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<blockquote data-quote="comrade raoul" data-source="post: 518158" data-attributes="member: 554"><p>Here are six (three weapon abilities, and three armor abilities):</p><p></p><p><strong>Harmonious:</strong> 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. <strong>Caster Level:</strong> 8th; <strong>Prerequisites:</strong> Craft Magic Arms and Armor, <em>cat's grace</em>, wielder must have Ambidexterity feat; <strong>Market Price:</strong> +1 bonus.</p><p></p><p><strong>Prescient:</strong> 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.</p><p><strong>Caster Level:</strong> 15th; <strong>Prerequisites: </strong>Craft Magic Arms and Armor, <em>true strike</em>; <strong>Market Price: </strong>+4 bonus</p><p></p><p><strong>Dark Energy:</strong> 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.</p><p><strong>Caster Level:</strong> 18th; <strong>Prerequisites: </strong>Craft Magic Arms and Armor,<em> magic missile</em>, <em>disintegrate</em>; <strong>Market Price: </strong>+4 bonus</p><p></p><p><strong>Ward: </strong>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.</p><p><strong>Caster Level: </strong>12th;<strong> Prerequisites:</strong> Craft Magic Arms and Armor, <em>summon monster I</em>, <em>magic circle against chaos/evil/good/law</em>; <strong>Market Price: </strong>+2 bonus</p><p></p><p><strong>Renewal: </strong>Armor of renewal grants the wearer Fast Healing 2, but only heals damage taken while the armor was worn.</p><p><strong>Caster Level: </strong>18th; <strong>Prerequisites: </strong>Craft Magic Arms and Armor,<em> regenerate</em>; <strong>Market Price: </strong>+5 bonus</p><p></p><p><strong>Deflecting: </strong>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.</p><p><strong>Caster Level: </strong>8th; <strong>Prerequisites: </strong>Craft Magic Arms and Armor, <em>shield</em>; <strong>Market Price: </strong>+1 bonus</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 518158, member: 554"] Here are six (three weapon abilities, and three armor abilities): [b]Harmonious:[/b] 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. [b]Caster Level:[/b] 8th; [b]Prerequisites:[/b] Craft Magic Arms and Armor, [i]cat's grace[/i], wielder must have Ambidexterity feat; [b]Market Price:[/b] +1 bonus. [b]Prescient:[/b] 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. [b]Caster Level:[/b] 15th; [b]Prerequisites: [/b]Craft Magic Arms and Armor, [i]true strike[/i]; [b]Market Price: [/b]+4 bonus [b]Dark Energy:[/b] 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. [b]Caster Level:[/b] 18th; [b]Prerequisites: [/b]Craft Magic Arms and Armor,[i] magic missile[/i], [i]disintegrate[/i]; [b]Market Price: [/b]+4 bonus [b]Ward: [/b]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. [b]Caster Level: [/b]12th;[b] Prerequisites:[/b] Craft Magic Arms and Armor, [i]summon monster I[/i], [i]magic circle against chaos/evil/good/law[/i]; [b]Market Price: [/b]+2 bonus [b]Renewal: [/b]Armor of renewal grants the wearer Fast Healing 2, but only heals damage taken while the armor was worn. [b]Caster Level: [/b]18th; [b]Prerequisites: [/b]Craft Magic Arms and Armor,[i] regenerate[/i]; [b]Market Price: [/b]+5 bonus [b]Deflecting: [/b]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. [b]Caster Level: [/b]8th; [b]Prerequisites: [/b]Craft Magic Arms and Armor, [i]shield[/i]; [b]Market Price: [/b]+1 bonus [/QUOTE]
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