Weapon Abilities

Toj

First Post
Does anyone have a site or whatever with more weapon abilities. I was just looking for some extra stuff to add to weapons.

Anything you have for armor would be good too. If someone could point me in the right direction, it would be appreciated.

Thanks
 

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Here are six (three weapon abilities, and three armor abilities):

Harmonious: Harmonious weapons magically balance themselves for effective use in two-weapon combat. Harmonious weapons are always treated as light weapons for purposes of assessing two-weapon fighting penalties. If a harmonious weapon's wielder fights with two weapons, one of which is the harmonious weapon, he gains a +2 circumstance bonus to his attack rolls. This stacks, so a character wielding a pair of harmonious weapons gains a +4 bonus. Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, cat's grace, wielder must have Ambidexterity feat; Market Price: +1 bonus.

Prescient: Prescient weapons guide their wielder's attacks, striking their targets with uncanny accuracy. Attacks made with a prescient weapon ignore all miss chances due to concealment or magical effects such as blur, cloaks of displacement, or mirror image, and provide a +4 insight bonus to all attack rolls.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, true strike; Market Price: +4 bonus

Dark Energy: The damage-dealing parts of dark energy weapons (such as blades or arrowheads) are made up of a semisolid black energy similar to the energy that makes up a sphere of annihilation. Unlike a brilliant energy weapon, the affected portions are sharply defined and have constant shapes. Dark energy weapons can harm anything, and deliver fierce blows even to creatures to whom they wouldn't normally be relevant, such as those without vital organs or clear shapes. A dark energy weapon causes full damage to any creature, regardless of its immunities. This means that it can strike incorporeal creautes normally (as a ghost touch weapon), ignore any damage reduction, and can cause critical hits even against creatures usually immune to them.
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, magic missile, disintegrate; Market Price: +4 bonus

Ward: The defensive equivalent of bane weapons, ward armor and shields are designed to protect against specific kinds of creatures (ward armor comes with a creature type generated in the same manner as a bane weapon). Against the creature's attacks, the wearer of ward armor gains a +2 bonus to AC, a damage reduction of 4/- (this stacks with any other damage reduction), and a +4 bonus to saving throws against the creature's special abilities.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, summon monster I, magic circle against chaos/evil/good/law; Market Price: +2 bonus

Renewal: Armor of renewal grants the wearer Fast Healing 2, but only heals damage taken while the armor was worn.
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, regenerate; Market Price: +5 bonus

Deflecting: Deflecting shields rise of their own accord to protect their wielder against ranged attacks, granting the benefit of the Deflect Arrows feat as long as the shield is held. As an additional benefit, deflecting shields add their enhancement bonus to the wielder's Reflex saving throw when using that feat.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, shield; Market Price: +1 bonus
 
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Everyone's got their own custom list. Here are some of mine (several of which are shamelessly "modified" from other people's suggestions). This is a cut-n-paste from another document, so please excuse the length.

BLOODED The item is created for use by one and only one race. To do this, the item is forged with the blood of the enemies of this race. When someone without the blood of the chosen race (but not a racial enemy) uses this item they gain two negative levels for as long as they wield the item. Racial enemies who possess this item they gain four negative levels and lose one hit point per turn as long as it remains in their possession. These weapons will usually be referred to by the blooded race; for example, an Ogrish Falchion. Humans cannot be selected as either the chosen race or as a racial enemy. Caster level: 8th; Prerequisites: Craft Magic Arms and Armor, the creator must be of the Blooded race, bestow curse; Market Price: -1 bonus (minimum of 1)
(DM's note: each race has only 2 or 3 "racial enemies" and it's up to the DM to decide who they are before this enchantment comes up. It's a negative Market Price to allow the bad guys to have really powerful weapons that the players can't use, but it's worked well for players as well.)

SLAYER Prerequisite: Blooded. The weapon has been created solely to kill enemies of the Blooded race. When touched by a racial enemy of the Blooded race, the weapon bestows one negative level per round; these negative levels disappear after 24 hours. When used by a member of the Blooded race, the weapon?s Enhancement bonus against racial enemies is increased by 4, the wielder?s AC against racial enemies receives a +2 racial bonus, and any roll to confirm a critical hit against racial enemies receives a +2 bonus. Bows, crossbows, and slings so enchanted bestow this ability on their ammunition. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, the creator must be of the Blooded race, harm or disintegrate; Market Price: +3 bonus

for completeness' sake,
PROTECTOR(Armor) Prerequisite: Blooded. The armor has been created to defend against the enemies of the race. When touched by a racial enemy of the Blooded race, the armor bestows one negative level per round; these negative levels disappear after 24 hours. When used by a member of the Blooded race, the armor?s Enhancement bonus against racial enemies is increased by 3, the wearer gains Spell Resistance equal to character level+5 against spells cast by racial enemies, and neutralizes critical hits or sneak attacks by racial enemies 25% of the time. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, the creator must be of the Blooded race, globe of invulnerability or greater dispelling; Market Price: +3 bonus

WRAITH The weapon is permanently under the effects of an Improved Invisibility spell, making it extremely difficult to dodge the attacks. Dodge, Haste, Insight, and Dexterity AC bonuses do not count against it. Targets with Uncanny Dodge or who see invisible retain half of their total bonus (round down). Those with both, or who use true seeing, suffer no penalty. Bows, crossbows, and slings cannot be enchanted with this ability. This ability cannot be combined with Brilliant Energy. Caster level: 16th; Prerequisites: Craft Magic Arms and Armor, improved invisibility or amplified invisibility, gaseous form or ectoplasmic form; Market Price: +4 bonus

PUNCTURING The weapon is designed to force its way through mundane defenses. Despite what the name implies, any type of weapon can have this ability. Armor, Natural Armor, and Deflection AC bonuses are cut in half (round down). Bows, crossbows, and slings so enchanted bestow this ability on their ammunition. Caster level: 12th; Prerequisites: Craft Magic Arms and Armor, keen edge or divine power; Market Price: +3 bonus

SERRATED The weapon magically shapes itself to do more damage to vulnerable parts of the target?s body. The critical hit multiplier is increased by 1, and all rolls to confirm a critical hit receive a +2 bonus. Bows, crossbows, and slings so enchanted bestow this ability on their ammunition. Caster level: 8; Prerequisites: Craft Magic Arms and Armor, polymorph self or polymorph other; Market Price: +2 bonus

GREATER FLAMING A Greater Flaming weapon glows orange-red (light source as a torch), as if it were just pulled out of a forge. It deals 2d8 fire damage on a successful hit without the need for a command word; this effect is always on. Anyone struck by such a weapon catches on fire, taking 1d6 fire damage each subsequent round until they can make a Reflex save (DC 15), to put the fire out. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Fire damaging spell or power of 6th level or higher; Market Price: +3 bonus

There's four others, all with a similar pattern, all with a DC 15 save to avoid a secondary effect: Greater Frost is 2d8 and a Fort save or Slows you for 1 round, Shocking is 2d8 and a Will save or you're Shaken, Sonic is 2d6 and a Fort save or Deafened, Acid is (1d4 for 4 rounds) and Reflex or be Nauseated (as Shaken).

SEARING When placed on a weapon with an Elemental damage bonus, all elemental damage dice increase by one size (d4 goes to d6, d6 goes to d8, d8 goes to d10, d10 goes to d12) and bypass any Elemental Resistance (including from the spells resist elements, protection from elements, or any similar spells or effects). Creatures immune to an element are still unaffected. Caster Level: 6; Prerequisites: Craft Magic Arms and Armor, Greater Magic Weapon; Market Price: +1 bonus

LOADING This ability may only be used on projectile weapons. Instead of the normal loading action, the user can summon a temporary projectile (made either of matter from Shadow or ectoplasm from Astral). The projectile is identical in performance to its mundane cousins with no enhancement bonus. These projectiles break down one minute after being summoned. Weapons with this enchantment are still capable of firing normal ammunition. Caster level: 10th; Prerequisites: Craft Magic Arms and Armor, greater shadow conjuration or major creation; Market Price: +1 bonus
 
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Blooded is broken, I think. A -1 modifier is a great boon for players with item-creating capabilities: they can get substantially cheaper or more powerful items at really no loss to them (and some benefit, since their weapons can't be used against them), provided that the item's creator is either the same person, or of the same race, as the intended wielder.
 

That was the point. Blooded isn't intended for a normal item creator, although there's nothing really stopping them. If you want to make a Wondrous item that can only be used by one race, it makes the cost cheaper, and this does the same for weapons and armor. Remember, it absolutely kills the resale value of the item; its primary use is to make the bad guy's Ubersword be unusable by the good guys.

Now, I also play it a bit more complex than what I wrote there. I didn't want it to get too wordy. But, use as many of these restrictions as you want.

First of all, getting enough of the blood of each race to use is an adventure in itself (figure one dead enemy per weapon), and Good people might not be comfortable with what's needed. I mean, bleeding out an enemy for this sort of ritual isn't humane no matter how you do it. Your Elven wizard isn't going to say "hmm, I need to make a new sword... I know, I'll make a Blooded weapon! Now where'd I leave that 63-gallon drum of Orc blood..." There might be some Elf-Blooded weapons, but they'll be rare and powerful.

Second, the Blooding is done during the forging process, so it has to be the first enchantment on. It takes an extra ritual at the start of the enchantment process, so it adds a little more time than the lower Market Price would imply. The important thing is you can't just add it to an item later on, it has to be there from the start.

Third, I usually play that the blood has to be "pure", which usually means recently harvested from some sort of leader-type. Killing that orc scout who stumbled across your camp isn't enough.

Then, I have the item give off an "aura", for lack of a better word. Every member of either the blooded race or its enemies will recognize the weapon on sight, and they'll feel its presence within 5' even if it's not visible. In some cases this might not be a problem, but if your Half-Orc is using a captured Orcish Battleaxe that's been forged in the blood of Elves and Dwarves, he'll have some explaining to do.

Anyway, you'll only see these for the weapons of heroes and leaders, and even then it'll be more common for the bad guys.

But, if you don't want to add any of these restrictions, just move the cost up to +0. It defeats part of the purpose of the enchantment, but there's no question of balance then.
 

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