New Weapon/Armor Enchantments

+5 Tate
When ever you kill an enemy in combat your weapon grows stronger.For every enemy you end up killing this combat you deal an additional +1d6 on damage rolls. Until end of combat and to a maxium of +15d6.But evey two round you don't kill an enemy you take 6 damage and the weapon loss +1d6 damage. You must turn on this ablity at the begianing of combat. If you don't it takes two round to turn on, provoking an attack of oppertuinity. THis ablity can't be yurned off until after combat.
 

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The Tate ability is WAY over estimated in strength... there is no way it needs to be a +5 enchantment.... how often as a PC do you march through a dungeon killing a creature a round, and then the draw back is really extreme.... that is just my own opinion....


Shadow's Touch - +3 Enchantment... These weapons have no crit ability. Instead whenever a hit is scored 1d3points of strength is drained from the opponent. The creature is no subject to a save against this ability and the effects are temporary.. 1 day for every point drained. A person drained to zero strength dies (they don't become a shadow).... Creature immune to ability drain.. are of course immune to this
 

Disabilling--- +2 Enchantment... Whenever you make a succesful attack, the opponent rolls a fortitude save DC 16. If they fail, they get a minus one to their attack for one day. The hits stack, so if you hit someone 6 times, and they fail all 6 saves, they will be attacking at a minus 6. The attack bonus can never go below 0.
 

Thornbled +2

Weapons of this type are constantly surrounded by an invisible area of thorn shaped force. A Thornbled weapon deals an additional +1d4-1 to those who are struck by such a weapon if the Thornbled is enchanted upon a bow or crossbow the bow imbues its missile with this ability


Dire +1

Dire weapons always appear more viscious, and vile than their normal counterparts. A Dire weapon gives its wielder a +4 circumstance bonus to her intimidate checks, in addition whenever a dire weapon criticals the damage recieved appears to be worse than it is, changing a minor wound into one that appears to be more lethal (though the damage heals the same as normal)

Calling +1

A calling weapon allows its wielder to send a calling to others who wield blades keyed to the particular blade. Usually forged in pairs these weapons are only able to call to one another though the wielder will know when another calling weapon is within 60 ft of him. A Character wielding a Calling weapon who is summoned can at a will save (DC14) refuse to answer the summons.
 

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