On today's Mondays & Magic we present 5 magical weapon properties , that come from a new product we are developing 101 Magical Weapon Properties for the Pathfinder Roleplaying Game.
Ceremonial Weapon
Illustrtion by Richard Biggs Jr.
Blood Bonded: Whenever anyone except its owner or a member of his bloodline attempts to wield a blood bonded weapon, they take damage equal to the weapon’s enhancement bonus (no save; no attack roll necessary). When the last member of the bloodline dies, the thorny weapon may be freely claimed (although it will bloody the new owner once the first time he grasps it). The weapon may also be freely transferred (no coercion or magical charms/compulsions) by one owner to another; with the new owner taking damage the first time grasps it.
Faint necromancy; CL 5th level; Craft Magic Arms and Armor, inflict light wounds; Price: +500.
Breaker: A melee weapon with the breaker property can damage any object including armor with a +9 or less total enhancement bonus. 2/day any object it touches must make a successful Will save (DC 10+1/2 the wielder’s character level + the wielder’s Strength or Dexterity modifier, attended object use their wielder’s save) or gain the broken condition and suffer half its hit points +1 point in damage, an object with the broken condition is reduced to zero hit points and is ruined (if you weapon deals damage to the object it deals its damage before this effect, happens). This weapon has the same effect against constructs but those with magic immunity (such as golems) are only effected if they are also affected bydisintegrate. A use of this ability also destroys a wall of force and the yellow portion of a prismatic wall or prismatic sphere
Moderate transmutation; CL 7th; Craft Magic Arms and Armor,disintegrate; Price +2 bonus
Bushwacking: To use this weapon’s ability you must declare that you’re attacking your opponent while he is unaware of you and win the opposed Stealth check vs. your opponent’s Perception. If your opponent is flat-footed, unaware, and successfully damaged, you opponent must succeed with a Fortitude save (DC 10 + 1/2 your character level + your Strength or Dexterity modifier) or die. If the damage is non-lethal, your opponent goes unconscious for 2d6 minutes instead. Creatures immune to critical hits are immune to this effect.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, finger of death; Price +4 bonus
Ceremonial: This weapon has 4 special abilities. It is a swift action to change which ability currently functions at the beginning of an encounter. After that it cannot be changed until the beginning of the next encounter.
First Blood: +6 to initiative,
Do you Yield: +1d6 non-lethal damage and all damage dealt by weapon is nonlethal,
One Shot: +5 insight bonus to your first attack roll in an encounter,
To the Death: +4 bonus to confirm critical hits.
Moderate divination; CL 13th; Craft Magic Arms and Armor moment of prescience; Price +2 bonus
Clinging: This is an enchantment that can be woven into any magical net. The net clings to its victim with a life of its own. The DC of any Escape Artist check to escape from the net is changed to 10 + the wielder’s character level + the wielder’s Strength or Dexterity modifier. Casting a spell while trapped in a clinging net requires a Concentration check (Same DC).
Faint transmutation; CL 11th; Craft Magical Arms and Armor, animate object; Price +1 modifier
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