Type
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ML 16
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ML 20
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ML 24
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Armor/Outfit
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Robe
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- Armor Bonus +7Armor Bonus +7: This item surrounds the wearer with an invisible but tangible field of force, granting +7 armor bonus to AC, just as though he were wearing armor.
- One of the following:
- One of the following:
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- Armor Bonus +8Armor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor.
- One of the following:
- One of the following:
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- Armor Bonus +9Armor Bonus +9: This item surrounds the wearer with an invisible but tangible field of force, granting +9 armor bonus to AC, just as though he were wearing armor.
- One of the following:
- One of the following:
- One of the following:
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Docent
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Melee Weapon
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- +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- One of the following:
- Acid BurstAcid Burst: This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment.
- Flaming BurstFlaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
- Icy BurstIcy Burst: This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- Pure GoodPure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good-aligned characters.
- ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage.
- Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity, and deals 1 to 6 electric damage each hit. Critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- True LawTrue Law: This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- One of the following:
- SteamSteam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
- CacophonyCacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
- Magma SurgeMagma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
- Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
- IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
- One of the following:
- WoundingWounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
- MaladroitMaladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
- WeakeningWeakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
- ShattermantleShattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Slowburst Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 15 Will save negates this effect.
- DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
- CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
Note: Real slowdown is only 25%
- RoaringRoaring: This weapon causes targets to become shaken (DC 25 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- CursespewingCursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 1d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
- Strength SappingStrength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
- ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Vertigo +6 Vertigo +6: This effect gives a +6 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
- Vertigo +8 Vertigo +8: This effect gives a +8 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
- Stunning +6 Stunning +6: +6 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
- Stunning +8 Stunning +8: +8 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
- Shatter +6Shatter +6: This effect gives a +6 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
- Shatter +8Shatter +8: This effect gives a +8 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
- Tendon Slice +6 Tendon Slice +6: On Hit: 6% chance to slow target's movement by 50% for 6 seconds.
- Tendon Slice +8 Tendon Slice +8: On Hit: 6% chance to slow target's movement by 50% for 8 seconds.
- Insightful Combat Mastery +1Insightful Combat Mastery +1: +1 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
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- +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- One of the following:
- BlazingBlazing: This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit.
- BorealBoreal: This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2 to 12 points of cold damage on a successful hit.
- CausticCaustic: This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2 to 12 points of acid damage on a successful hit.
- VoltaicVoltaic: This weapon is sheathed in Powerful electricity. A voltaic weapon deals an extra 2 to 12 points of electricity damage on a successful hit.
- ShriekingShrieking: Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage.
- Flaming BurstFlaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity, and deals 1 to 6 electric damage each hit. Critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- Icy BurstIcy Burst: This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- Acid BurstAcid Burst: This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- Pure GoodPure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good-aligned characters.
- Good BlastGood Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 critical multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment.
- HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
- True LawTrue Law: This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment.
- ForceForce: This weapon is humming with magical force. It deals an additional 1 to 6 force damage on a successful hit.
- One of the following:
- SteamSteam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
- CacophonyCacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
- Magma SurgeMagma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
- Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Slicing Winds Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.
- DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
- IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
- One of the following:
- WoundingWounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
- MaladroitMaladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
- WeakeningWeakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
- Improved ShattermantleImproved Shattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 6 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Improved SlowburstImproved Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 28 Will save negates this effect.
- Improved DestructionImproved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
- CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
Note: Real slowdown is only 25%
- Improved RoaringImproved Roaring: This weapon causes targets to become shaken (DC 28 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- Improved CursespewingImproved Cursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
- Strength SappingStrength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Vertigo +8 Vertigo +8: This effect gives a +8 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
- Vertigo +10 Vertigo +10: This effect gives a +10 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
- Stunning +8 Stunning +8: +8 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
- Stunning +10 Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
- Shatter +8Shatter +8: This effect gives a +8 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
- Shatter +10Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
- Tendon Slice 8%Tendon Slice 8%: This effect gives a 8% chance to Hamstring the target for each attack that does damage.
- Tendon Slice 10%Tendon Slice 10%: This effect gives a 10% chance to Hamstring the target for each attack that does damage.
- Insightful Combat Mastery +2Insightful Combat Mastery +2: +2 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
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- +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- One of the following:
- BlazingBlazing: This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit.
- BorealBoreal: This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2 to 12 points of cold damage on a successful hit.
- CausticCaustic: This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2 to 12 points of acid damage on a successful hit.
- VoltaicVoltaic: This weapon is sheathed in Powerful electricity. A voltaic weapon deals an extra 2 to 12 points of electricity damage on a successful hit.
- ShriekingShrieking: Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage.
- ImpellentImpellent: This weapon is pulsing with magical force. It deals an additional 2 to 12 force damage on a successful hit.
- Force BurstForce Burst: This weapon is humming with magical force, and does 1 to 6 force damage each hit. Critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- CoruscatingCoruscating: This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
- BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- Greater GoodGreater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good-aligned characters.
- Good BurstGood Burst: This weapon is imbued with the power of good and deals 1 to 6 points of good damage against all of non-good alignment. Additionally, all targets of non-good alignment take an extra 3 to 18 damage on a critical hit for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
- Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- Absolute LawAbsolute Law: This weapon is infused with the ultimate power of Law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment.
- One of the following:
- SteamSteam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
- CacophonyCacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
- Magma SurgeMagma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
- Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Slicing Winds Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.
- DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
- Lightning Strike Lightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.
- IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
- One of the following:
- WoundingWounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
- MaladroitMaladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
- WeakeningWeakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
- Improved ShattermantleImproved Shattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 6 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Freezing Ice Freezing Ice:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 9 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
- Improved DestructionImproved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
- CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
Note: Real slowdown is only 25%
- Improved RoaringImproved Roaring: This weapon causes targets to become shaken (DC 28 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- Improved CursespewingImproved Cursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
- Strength SappingStrength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Life StealingLife Stealing: This weapon has a chance to drain 1 to 3 levels from its target on a critical hit.
- Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
- Vertigo +10 Vertigo +10: This effect gives a +10 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
- Stunning +10 Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
- Shatter +10Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
- Tendon Slice 10%Tendon Slice 10%: This effect gives a 10% chance to Hamstring the target for each attack that does damage.
- Insightful Combat Mastery +3Insightful Combat Mastery +3: +3 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
- One of the following:
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
- Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics.
- FracturingFracturing: This weapon is ideal for breaking bones and deals 2 to 12 damage to targets that have skeletons or are made of bone.
- Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
- Good Luck +1Good Luck +1: This item gives a +1 Luck bonus to all saves and skill checks.
- HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
- Parrying VIIIParrying VIII: Passive: +4 Insight bonus to Armor Class, +4 Insight bonus to Fortitude, Reflex, and Will Saving throws.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
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Ranged Weapon
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- +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- One of the following:
- AcidAcid: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1 to 6 points of acid damage on a successful hit.
- AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment.
- FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- FrostFrost: This weapon is sheathed in icy cold. A frost weapon deals an extra 1 to 6 points of cold damage on a successful hit.
- Good BlastGood Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 critical multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment.
- HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
- Pure GoodPure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good-aligned characters.
- ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage.
- ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- True LawTrue Law: This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- One of the following:
- CacophonyCacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Magma SurgeMagma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
- SteamSteam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
- One of the following:
- CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
Note: Real slowdown is only 25%
- CursespewingCursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 1d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
- DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
- MaladroitMaladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
- ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- RoaringRoaring: This weapon causes targets to become shaken (DC 25 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- ShattermantleShattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Slowburst Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 15 Will save negates this effect.
- Strength SappingStrength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
- WeakeningWeakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
- WoundingWounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
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- +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- One of the following:
- Acid BurstAcid Burst: This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment.
- Good BlastGood Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 critical multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment.
- BlazingBlazing: This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit.
- BorealBoreal: This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2 to 12 points of cold damage on a successful hit.
- CausticCaustic: This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2 to 12 points of acid damage on a successful hit.
- Flaming BurstFlaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- ForceForce: This weapon is humming with magical force. It deals an additional 1 to 6 force damage on a successful hit.
- HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
- Icy BurstIcy Burst: This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- Pure GoodPure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good-aligned characters.
- Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity, and deals 1 to 6 electric damage each hit. Critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- ShriekingShrieking: Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage.
- True LawTrue Law: This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- VoltaicVoltaic: This weapon is sheathed in Powerful electricity. A voltaic weapon deals an extra 2 to 12 points of electricity damage on a successful hit.
- One of the following:
- CacophonyCacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Magma SurgeMagma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
- Slicing Winds Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.
- SteamSteam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
- One of the following:
- CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
Note: Real slowdown is only 25%
- Improved CursespewingImproved Cursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
- Improved DestructionImproved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Improved RoaringImproved Roaring: This weapon causes targets to become shaken (DC 28 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- Improved ShattermantleImproved Shattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 6 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Improved SlowburstImproved Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 28 Will save negates this effect.
- MaladroitMaladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
- Strength SappingStrength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
- WeakeningWeakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
- WoundingWounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
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- +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- One of the following:
- Absolute LawAbsolute Law: This weapon is infused with the ultimate power of Law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment.
- Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- BlazingBlazing: This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit.
- BorealBoreal: This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2 to 12 points of cold damage on a successful hit.
- BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- CausticCaustic: This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2 to 12 points of acid damage on a successful hit.
- CoruscatingCoruscating: This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
- Force BurstForce Burst: This weapon is humming with magical force, and does 1 to 6 force damage each hit. Critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
- Good BurstGood Burst: This weapon is imbued with the power of good and deals 1 to 6 points of good damage against all of non-good alignment. Additionally, all targets of non-good alignment take an extra 3 to 18 damage on a critical hit for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- Greater GoodGreater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good-aligned characters.
- HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
- Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- ImpellentImpellent: This weapon is pulsing with magical force. It deals an additional 2 to 12 force damage on a successful hit.
- ShriekingShrieking: Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage.
- VoltaicVoltaic: This weapon is sheathed in Powerful electricity. A voltaic weapon deals an extra 2 to 12 points of electricity damage on a successful hit.
- One of the following:
- CacophonyCacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
- IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
- Lightning Strike Lightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.
- Magma SurgeMagma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
- Slicing Winds Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.
- SteamSteam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
- One of the following:
- CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
Note: Real slowdown is only 25%
- Freezing Ice Freezing Ice:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 9 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
- Improved CursespewingImproved Cursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
- Improved DestructionImproved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Improved RoaringImproved Roaring: This weapon causes targets to become shaken (DC 28 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- Improved ShattermantleImproved Shattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 6 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Life StealingLife Stealing: This weapon has a chance to drain 1 to 3 levels from its target on a critical hit.
- MaladroitMaladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
- Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
- Strength SappingStrength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
- WeakeningWeakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
- WoundingWounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
- One of the following:
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
- Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics.
- FracturingFracturing: This weapon is ideal for breaking bones and deals 2 to 12 damage to targets that have skeletons or are made of bone.
- Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
- Good Luck +1Good Luck +1: This item gives a +1 Luck bonus to all saves and skill checks.
- HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
- Parrying VIIIParrying VIII: Passive: +4 Insight bonus to Armor Class, +4 Insight bonus to Fortitude, Reflex, and Will Saving throws.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
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Throwing weapon
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Throwers are the same as other ranged weapons, but in addition have the secret effect "Spellplague". This ability randomly generates a second throwing weapon and adds those abilities to the thrower for a single throw. This means a ML16 or ML20 thrower actually has six abilities, though three of these are totally random. A ML24 thrower has eight abilities, four of which are totally random.
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Caster Scepter
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