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1. /D20 System - Core Rulebook.rtfCharacter Creation

MAGIC WEAPONS SPECIAL ABILITIES DESCRIPTIONS

Most magic weapons only have enhancement bonuses. They can also have the special abilities detailed here. A weapon with a

special ability must have at least a +1 enhancement bonus.

Bane

Abane weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +2 better

than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). Further, it deals +2d6 points of

bonus damage against the foe. To randomly determine a weapon’s designated foe, roll on the following table:

d% Designated Foe

01-05 Aberrations

06-08 Animals

09-13 Beasts

14-20 Constructs

21-25 Dragons

26-30 Elementals

31-35 Fey

36-40 Giants

41-45 Magical beasts

46-50 Monstrous humanoids

51-53 Oozes

54-58 Outsiders, chaotic

59-65 Outsiders, evil

66-70 Outsiders, good

71-75 Outsiders, lawful

76-77 Plants

78-85 Shapechangers

86-92 Undead

93-94 Vermin

95-100 Humanoids (choose subtype)

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, summon monster I; Market Price: +2 bonus.

Brilliant Energy

A brilliant energy weapon has its significant portion-such as its blade, axe head, or arrowhead-transformed into light, although

this does not modify the item’s weight. It gives off light as a torch (20-foot radius). A brilliant energy weapon ignores

nonliving matter. Armor and enhancement AC bonuses do not count against it because the weapon passes through armor.

(Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm

undead, constructs, and objects. Bows, crossbows, and slings cannot be enchanted with this ability.

Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, gaseous form, continual flame; Market Price: +4 bonus.

Chaotic

A chaotic weapon is chaotically aligned and infused with the power of chaos. It deals +2d6 points of bonus chaotic damage

against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level

remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never

results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Bows, crossbows, and slings so enchanted bestow the chaotic power upon their ammunition.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Market Price: +2

bonus.

Dancing

A dancing weapon can be loosed (requiring a standard action) to attack on its own. It fights for 4 rounds using the base attack

bonus of the one who loosed it and then drops. It never leaves the side of the one who loosed it (never straying more than 5

feet) and fights on even if that creature falls. The wielder who loosed it can grasp it while it is attacking on its own as a free

action, but when so retrieved it can’t dance (attack on its own) again for 4 rounds.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, animate objects; Market Price: +4 bonus.

Defending

A defender weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a special bonus

that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of

his turn before using the weapon, and the effect to AC lasts until his next turn.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, shield or shield of faith; Market Price: +1 bonus.

Disruption

A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed at a Fortitude save (DC

14) or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing

or slashing weapon, reroll.)

Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, heal; Market Price: a+2 bonus.

Distance

This enchantment can only be placed on a ranged weapon. A weapon of distance doubles its range increment.

Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, clairaudience/clairvoyance; Market Price: +1 bonus.

Flaming

Upon command, a flaming weapon is sheathed in fire. The fire does not harm the hands that hold the weapon. Flaming

weapons deal +1d6 points of bonus fire damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the fire

energy upon their ammunition.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Market Price: +1

bonus.

Flaming Burst

A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit.

The fire does not harm the hands that hold the weapon. Flaming burst weapons deal +1d10 points of bonus fire damage on a

successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus fire damage instead, and if the

multiplier is x4, add +3d10 points of bonus fire damage. Bows, crossbows, and slings so enchanted bestow the fire energy upon

their ammunition.

Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Market Price: +2

bonus.

Frost

Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the hands that hold the weapon. Frost weapons

deal +1d6 points of bonus cold damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the cold energy

upon their ammunition.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, chill metal or ice storm; Market Price: +1 bonus.

Ghost Touch

A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s

50% chance to avoid damage does not apply to ghost touch weapons.) Further, it can be picked up and moved by incorporeal

creatures at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon

counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, plane shift; Market Price: +1 bonus.

Holy

A holy weapon is good aligned and blessed with holy power. It deals +2d6 points of bonus holy (good) damage against all of

evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as

the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level

loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and

slings so enchanted bestow the holy power upon their ammunition.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, holy smite, creator must be good; Market Price: +2 bonus.

Icy Burst

An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost

does not harm the hands that hold the weapon. Icy burst weapons deal +1d10 points of bonus cold damage on a successful

critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus cold damage instead, and if the multiplier is x4,

add +3d10 points of bonus cold damage. Bows, crossbows, and slings so enchanted bestow the cold energy upon their

ammunition.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, chill metal or ice storm; Market Price: +2 bonus.

Keen

This enchantment doubles the threat range of a weapon. For instance, if it is placed on a longsword (which has a normal threat

range of 19-20), the keen longsword scores a threat on a 17-20. Only slashing weapons can be enchanted to be keen. (If you

roll this property randomly for an inappropriate weapon, reroll.)

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, keen edge; Market Price: +1 bonus.

Lawful

A lawful weapon is lawfully aligned and infused with the power of law. It deals +2d6 points of bonus lawful damage against

all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level

remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never

results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Bows, crossbows, and slings so enchanted bestow the lawful power upon their ammunition.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, order’s wrath, creator must be lawful; Market Price: +2 bonus.

Mighty Cleaving

A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Only one

extra cleave attempt is allowed per round.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divine power; Market Price: +1 bonus.

Returning

This enchantment can only be placed on a weapon that can be thrown. A returning weapon returns through the air back to the

creature that threw it. It returns on the round following the round that it was thrown just before its throwing creature’s turn. It is

therefore ready to use again that turn.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, telekinesis; Market Price: +1 bonus.

Shock

Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the hands that hold the

weapon. Shock weapons deal +1d6 points of bonus electricity damage on a successful hit. Bows, crossbows, and slings so

enchanted bestow the electricity energy upon their ammunition.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, call lightning or lightning bolt; Market Price: +1 bonus.

Shocking Burst

A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit.

The electricity does not harm the hands that hold the weapon. Shocking burst weapons deal +1d10 points of bonus electricity

damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus electricity damage

instead, and if the multiplier is x4, add +3d10 points of bonus electricity damage. Bows, crossbows, and slings so enchanted

bestow the electricity energy upon their ammunition.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, call lightning or lightning bolt; Market Price: +2 bonus.

Speed

A weapon of speed allows the wielder one single extra attack each round at his highest bonus. It is not cumulative with haste.

The extra attack must be with this weapon, not with some other weapon. The weapon does not grant the benefits of a haste

spell, so an additional partial action is not what is granted, simply an extra single attack with this weapon.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, haste; Market Price: +4 bonus.

Spell Storing

A spell-storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must

have a casting time of 1 action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can

immediately cast the spell on that creature as a free action if the wielder desires. (This ability is a special exception to the

general rule that casting a spell from an item takes at least as long as casting that spell normally.) Inflict serious wounds,

contagion, blindness, and hold person are all common choices for the stored spell. Once the spell has been cast, the weapon is

empty of spells, and a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to

the wearer the name of the spell currently stored within it. A randomly rolled spell-storing weapon has a 50% chance to have a

spell stored in it already.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Market Price: +1

bonus.

Thundering

A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not

harm the wielder of the weapon. Thundering weapons deal +1d8 points of bonus sonic damage on a successful critical hit. If

the weapon’s critical multiplier is x3, add +2d8 points of bonus sonic damage instead, and if the multiplier is x4, add +3d8

points of bonus sonic damage. Bows, crossbows, and slings so enchanted bestow the sonic energy upon their ammunition.

Subjects dealt a critical hit by a thundering weapon must make a Fortitude save (DC 14) or be deafened permanently.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness; Market Price: +2 bonus.

Throwing

This enchantment can only be placed on a melee weapon. A melee weapon enchanted with this ability gains a range increment

of 10 feet and can be thrown by a wielder proficient in its normal use.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, magic stone; Market Price: +1 bonus.

Unholy

An unholy weapon is evilly aligned and blessed with unholy power. It deals +2d6 points of bonus unholy (evil) damage against

all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as

long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual

level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows,

and slings so enchanted bestow the unholy power upon their ammunition.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, unholy blight, creator must be evil; Market Price: +2 bonus.

Vorpal

This potent and feared enchantment allows the weapon to sever the heads of those it strikes. Upon a successful critical hit, the

weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many abominations and all oozes,

have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads.

Most other creatures, however, die when their heads are cut off. The DM may have to make judgment calls about this sword’s

effect. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, keen edge, death spell; Market Price: +5 bonus.

Wounding

A weapon of wounding deals damage to a creature such that a wound it inflicts bleeds for 1 point of damage per round

thereafter in addition to the normal damage the weapon deals. Multiple wounds from the weapon result in cumulative bleeding

loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check

(DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, Mordenkainen’s sword; Market Price: +1 bonus.

Table: Specific Weapons

Medium Major Specific Weapon Market Price

01-20 - Sleep arrow 132 gp

21-40 - Screaming bolt 257 gp

41-55 01-04 Javelin of lightning 751 gp

56-65 05-09 Slaying arrow 2,282 gp

66-70 - Adamantine dagger 3,302 gp

71-72 10-11 Trident of fish command 3,815 gp

- 12-13 Slaying arrow (greater) 4,057 gp

73-74 14-17 Dagger of venom 9,302 gp

75-76 18-20 Adamantine battleaxe 9,310 gp

77-79 21-25 Trident of warning 9,815 gp

80-82 26-30 Assassin’s dagger 10,302 gp

83-85 31-35 Sword of subtlety 15,310 gp

86-88 36-40 Mace of terror 17,812 gp

89-91 41-45 Nine lives stealer 25,315 gp

92-94 46-50 Oathbow 27,875 gp

95-96 51-55 Sword of life stealing 30,315 gp

97-98 56-60 Flame tongue 32,315 gp

99-100 61-66 Life-drinker 40,320 gp

- 67-72 Frost brand 49,350 gp

- 73-78 Rapier of puncturing 50,320 gp

- 79-81 Sun blade 50,335 gp

- 82-83 Sword of the planes 52,315 gp

- 84-85 Sylvan scimitar 55,815 gp

- 86-87 Dwarven thrower 60,312 gp

- 88-90 Mace of smiting 75,312 gp

- 91-96 Holy avenger 120,315 gp

- 97-100 Luck blade 170,560 gp

SPECIFIC WEAPONS

The following specific weapons usually are preconstructed with exactly the qualities described here.

Adamantine Battleaxe

This nonmagical axe is made out of adamantine, giving it a natural +2 enhancement bonus.

Caster Level: -; Prerequisites: -; Market Price: 9,310 gp.

Adamantine Dagger

This nonmagical dagger is made out of adamantine, giving it a natural +1 enhancement bonus.

Caster Level: -; Prerequisites: -; Market Price: 3,302 gp.

Assassin’s Dagger

This wicked-looking, curved +2 dagger adds a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, slay living; Market Price: 10,302 gp; Cost to Create: 5,302 gp +

400 XP.

Dagger of Venom

This black +1 dagger has a serrated edge. It allows the wielder to inflict a poison spell (DC 14) upon a creature struck by the

blade once per day. The wielder can decide to use the power after he has struck. Doing so is a a free action, but the poison spell

must be inflicted on the same round that the dagger strikes.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, poison; Market Price: 9,302 gp; Cost to Create: 4,802 gp + 360

XP.

Dwarven Thrower

This weapon commonly functions as a +2 warhammer. If in the hands of a dwarf, the warhammer gains an additional +1

enhancement bonus (for a total enhancement bonus of +3) and can be hurled with a 30-foot range increment. It returns to its

thrower on the round after it was thrown and is then ready to be wielded or thrown again. When hurled, it deals +1d8 points of

bonus damage or +2d8 points of bonus damage against giants.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; Market Price:

60,312 gp; Cost to Create: 30,312 gp + 2,400 XP.

Flame Tongue

This +1 flaming longsword (+1d6 points of fire damage with each hit) is also a flaming burst weapon (+1d10 points of bonus

fire damage on a critical; see flaming burst, above).

Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Market Price: 32,315

gp; Cost to Create: 16,315 + 1,280 XP.

Frost Brand

This +3 frost greatsword (+1d6 points of bonus cold damage with each hit) does not shed any light except when the air

temperature is below 0°F. Its wielder is protected from fire, since the sword absorbs the first 10 points of fire damage each

round that the wielder would otherwise suffer.

The frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a

10-foot radius and includes lasting effects such as wall of fire but excludes instantaneous effects such as fireball, meteor

swarm, and flame strike.

Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, ice storm, dispel magic, protection from elements; Market

Price: 49,350 gp; Cost to Create: 24,850 gp + 1,960 XP.

Holy Avenger

In the hands of any character other than a paladin, this sword performs only as a +2 longsword. In the hands of a paladin, this

holy (+1d6 points of bonus holy damage against evil creatures) becomes a +5 longsword, creates a spell resistance of 15 in a 5-

foot radius, and casts dispel magic (usable every round as a standard action) in a 5-foot radius at the class level of the paladin.

(Only the area dispel is possible, not the targeted dispel or counterspell versions of dispel magic.)

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, holy aura, creator must be good; Market Price: 120,315 gp;

Cost to Create: 60,315 gp + 4,800 XP.
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