage of the selected type instead, and if the multiplier is X4, add an extra 3d10 points of energy damage of the selected type. Bows, , crossbows, and slings so crafted bestow the selected energy upon their ammunition.
Strong evocation; CL 12th; Craft Magic Arms and Armor, weapon of energy; Price +3 bonus.

Impacting: Upon command, an impacting weapon readies itself to bash into its target. An impacting weapon deals an additional 1d6 points of bludgeoning damage on a successful hit. Bows, crossbows, and slings so crafted bestow the blunt force upon their ammunition.
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, bull's strength; Price +1 bonus.

Cuncussive: A cuncussive weapon functions as an impacting weapon that also explodes with crushing force upon striking a successful critical hit. In addition to the extra bludgeoning damage from the impacting ability, a cuncussive weapon deals an extra 1d10 points of bludgeoning damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of bludgeoning damage instead, and if the multiplier is x4, add an extra 3d10 points of bludgeoning damage. Bows, crossbows, and slings so crafted bestow the blunt force upon their ammunition. Even if the impacting ability is not active, the weapon still deals its extra bludgeoning damage on a successful critical hit.
Moderate transmutation; CL 12th; Craft Magic Arms and Armor, bull's strength; Price +2 bonus.
 

Impaling I've seen somewhere before. On the two others, just a quick observation. I'd not allow bludgening on anythng that was not blunt. Thus, a mace I'd see doing it, but not an arrow or bolt. A sling stone, sure. But not a rapier.
 

New weapon quality

Here's something I cooked up yesterday. Please give me feedback.

Daylight: This weapon was created to destroy vampires and their spawn. The entire weapon appears to be composed of light. When unsheathed, the weaon sheds light as a daylight spell. The weapon deals an additional 2d6 damage against fungi, mold, ozzes, slimes, and undead. Undead creatures specifically harmed by bright light (such as a vampire) must succeed on a DC 14 Fortitude save or be destroyed. The weapon also bypasses Damage Reduction as if it were composed of alchemical silver.
Strong evocation; CL13th; Craft Magic Arms and Armor; daylight, sunbeam; Price +2 bonus.
 

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