More abilities - up to Keen.
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abilities.yml
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abilities.yml
@ -22,7 +22,7 @@
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level never results in actual level loss, but it cannot be
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overcome in any way (including restoration spells) while the
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weapon is wielded. Bows, crossbows, and slings so crafted bestow
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the chaotic power upon their ammunition
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the chaotic power upon their ammunition.
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- name: Axiomatic
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slots: [weapon]
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@ -45,3 +45,698 @@
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(including restoration spells) while the weapon is wielded. Bows,
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crossbows, and slings so crafted bestow the lawful power upon thier
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ammunition.
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- name: Aberration Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Animal Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Construct Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Dragon Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Elemental Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Fey Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Giants Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Aquatic Humanoid Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Dwarven Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Elven Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Gnoll Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Gnome Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Goblinoid Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Halfling Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Human Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Reptilian Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Orc Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Magical Beast Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Monstrous Humanoid Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Ooze Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Air Outsider Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Chaotic Outsider Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Earth Outsider Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
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against the foe. Bows, crossbows, and slings so crafted bestow the
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bane quality upon their ammunition.
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- name: Evil Outsider Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
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Against its designated foe, its effective enhancement bonus +2
|
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better than its normal enhancement bonus (so a +1 longsword is a +3
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longsword against its foe). It deals extra 2d6 points of damage
|
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against the foe. Bows, crossbows, and slings so crafted bestow the
|
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bane quality upon their ammunition.
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|
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- name: Fire Outsider Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
|
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
|
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Against its designated foe, its effective enhancement bonus +2
|
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better than its normal enhancement bonus (so a +1 longsword is a +3
|
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longsword against its foe). It deals extra 2d6 points of damage
|
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against the foe. Bows, crossbows, and slings so crafted bestow the
|
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bane quality upon their ammunition.
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- name: Good Outsider Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
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description: >-
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A bane weapon excels at attacking one type or subtype of creature.
|
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Against its designated foe, its effective enhancement bonus +2
|
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better than its normal enhancement bonus (so a +1 longsword is a +3
|
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longsword against its foe). It deals extra 2d6 points of damage
|
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against the foe. Bows, crossbows, and slings so crafted bestow the
|
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bane quality upon their ammunition.
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- name: Lawful Outsider Bane
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slots: [weapon]
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school: Conjuration
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grade: moderate
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cl: 8
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feats: [Craft Magic Arms and Armor]
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spells: [Summon Monster I]
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modifier: 1
|
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description: >-
|
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A bane weapon excels at attacking one type or subtype of creature.
|
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Against its designated foe, its effective enhancement bonus +2
|
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better than its normal enhancement bonus (so a +1 longsword is a +3
|
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longsword against its foe). It deals extra 2d6 points of damage
|
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against the foe. Bows, crossbows, and slings so crafted bestow the
|
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bane quality upon their ammunition.
|
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|
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- name: Water Outsider Bane
|
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slots: [weapon]
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school: Conjuration
|
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grade: moderate
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cl: 8
|
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feats: [Craft Magic Arms and Armor]
|
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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
|
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better than its normal enhancement bonus (so a +1 longsword is a +3
|
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longsword against its foe). It deals extra 2d6 points of damage
|
||||
against the foe. Bows, crossbows, and slings so crafted bestow the
|
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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).
|
Loading…
Reference in New Issue
Block a user