diff --git a/abilities.yml b/abilities.yml index eff1385..2986377 100644 --- a/abilities.yml +++ b/abilities.yml @@ -22,7 +22,7 @@ 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 crafted bestow - the chaotic power upon their ammunition + the chaotic power upon their ammunition. - name: Axiomatic slots: [weapon] @@ -44,4 +44,699 @@ 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 crafted bestow the lawful power upon thier - ammunition. \ No newline at end of file + ammunition. + +- name: Aberration Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Animal Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Construct Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Dragon Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Elemental Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Fey Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Giants Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Aquatic Humanoid Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Dwarven Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Elven Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Gnoll Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Gnome Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Goblinoid Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Halfling Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Human Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Reptilian Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Orc Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Magical Beast Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Monstrous Humanoid Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Ooze Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Air Outsider Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Chaotic Outsider Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Earth Outsider Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Evil Outsider Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Fire Outsider Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Good Outsider Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Lawful Outsider Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Water Outsider Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Plant Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Undead Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Vermin Bane + slots: [weapon] + school: Conjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Summon Monster I] + modifier: 1 + description: >- + A bane weapon excels at attacking one type or subtype of creature. + Against its designated foe, its effective enhancement bonus +2 + better than its normal enhancement bonus (so a +1 longsword is a +3 + longsword against its foe). It deals extra 2d6 points of damage + against the foe. Bows, crossbows, and slings so crafted bestow the + bane quality upon their ammunition. + +- name: Brilliant Energy + slots: [weapon] + weapon: + ranged: 0 + school: Transmutation + grade: strong + cl: 16 + feats: [Craft Magic Arms and Armor] + spells: [Gaseous Form, Continual Flame] + modifier: 4 + description: >- + A brilliant energy weapon has its significant portition - such as + the blade, axe head or arrowhead - transformed into light, although + this does not modify the item's weight. It always gives off light as + a torch (20 foot radius). A brilliant energy weapon ignores nonliving + matter. Armor bonuses to AC (including any enhancement bonuses to + that armor) 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. This property can only be applies to + melee weapons, thrown weapons and ammunition. + +- name: Dancing + slots: [weapon] + school: Transmutation + grade: strong + cl: 15 + feats: [Craft Magic Arms and Armor] + spells: [Animate Objects] + modifier: 4 + description: >- + As a standard action, a dancing weapon can be loosed to attack on + its own. It fights for 4 rounds using the base attack bonus of the + one who loosed it and then drops. While dancing it cannot make + attacks of opportunity, and the person who activated it is not + considered armed with the weapon. In all other respects it is + considered wielded or attened by the creature for all maneuvers + and effects that target items (such as the sunder action or a heat + metal spell). While dancing, it takes up the same space as the + activating character and can attack adjacent foes (weapons with + reach can attack opponents up to 10 feet away). The dancing weapon + accompanies the person who activated it everywhere, whether she + moves physically or by magical means. If the wielder who loosed it + has an unoccupied, she can grasp it while it is attacking on its own + as a free action; when so retrieved the weapon can't dance (attack + on its own) again for 4 rounds. + +- name: Defending + slots: [weapon] + school: Abjuration + grade: medium + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Shield of Shield of Faith] + modifier: 1 + description: >- + A defending weapon allows the wielder to transfer some or all + of the sword's enhancement bonus to his AC as a 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. + +- name: Disruption + slots: [weapon] + weapon: + damage: [bludgeoning] + school: Conjuration + grade: strong + cl: 14 + feats: [Craft Magic Arms and Armor] + spells: [Heal] + modifier: 2 + description: >- + A weapon of disruption is the bane of all undead. Any undead creature + struck in combat must succeed on a DC 14 Will save or be destroyed. A + weapon of disruption must be a bludgeoning weapon. + +- name: Distance + slots: [weapon] + weapon: + ranged: 1 + school: Divination + grade: medium + cl: 6 + feats: [Craft Magic Arms and Armor] + spells: [Clairaudience/Clairvoyance] + modifier: 1 + description: >- + This property can only be placed on a ranged weapon. A weapon of + distance has double the range of other weapons of its kind. + +- name: Flaming + slots: [weapon] + school: Evocation + grade: moderate + cl: 10 + feats: [Craft Magic Arms and Armor] + spells: [Flame Blade, Flame Strike, Fireball] + modifier: 1 + description: >- + Upon command, a flaming weapon is sheathed in fire. The fire does not + harm the wielder. The effect remains until another command is given. + A flaming weapon deals an extra 1d6 points of fire damage on a + successful hit. Bows, crossbows, and slings so crafted bestow the + fire energy upon their ammunition. + +- name: Flaming Burst + slots: [weapon] + school: Evocation + grade: strong + cl: 12 + feats: [Craft Magic Arms and Armor] + spells: [Flame Blade, Flame Strike, Fireball] + modifier: 2 + description: >- + A flaming burst weapon function as a flaming weapon that also + explodes with flame upon striking a successful critical hit. The fire + does not harm the wielder. In addition to the extra fire damage from + the flaming ability , a flaming burst weapon deals an extra 1d10 + points of fire damage on a successful critical hit. If the weapon's + critical multiplier is x3, add an extra 2d10 points of fire damage + instead, and if the multiplier is x4, add an extra 3d10 points of + fire damage. Bows, crossbows and slings so crafted bestow the fire + energy upon their ammunition. Even if the flaming ability is not + active, the weapon still deals its extra fire damage on a successful + hit. + +- name: Frost + slots: [weapon] + school: Evocation + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Chill Metal, Ice Storm] + modifier: 1 + description: >- + Upon command, a frost weapon is sheathed in icy cold. The cold does + not harm the wielder. The effect remains until another command is + given. A frost weapon deals an extra 1d6 points of cold damage on a + successful hit. Bows, crossbows and slings so crafted bestow the cold + energy upon their ammunition. + +- name: Ghost Touch + slots: [weapon] + school: Conjuration + grade: moderate + cl: 9 + feats: [Craft Magic Arms and Armor] + spells: [Plane Shift] + modifier: 1 + description: >- + A ghost touch weapon deals damage normally against incorporeal + creatures, regardless of its bonus. (An incorporeal creatures 50% + chance to avoid damage does not apply to attacks with ghost touch + weapons.) The weapon can be picked up and moved by an incorporeal + creature 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. + +- name: Icy Burst + slots: [weapon] + school: Evocation + grade: moderate + cl: 10 + feats: [Craft Magic Arms and Armor] + spells: [Chill Metal, Ice Storm] + modifier: 2 + description: >- + An icy burst weapon function as a frost weapon that also explodes + with frost upon striking a successful critical hit. The frost does + not harm the wielder. In addition to the extra damage from the frost + ability, an icy burst weapon deals an extra 1d10 points of cold + damage on a successful critical hit. If the weapon's critical + multiplier is x3, add an extra 2d10 points of cold damage instead, + and if the modifier is x4, add an extra 3d10 points. Bows, crossbows, + and slings so crafted add the cold energy upon their ammunition. Even + if the frost ability is not active, the weapon still does extra cold + damage on a successful critical hit. + +- name: Keen + slots: [weapon] + weapon: + damage: [slashing, piercing] + school: Transmutation + grade: moderate + cl: 10 + feats: [Craft Magic Arms and Armor] + spells: [Keen Edge] + modifier: 1 + description: >- + This ability 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 piercing + or slashing weapons can be keen. This benefit doesn't stack with any + other effect that expands the threat range of the weapon (such as the + keen edge spell or the Improved Critical feat). \ No newline at end of file