Non-Caster Weapons
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- ML 16 non-caster weapons (both melee and ranged) have 3 enchantments, one of each type.
- An elemental or alignment aspect:
- Axiomatic
Axiomatic: 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.
- Acid Burst
Acid Burst: This weapon is sheathed in corrosive acid. The weapon deals an extra 1 to 6 acid damage each hit. In addition, critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- Flaming Burst
Flaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- Holy
Holy: 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 Burst
Icy Burst: This weapon is sheathed in icy cold. The weapon deals an extra 1 to 6 cold damage each hit. In addition, critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- Pure Good
Pure 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.
- Screaming
Screaming: 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 Burst
Shocking Burst: This weapon is sheathed in crackling electricity. The weapon deals an extra 1 to 6 electric damage each hit. In addition, critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- True Law
True 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.
- A proc:
- Cacophony
Cacophony: 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 Salt
Corrosive 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 Wave
Crushing Wave: This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Disintegration
Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
- Incineration
Incineration: 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.
- Magma Surge
Magma 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.
- Steam
Steam: 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.
- A debuff or tactics boost (Ranged weapons are ineligible for receiving a tactics bonus relevant only to melee):
- Crippling
Crippling: When a target is critically hit their movement is slowed by half.
- Cursespewing
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 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.
- Destruction
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 three seconds.
- Insightful Combat Mastery +1
Insightful 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.
- Maladroit
Maladroit: This weapon afflicts enemies with sluggish clumsy movement. -1 Dexterity on a successful hit.
- Paralyzing
Paralyzing: Any creature struck by this weapon must succeed on a DC 17 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. Certain creatures, such as the Undead and Constructs, cannot be paralyzed.
- Roaring
Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
- Shatter +6
Shatter +6: This effect gives a +6 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts. / Shatter +8 Shatter +8: This effect gives a +8 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
- Shattermantle
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 3 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Slowburst
Slowburst: A critical hit with this weapon, the target is Slowed for 30 seconds (Will save DC 15 Negates).
- Strength Sapping
Strength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
- 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.
- Tendon Slice 8%
Tendon Slice 8%: This effect gives a 8% chance to Hamstring the target for each attack that does damage.
- 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.
- Weakening
Weakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
- Wounding
Wounding: A wounding weapon does 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.
- ML 20 non-caster weapons are a mixture of the ML 16 and 24; it has 3 enchantments, but choosing from a mixture of the lists - including at least improved paralyzing from the level 24 list.
- ML 24 non-caster weapons (both melee and ranged) have 4 single enchantments chosen, one of each type. The list of effects is larger than that for level 16 items.
- An elemental or alignment aspect:
- Absolute Law
Absolute 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.
- Axiomatic
Axiomatic: 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 Burst
Axiomatic 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 hit for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier and 5 to 30 for a x4 multiplier. Chaotic characters wielding this weapon suffer a negative level.
- Blazing
Blazing : This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit.
- Boreal
Boreal: This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2 to 12 points of cold damage on a successful hit.
- Brilliance
Brilliance: 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.
- Caustic
Caustic: This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2 to 12 points of acid damage on a successful hit.
- Coruscating
Coruscating : 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 Burst
Force Burst: This weapon is humming with magical force. The weapon deals an extra 1 to 6 force damage each hit. In addition, critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- Good Burst
Good Burst: This weapon is imbued with the power of good and deals 1 to 6 points of good damage to all of non-good alignment. In addition, critical hits deal an additional 1 to 10 good 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 Good
Greater 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.
- Holy
Holy: 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 Burst
Holy 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 x4 multiplier.
- Impellent
Impellent: This weapon is pulsing with magical force. It deals and additional 2 to 12 force damage on a successful hit.
- Shrieking
Shrieking: 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.
- Voltaic
Voltaic: This weapon is sheathed in powerful electricity. A voltaic weapon deals an extra 2 to 12 electric damage on a successful hit.
- A proc:
- Cacophony
Cacophony: 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 Salt
Corrosive 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 Wave
Crushing Wave: This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Disintegration
Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
- Incineration
Incineration: 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 Surge
Magma 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.
- Steam
Steam: 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.
- A debuff or tactics boost (Ranged weapons are ineligible for receiving a tactics bonus relevant only to melee)
- Crippling
Crippling: When a target is critically hit their movement is slowed by half.
- Insightful Combat Mastery +3
Insightful 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.
- Freezing Ice
Freezing Ice: 5% chance of Freezing Ice encasement from your melee, ranged, and unarmed attacks.
- Improved Cursespewing
Improved 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 Destruction
Improved 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 Paralyzing
Improved Paralyzing: Any creature struck by this weapon must succeed on a DC 25 Will save or be paralyzed. The target may attempt a new save to end the effect every serveral sconds; otherwise the paralysis last for one minute.
- Improved Roaring
Improved Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
- Improved Shattermantle
Improved 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 Stealing
Life Stealing: This weapon has a chance to drain 1 to 3 levels from is target on a critical hit.
- Maladroit
Maladroit: This weapon afflicts enemies with sluggish clumsy movement. -1 Dexterity on a successful hit.
- Shatter +10
Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
- Stone Prison
Stone 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 Sapping
Strength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
- Stunning +10
Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
- Tendon Slice 10%
Tendon Slice 10%: This effect gives a 10% chance to Hamstring the target for each attack that does damage.
- Vertigo +10
Vertigo +10: This effect gives a +10 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
- Weakening
Weakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
- Wounding
Wounding: A wounding weapon does 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.
- A misc bonus:
- Adamantine
Adamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Aligned
Aligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
- Cold Iron
Cold 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.
- Fracturing
Fracturing: This weapon is ideal for breaking bones and does 2 to 12 damage to targets that have skeletons or are made of bone.
- Ghost Touch
Ghost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
- Good Luck
- Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
- Parrying VIII
Parrying VIII: Passive: +4 Insight bonus to Armor Class, +4 Insight bonus to Fortitude, Reflex, and Will Saving throws.
- Silver
Silver: 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.
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