MAGIC ITEMS II (ARMOR & WEAPONS)
ARMOR
In general, magic armor protects the wearer to a
greater extent than nonmagical armor. Magic armor bonuses are enhancement
bonuses, never rise above +5, and stack with regular armor bonuses (and with
shield and magic shield enhancement bonuses). All magic armor is also
masterwork armor, reducing armor check penalties by 1.
In addition to an enhancement bonus, armor may have
special abilities. Special abilities usually count as additional bonuses for
determining the market value of an item, but do not improve AC. A suit of armor
cannot have an effective bonus (enhancement plus special ability bonus
equivalents) higher than +10. A suit of armor with a special ability must have
at least a +1 enhancement bonus.
A suit of armor or a shield may be made of an unusual
material. Roll d%: 01�95 indicates that the item is of a standard sort, and
96�100 indicates that it is made of a special material.
Armor is always created so that even if the type of
armor comes with boots or gauntlets, these pieces can be switched for other
magic boots or gauntlets.
Table: Armor and Shields
|
||||
Minor |
Medium |
Major |
Item |
Base Price
|
01�60 |
01�05 |
� |
+1 shield |
1,000 gp |
61�80 |
06�10 |
- |
+1 armor |
1,000 gp |
81�85 |
11�20 |
� |
+2 shield |
4,000 gp |
86�87 |
21�30 |
� |
+2 armor |
4,000 gp |
� |
31�40 |
01�08 |
+3 shield |
9,000 gp |
� |
41�50 |
09�16 |
+3 armor |
9,000 gp |
� |
51�55 |
17�27 |
+4 shield |
16,000 gp |
� |
56�57 |
28�38 |
+4 armor |
16,000 gp |
� |
� |
39�49 |
+5 shield |
25,000 gp |
� |
� |
50�57 |
+5 armor |
25,000 gp |
� |
� |
� |
+6 armor/shield1 |
36,000 gp |
� |
� |
� |
+7 armor/shield1 |
49,000 gp |
� |
� |
� |
+8 armor/shield1 |
64,000 gp |
� |
� |
� |
+9 armor/shield1 |
81,000 gp |
� |
� |
� |
+10 armor/shield1 |
100,000 gp |
88�89 |
58�60 |
58�60 |
Specific armor2 |
� |
90�91 |
61�63 |
61�63 |
Specific shield3 |
� |
92�100 |
64�100 |
64�100 |
Special ability and roll again4 |
� |
1 Armor and shields can�t actually
have bonuses this high. Use these lines to determine price when special
abilities are added in. |
||||
2 Roll on Table: Specific Armors. |
||||
3 Roll on Table: Specific Shields. |
||||
4 Roll on Table: Armor Special
Abilities or Table: Shield Special Abilities. |
Table: Random Armor Type |
||
d% |
Armor |
Armor Cost1 |
01 |
Padded |
+155 gp |
02 |
Leather |
+160 gp |
03�17 |
Studded leather |
+175 gp |
18�32 |
Chain shirt |
+250 gp |
33�42 |
Hide |
+165 gp |
43 |
Scale mail |
+200 gp |
44 |
Chainmail |
+300 gp |
45�57 |
Breastplate |
+350 gp |
58 |
Splint mail |
+350 gp |
59 |
Banded mail |
+400 gp |
60 |
Half-plate |
+750 gp |
61�100 |
Full plate |
+1,650 gp |
1 Add to enhancement bonus on
Table: Armor and Shields to determine total market price. |
||
All magic armor is masterwork armor
(with an armor check penalty 1 less than normal). |
Table: Random Shield Type |
||
d% |
Shield |
Shield Cost1 |
01�10 |
Buckler |
+165 gp |
11�15 |
Shield, light, wooden |
+153 gp |
16�20 |
Shield, light, steel |
+159 gp |
21�30 |
Shield, heavy, wooden |
+157 gp |
31�95 |
Shield, heavy, steel |
+170 gp |
96�100 |
Shield, tower |
+180 gp |
1 Add to enhancement bonus on
Table: Armor and Shields to determine total market price. |
||
All magic shields are masterwork
shields (with an armor check penalty 1 less than normal). |
Caster Level for Armor and Shields: The caster level of a magic shield
or magic armor with a special ability is given in the item description. For an
item with only an enhancement bonus, the caster level is three times the
enhancement bonus. If an item has both an enhancement bonus and a special
ability, the higher of the two caster level requirements must be met.
Shields: Shield enhancement bonuses stack
with armor enhancement bonuses. Shield enhancement bonuses do not act as attack
or damage bonuses when the shield is used in a bash. The bashing special
ability, however, does grant a +1 bonus on attack and damage rolls (see the
special ability description).
A shield could be built that also acted as a magic
weapon, but the cost of the enhancement bonus on attack rolls would need to be
added into the cost of the shield and its enhancement bonus to AC.
As with armor, special abilities built into the shield
add to the market value in the form of additions to the bonus of the shield,
although they do not improve AC. A shield cannot have an effective bonus
(enhancement plus special ability bonus equivalents) higher than +10. A shield
with a special ability must have at least a +1 enhancement bonus.
Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2
to a shield�s hardness and +10 to its hit points.
Activation: Usually a character benefits from
magic armor and shields in exactly the way a character benefits from nonmagical
armor and shields�by wearing them. If armor or a shield has a special ability
that the user needs to activate then the user usually needs to utter the
command word (a standard action).
Armor for Unusual Creatures: The cost of armor for nonhumanoid
creatures, as well as for creatures who are neither Small nor Medium, varies.
The cost of the masterwork quality and any magical enhancement remains the
same.
Magic
Armor and Shield Special Ability Descriptions
Most magic armor and shields only have enhancement
bonuses. Such items can also have one or more of the special abilities detailed
below. Armor or a shield with a special ability must have at least a +1
enhancement bonus.
Table: Armor Special Abilities
|
||||
Minor |
Medium |
Major |
Special Ability |
Base Price Modifier
|
01�25 |
01�05 |
01�03 |
Glamered |
+2,700 gp |
26�32 |
06�08 |
04 |
Fortification, light |
+1 bonus1 |
33�52 |
09�11 |
� |
Slick |
+3,750 gp |
53�72 |
12�14 |
� |
Shadow |
+3,750 gp |
73�92 |
15�17 |
� |
Silent moves |
+3,750 gp |
93�96 |
18�19 |
� |
Spell resistance (13) |
+2 bonus1 |
97 |
20�29 |
05�07 |
Slick, improved |
+15,000 gp |
98 |
30�39 |
08�10 |
Shadow, improved |
+15,000 gp |
99 |
40�49 |
11�13 |
Silent moves, improved |
+15,000 gp |
� |
50�54 |
14�16 |
Acid resistance |
+18,000 gp |
� |
55�59 |
17�19 |
Cold resistance |
+18,000 gp |
� |
60�64 |
20�22 |
Electricity resistance |
+18,000 gp |
� |
65�69 |
23�25 |
Fire resistance |
+18,000 gp |
� |
70�74 |
26�28 |
Sonic resistance |
+18,000 gp |
� |
75�79 |
29�33 |
Ghost touch |
+3 bonus1 |
� |
80�84 |
34�35 |
Invulnerability |
+3 bonus1 |
� |
85�89 |
36�40 |
Fortification, moderate |
+3 bonus1 |
� |
90�94 |
41�42 |
Spell resistance (15) |
+3 bonus1 |
� |
95�99 |
43 |
Wild |
+3 bonus1 |
� |
� |
44�48 |
Slick, greater |
+33,750 gp |
� |
� |
49�53 |
Shadow, greater |
+33,750 gp |
� |
� |
54�58 |
Silent moves, greater |
+33,750 gp |
� |
� |
59�63 |
Acid resistance, improved |
+42,000 gp |
� |
� |
64�68 |
Cold resistance, improved |
+42,000 gp |
� |
� |
69�73 |
Electricity resistance, improved |
+42,000 gp |
� |
� |
74�78 |
Fire resistance, improved |
+42,000 gp |
� |
� |
79�83 |
Sonic resistance, improved |
+42,000 gp |
� |
� |
84�88 |
Spell resistance (17) |
+4 bonus1 |
� |
� |
89 |
Etherealness |
+49,000 gp |
� |
� |
90 |
Undead controlling |
+49,000 gp |
� |
� |
91�92 |
Fortification, heavy |
+5 bonus1 |
� |
� |
93�94 |
Spell resistance (19) |
+5 bonus1 |
� |
� |
95 |
Acid resistance, greater |
+66,000 gp |
� |
� |
96 |
Cold resistance, greater |
+66,000 gp |
� |
� |
97 |
Electricity resistance, greater |
+66,000 gp |
� |
� |
98 |
Fire resistance, greater |
+66,000 gp |
� |
� |
99 |
Sonic resistance, greater |
+66,000 gp |
100 |
100 |
100 |
Roll twice again2 |
� |
1 Add to enhancement bonus on
Table: Armor and Shields to determine total market price. |
||||
2 If you roll a special ability
twice, only one counts. If you roll two versions of the same special ability,
use the better. |
Table: Shield Special Abilities
|
||||
Minor |
Medium |
Major |
Special Ability |
Base Price Modifier
|
01�20 |
01�10 |
01�05 |
Arrow catching |
+1 bonus1 |
21�40 |
11�20 |
06�08 |
Bashing |
+1 bonus1 |
41�50 |
21�25 |
09�10 |
Blinding |
+1 bonus1 |
51�75 |
26�40 |
11�15 |
Fortification, light |
+1 bonus1 |
76�92 |
41�50 |
16�20 |
Arrow deflection |
+2 bonus1 |
93�97 |
51�57 |
21�25 |
Animated |
+2 bonus1 |
98�99 |
58�59 |
� |
Spell resistance (13) |
+2 bonus1 |
� |
60�63 |
26�28 |
Acid resistance |
+18,000 gp |
� |
64�67 |
29�31 |
Cold resistance |
+18,000 gp |
� |
68�71 |
32�34 |
Electricity resistance |
+18,000 gp |
� |
72�75 |
35�37 |
Fire resistance |
+18,000 gp |
� |
76�79 |
38�40 |
Sonic resistance |
+18,000 gp |
� |
80�85 |
41�46 |
Ghost touch |
+3 bonus1 |
� |
86�95 |
47�56 |
Fortification, moderate |
+3 bonus1 |
� |
96�98 |
57�58 |
Spell resistance (15) |
+3 bonus1 |
� |
99 |
59 |
Wild |
+3 bonus1 |
� |
� |
60�64 |
Acid resistance, improved |
+42,000 gp |
� |
� |
65�69 |
Cold resistance, improved |
+42,000 gp |
� |
� |
70�74 |
Electricity resistance, improved |
+42,000 gp |
� |
� |
75�79 |
Fire resistance, improved |
+42,000 gp |
� |
� |
80�84 |
Sonic resistance, improved |
+42,000 gp |
� |
� |
85�86 |
Spell resistance (17) |
+4 bonus1 |
� |
� |
87 |
Undead controlling |
+49,000 gp |
� |
� |
88�91 |
Fortification, heavy |
+5 bonus1 |
� |
� |
92�93 |
Reflecting |
+5 bonus1 |
� |
� |
94 |
Spell resistance (19) |
+5 bonus1 |
� |
� |
95 |
Acid resistance, greater |
+66,000 gp |
� |
� |
96 |
Cold resistance, greater |
+66,000 gp |
� |
� |
97 |
Electricity resistance, greater |
+66,000 gp |
� |
� |
98 |
Fire resistance, greater |
+66,000 gp |
� |
� |
99 |
Sonic resistance, greater |
+66,000 gp |
100 |
100 |
100 |
Roll twice again2 |
� |
1 Add to enhancement bonus on
Table: Armor and Shields to determine total market price. |
||||
2 If you roll a special ability
twice, only one counts. If you roll two versions of the same special ability,
use the better. |
Acid Resistance: A suit of armor or a shield with
this property normally has a dull gray appearance. The armor absorbs the first
10 points of acid damage per attack that the wearer would normally take
(similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Acid Resistance, Improved: As acid resistance, except it absorbs
the first 20 points of acid damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and
Armor, resist energy; Price +42,000 gp.
Acid Resistance, Greater: As acid resistance, except it
absorbs the first 30 points of acid damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and
Armor, resist energy; Price +66,000 gp.
Animated: Upon command, an animated shield
floats within 2 feet of the wielder, protecting her as if she were using it
herself but freeing up both her hands. Only one shield can protect a character
at a time. A character with an animated shield still takes any penalties
associated with shield use, such as armor check penalty, arcane spell failure
chance, and nonproficiency.
Strong transmutation; CL 12th; Craft Magic Arms
and Armor, animate objects; Price +2 bonus.
Arrow Catching: A shield with this ability attracts
ranged weapons to it. It has a deflection bonus of +1 against ranged weapons
because projectiles and thrown weapons veer toward it. Additionally, any
projectile or thrown weapon aimed at a target within 5 feet of the shield�s
wearer diverts from its original target and targets the shield�s bearer
instead. (If the wielder has total cover relative to the attacker, the
projectile or thrown weapon is not diverted.) Additionally, those attacking the
wearer with ranged weapons ignore any miss chances that would normally apply.
Projectiles and thrown weapons that have an enhancement bonus higher than the
shield�s base AC bonus are not diverted to the wearer (but the shield�s
increased AC bonus still applies against these weapons). The wielder can
activate or deactivate this ability with a command word.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor,
entropic shield; Price +1 bonus.
Arrow Deflection: This shield protects the wielder as
if he had the Deflect Arrows feat. Once per round when he would normally be
struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged
weapon has an enhancement bonus, the DC increases by that amount. If he
succeeds, the shield deflects the weapon. He must be aware of the attack and
not flat-footed. Attempting to deflect a ranged weapon doesn�t count as an
action. Exceptional ranged weapons, such as boulders hurled by giants or acid
arrows, can�t be deflected.
Faint abjuration; CL 5th; Craft Magic
Arms and Armor, shield; Price +2 bonus.
Bashing: A shield with this special ability
is designed to perform a shield bash. A bashing shield deals damage as if it
were a weapon of two size categories larger (a Medium light shield thus deals
1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The
shield acts as a +1 weapon when used to bash. (Only light and heavy shields can
have this ability.)
Moderate transmutation; CL 8th; Craft Magic
Arms and Armor, bull�s strength; Price +1 bonus.
Blinding: A shield with this ability flashes
with a brilliant light up to twice per day upon command of the wielder. Anyone
within 20 feet except the wielder must make a DC 14 Reflex save or be blinded
for 1d4 rounds.
Moderate evocation; CL 7th; Craft Magic Arms
and Armor, searing light; Price +1 bonus.
Cold Resistance: A suit of armor or a shield with
this property normally has a bluish, icy hue or is adorned with furs and shaggy
pelts. The armor absorbs the first 10 points of cold damage per attack that the
wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Cold Resistance, Improved: As cold resistance, except it
absorbs the first 20 points of cold damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and
Armor, resist energy; Price +42,000 gp.
Cold Resistance, Greater: As cold resistance, except it absorbs
the first 30 points of cold damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and
Armor, resist energy; Price +66,000 gp.
Electricity Resistance: A suit of armor or a shield with
this property normally has a bluish hue and often bears a storm or lightning
motif. The armor absorbs the first 10 points of electricity damage per attack
that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Electricity Resistance, Improved: As electricity resistance, except it
absorbs the first 20 points of electricity damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and
Armor, resist energy; Price +42,000 gp.
Electricity Resistance, Greater: As electricity resistance, except it
absorbs the first 30 points of electricity damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and
Armor, resist energy; Price +66,000 gp.
Etherealness: On command, this ability allows the
wearer of the armor to become ethereal (as the ethereal jaunt spell)
once per day. The character can remain ethereal for as long as desired, but
once he returns to normal, he cannot become ethereal again that day.
Strong transmutation; CL 13th; Craft Magic Arms
and Armor, ethereal jaunt; Price +49,000 gp.
Fire Resistance: A suit of armor with this ability
normally has a reddish hue and often is decorated with a draconic motif. The
armor absorbs the first 10 points of fire damage per attack that the wearer
would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Fire Resistance, Improved: As fire resistance, except it absorbs
the first 20 points of fire damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and
Armor, resist energy; Price +42,000 gp.
Fire Resistance, Greater: As fire resistance, except it
absorbs the first 30 points of fire damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and
Armor, resist energy; Price +66,000 gp.
Fortification: This suit of armor or shield produces
a magical force that protects vital areas of the wearer more effectively. When
a critical hit or sneak attack is scored on the wearer, there is a chance that
the critical hit or sneak attack is negated and damage is instead rolled
normally.
Fortification Type |
Chance for Normal Damage
|
Base Price Modifier
|
Light |
25% |
+1 bonus |
Moderate |
75% |
+3 bonus |
Heavy |
100% |
+5 bonus |
Strong abjuration; CL 13th; Craft Magic Arms
and Armor, limited wish or miracle; Price varies (see above).
Ghost Touch: This armor or shield seems almost
translucent. Both its enhancement bonus and its armor bonus count against the
attacks of incorporeal creatures. It can be picked up, moved, and worn by
incorporeal creatures at any time. Incorporeal creatures gain the armor or
shield�s enhancement bonus against both corporeal and incorporeal attacks, and
they can still pass freely through solid objects.
Strong transmutation; CL 15th; Craft Magic Arms
and Armor, etherealness; Price +3 bonus.
Glamered: A suit of armor with this ability
appears normal. Upon command, the armor changes shape and form to assume the
appearance of a normal set of clothing. The armor retains all its properties
(including weight) when glamered. Only a true seeing spell or similar
magic reveals the true nature of the armor when disguised.
Moderate illusion; CL 10th; Craft Magic Arms
and Armor, disguise self; Price +2,700 gp.
Invulnerability: This suit of armor grants the wearer
damage reduction of 5/magic.
Strong abjuration and perhaps evocation (if miracle
is used); CL 18th; Craft Magic Arms and Armor, stoneskin, wish or
miracle; Price +3 bonus.
Reflecting: This shield seems like a mirror. Its
surface is completely reflective. Once per day, it can be called on to reflect
a spell back at its caster exactly like the spell turning spell.
Strong abjuration; CL 14th; Craft Magic Arms
and Armor, spell turning; Price +5 bonus.
Shadow: This armor is jet black and blurs
the wearer whenever she tries to hide, granting a +5 competence bonus on Hide
checks. (The armor�s armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and
Armor, invisibility; Price +3,750 gp.
Shadow, Improved: As shadow, except it grants a +10
competence bonus on Hide checks.
Moderate illusion; CL 10th; Craft Magic Arms and
Armor, invisibility; Price +15,000 gp.
Shadow, Greater: As shadow, except it grants a +15
competence bonus on Hide checks.
Moderate illusion; CL 15th; Craft Magic Arms and
Armor, invisibility; Price +33,750 gp.
Silent Moves: This armor is well oiled and
magically constructed so that it not only makes little sound, but it dampens
sound around it. It provides a +5 competence bonus on its wearer�s Move
Silently checks. (The armor�s armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and
Armor, silence; Price +3,750 gp.
Silent Moves, Improved: As silent moves, except it grants a
+10 competence bonus on Move Silently checks.
Moderate illusion; CL 10th; Craft Magic Arms and
Armor, silence; Price +15,000 gp.
Silent Moves, Greater: As silent moves, except it grants a
+15 competence bonus on Move Silently checks.
Moderate illusion; CL 15th; Craft Magic Arms and
Armor, silence; Price +33,750 gp.
Slick: Slick armor seems coated at all
times with a slightly greasy oil. It provides a +5 competence bonus on its
wearer�s Escape Artist checks. (The armor�s armor check penalty still applies
normally.)
Faint conjuration; CL 4th; Craft Magic Arms and
Armor, grease; Price +3,750 gp.
Slick, Improved: As slick, except it grants a +10
competence bonus on Escape Artist checks.
Moderate conjuration; CL 10th; Craft Magic Arms and
Armor, grease; Price +15,000 gp.
Slick, Greater: As slick, except it grants a +15
competence bonus on Escape Artist checks.
Moderate conjuration; CL 15th; Craft Magic Arms and
Armor, grease; Price +33,750 gp.
Sonic Resistance: A suit of armor or a shield with this
property normally has a glistening appearance. The armor absorbs the first 10
points of sonic damage per attack that the wearer would normally take (similar
to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
energy; Price +18,000 gp.
Sonic Resistance, Improved: As sonic resistance, except it
absorbs the first 20 points of sonic damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and
Armor, resist energy; Price +42,000 gp.
Sonic Resistance, Greater: As sonic resistance, except it
absorbs the first 30 points of sonic damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and
Armor, resist energy; Price +66,000 gp.
Spell Resistance: This property grants the armor�s
wearer spell resistance while the armor is worn. The spell resistance can be
13, 15, 17, or 19, depending on the armor.
Strong abjuration; CL 15th; Craft Magic Arms
and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15),
+4 bonus (SR 17), or +5 bonus (SR 19).
Undead Controlling: The wearer of a suit of armor or a
shield with this property may control up to 26 HD of undead per day, as the control
undead spell. At dawn each day, the wearer loses control of any undead
still under his sway. Armor or a shield with this ability appears to be made of
bone; this feature is entirely decorative and has no other effect on the armor.
Strong necromancy; CL 13th; Craft Magic Arms and
Armor, control undead; Price +49,000 gp.
Wild: The wearer of a suit of armor or a
shield with this ability preserves his armor bonus (and any enhancement bonus)
while in a wild shape. Armor and shields with this ability usually appear to be
made covered in leaf patterns. While the wearer is in a wild shape, the armor
cannot be seen.
Moderate transmutation; CL 9th; Craft Magic Arms and
Armor, baleful polymorph; Price +3 bonus.
Table: Specific Armors |
||||
Minor |
Medium |
Major |
Specific Armor |
Market Price
|
01�50 |
01�25 |
� |
Mithral shirt |
1,100 gp |
51�80 |
26�45 |
� |
Dragonhide plate |
3,300 gp |
81�100 |
46�57 |
� |
Elven chain |
4,150 gp |
� |
58�67 |
� |
Rhino hide |
5,165 gp |
� |
68�82 |
01�10 |
Adamantine breastplate |
10,200 gp |
� |
83�97 |
11�20 |
Dwarven plate |
16,500 gp |
� |
98�100 |
21�32 |
Banded mail of luck |
18,900 gp |
� |
� |
33�50 |
Celestial armor |
22,400 gp |
� |
� |
51�60 |
Plate armor of the deep |
24,650 gp |
� |
� |
61�75 |
Breastplate of command |
25,400 gp |
� |
� |
76�90 |
Mithral full plate of speed |
26,500 gp |
� |
� |
91�100 |
Demon armor |
52,260 gp |
Specific
Armors
The following specific suits of armor usually are
preconstructed with exactly the qualities described here.
Adamantine Breastplate: This nonmagical breastplate is made
of adamantine, giving its wearer damage reduction of 2/�.
No aura (nonmagical); Price 10,200 gp.
Banded Mail of Luck: Ten 100-gp gems adorn this +3
banded mail. Once per week, the armor allows its wearer to require that an
attack roll made against him be rerolled. He must take whatever consequences
come from the second roll. The wearer�s player must decide whether to have the
attack roll rerolled before damage is rolled.
Strong enchantment; CL 12th; Craft Magic Arms
and Armor, bless; Price 18,900 gp; Cost 10,150 gp + 700 XP.
Breastplate of Command: This finely crafted +2 breastplate
radiates a powerful aura of magic. When worn, the armor bestows a dignified
and commanding aura upon its owner. The wearer gains a +2 competence bonus on
all Charisma checks, including turning checks and Charisma-based skill checks.
The wearer also gains a +2 competence bonus to his Leadership score. Friendly
troops within 360 feet of the user become braver than normal. Since the effect
arises in great part from the distinctiveness of the armor, the wearer cannot
hide or conceal herself in any way and still have the effect function.
Strong enchantment; CL 15th; Craft Magic Arms
and Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp + 850 XP.
Celestial Armor: This bright silver or gold +3
chainmail is so fine and light that it can be worn under normal clothing
without betraying its presence. It has a maximum Dexterity bonus of +8, an
armor check penalty of �2, and an arcane spell failure chance of 15%. It is
considered light armor, weighs 20 pounds, and it allows the wearer to use fly
on command (as the spell) once per day.
Faint transmutation [good]; CL 5th; Craft Magic Arms
and Armor, creator must be good, fly; Price 22,400 gp; Cost 12,550 gp +
1,004 XP.
Demon Armor: This plate armor is fashioned to make
the wearer appear to be a demon. The helmet is shaped to look like a horned
demon head, and its wearer looks out of the open, tooth-filled mouth. This +4
full plate allows the wearer to make claw attacks that deal 1d10 points of
damage, strike as +1 weapons, and afflict the target as if she had been struck
by a contagion spell (Fortitude DC 14 negates). Use of contagion requires
a normal melee attack with the claws. The �claws� are built into the armor�s
vambraces and gauntlets.
The armor bestows one negative level on any nonevil
creature wearing it. This negative level persists as long as the armor is worn
and disappears when the armor is removed. The negative level never results in
actual level loss, but it cannot be overcome in any way (including restoration
spells) while the armor is worn.
Strong necromancy [evil]; CL 13th; Craft Magic Arms
and Armor, contagion; Price 52,260 gp; Cost 26,130 gp + 2,090 XP.
Dragonhide Plate: This suit of full plate is made of
dragonhide, rather than metal, so druids can wear it. It is otherwise identical
to masterwork full plate.
No aura (nonmagical); Price 3,300 gp.
Dwarven Plate: This full plate is made of
adamantine, giving its wearer damage reduction of 3/�.
No aura (nonmagical); Price 16,500 gp.
Elven Chain: This extremely light chainmail is
made of very fine mithral links. Speed while wearing elven chain is 30 feet for
Medium creatures, or 20 feet for Small. The armor has an arcane spell failure
chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of
�2. It is considered light armor and weighs 20 pounds.
No aura (nonmagical); Price 4,150 gp.
Mithral Full Plate of Speed: As a free action, the wearer of this
fine set of +1 mithral full plate can activate it, enabling her to act
as though affected by a haste spell for up to 10 rounds each day. The
duration of the haste effect need not be consecutive rounds.
Speed while wearing a suit
of mithral full plate is 20 feet for Medium creatures, or 15 feet for Small.
The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus
of +3, and an armor check penalty of �3. It is considered medium armor and
weighs 25 pounds.
Faint transmutation; CL 5th; Craft Magic Arms and
Armor, haste; Price 26,500 gp.
Mithral Shirt: This extremely light chain shirt is
made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet
for Medium creatures, or 20 feet for Small. The armor has an arcane spell
failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check
penalty. It is considered light armor and weighs 10 pounds.
No aura (nonmagical); Price 1,100 gp.
Plate Armor of the Deep: This +1 full plate is decorated
with a wave and fish motif. The wearer of plate armor of the deep is
treated as unarmored for purposes of Swim checks. The wearer can breathe
underwater and can converse with any creature with a language that breathes
water.
Moderate abjuration; CL 11th; Craft Magic Arms
and Armor, freedom of movement, water breathing, tongues; Price 24,650
gp; Cost 17,150 gp + 600 XP.
Rhino Hide: This +2 hide armor is made
from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it
has a �1 armor check penalty and deals an additional 2d6 points of damage on
any successful charge attack made by the wearer, including a mounted charge.
Moderate transmutation; CL 9th; Craft Magic
Arms and Armor, bull�s strength; Price 5,165 gp; Cost 2,665 gp + 200 XP.
Table: Specific Shields |
||||
Minor |
Medium |
Major |
Specific Shield |
Market Price
|
01�30 |
01�20 |
� |
Darkwood buckler |
205 gp |
31�80 |
21�45 |
� |
Darkwood shield |
257 gp |
81�95 |
46�70 |
� |
Mithral heavy shield |
1,020 gp |
96�100 |
71�85 |
01�20 |
Caster�s shield |
3,153 gp |
� |
86�90 |
21�40 |
Spined shield |
5,580 gp |
� |
91�95 |
41�60 |
Lion�s shield |
9,170 gp |
� |
96�100 |
61�90 |
Winged shield |
17,257 gp |
� |
� |
91�100 |
Absorbing shield |
50,170 gp |
Specific Shields
The following specific shields usually are
preconstructed with exactly the qualities described here.
Absorbing Shield: This +1 heavy steel shield is
flat black and seems to absorb light. Once every two days, on command, it can disintegrate
an object that it touches, as the spell but requiring a melee touch attack.
Strong transmutation; CL 17th; Craft Magic Arms
and Armor, disintegrate; Price 50,170 gp; Cost 25,170 gp + 2,000 XP.
Caster�s Shield: This +1 light wooden shield has
a small leather strip on the back on which a spellcaster can scribe a single
spell as on a scroll. A spell so scribed has only half the base raw material
cost. Experience point and component costs remain the same. The strip cannot
accommodate spells of higher than 3rd level. The strip is reusable.
A random caster �s shield has a 50% chance of
having a single medium scroll spell on it. The spell is divine (01�80 on d%) or
arcane (81�100).
A caster�s shield has a 5% arcane spell failure
chance.
Moderate abjuration; CL 6th; Craft Magic Arms
and Armor, Scribe Scroll, creator must be at least 6th level; Price 3,153 gp
(plus the value of the scroll spell if one is currently scribed); Cost 1,653 gp
+ 120 XP.
Darkwood Buckler: This nonmagical light wooden shield
is made out of darkwood. It has no enhancement bonus, but its construction
material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds
and has no armor check penalty.
No aura (nonmagical); Price 205 gp.
Darkwood Shield: This nonmagical heavy wooden shield
is made out of darkwood. It has no enhancement bonus, but its construction
material makes it lighter than a normal wooden shield.
It weighs 5 pounds and has no armor check penalty.
No aura (nonmagical); Price 257 gp.
Lion�s Shield: This +2 heavy steel shield is
fashioned to appear to be a roaring lion�s head. Three times per day as a free
action, the lion�s head can be commanded to attack (independently of the shield
wearer), biting with the wielder�s base attack bonus (including multiple
attacks, if the wielder has them) and dealing 2d6 points of damage. This attack
is in addition to any actions performed by the wielder.
Moderate conjuration; CL 10th; Craft Magic Arms
and Armor, summon nature�s ally IV; Price 9,170 gp; Cost 4,670 gp + 360
XP.
Mithral Heavy Shield: This heavy shield is made of mithral
and thus is much lighter than a standard steel shield. It has a 5% arcane spell
failure chance and no armor check penalty. It weighs 5 pounds.
No aura (nonmagical); Price 1,020 gp.
Spined Shield: This +1 heavy steel shield is
covered in spines. It acts as a normal spiked shield. On command up to three
times per day, the shield�s wearer can fire one of the shield�s spines. A fired
spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10
points of damage (19�20/x2). Fired spines regenerate each day.
Moderate evocation; CL 6th; Craft Magic Arms
and Armor, magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.
Winged Shield: This round heavy wooden shield has a
+3 enhancement bonus. Small, feathered wings encircle the shield.
Once per day it can be commanded to fly (as the
spell), carrying the wielder. The shield can carry up to 133 pounds and move at
60 feet per round, or up to 266 pounds and move at 40 feet per round.
Faint transmutation; CL 5th; Craft Magic Arms
and Armor, fly; Price 17,257 gp; Cost 8,628 gp and 5 sp + 690 XP.
WEAPONS
Magic weapons have enhancement bonuses ranging from +1
to +5. They apply these bonuses to both attack and damage rolls when used in
combat. All magic weapons are also masterwork weapons, but their masterwork
bonus on attack rolls does not stack with their enhancement bonus on attack
rolls.
Weapons come in two basic categories: melee and
ranged. Some of the weapons listed as melee weapons can also be used as ranged
weapons. In this case, their enhancement bonus applies to either type of
attack.
In addition to an enhancement bonus, weapons may have
special abilities. Special abilities count as additional bonuses for
determining the market value of the item, but do not modify attack or damage
bonuses (except where specifically noted). A single weapon cannot have a
modified bonus (enhancement bonus plus special ability bonus equivalents)
higher than +10. A weapon with a special ability must have at least a +1
enhancement bonus.
A weapon or a kind of ammunition may be made of an
unusual material. Roll d%: 01�95 indicates that the item is of a standard sort,
and 96�100 indicates that it is made of a special material.
Caster Level for Weapons: The caster level of a weapon with a
special ability is given in the item description. For an item with only an
enhancement bonus and no other abilities, the caster level is three times the
enhancement bonus. If an item has both an enhancement bonus and a special
ability, the higher of the two caster level requirements must be met.
Additional Damage Dice: Some magic weapons deal additional
dice of damage. Unlike other modifiers to damage, additional dice of damage are
not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition: The enhancement bonus from a ranged
weapon does not stack with the enhancement bonus from ammunition. Only the
higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon with an
enhancement bonus of +1 or higher is treated as a magic weapon for the purpose
of overcoming damage reduction. Similarly, ammunition fired from a projectile
weapon with an alignment gains the alignment of that projectile weapon (in
addition to any alignment it may already have).
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt,
or sling bullet misses its target, there is a 50% chance it breaks or otherwise
is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.
Light Generation: Fully 30% of magic weapons shed
light equivalent to a light spell (bright light in a 20-foot radius,
shadowy light in a 40-foot radius). These glowing weapons are quite obviously
magical. Such a weapon can�t be concealed when drawn, nor can its light be shut
off. Some of the specific weapons detailed below always or never glow, as
defined in their descriptions.
Hardness and Hit Points: An attacker cannot damage a magic
weapon that has an enhancement bonus unless his own weapon has at least as high
an enhancement bonus as the weapon or shield struck. Each +1 of enhancement
bonus also adds 1 to the weapon�s or shield�s hardness and hit points.
Activation: Usually a character benefits from a
magic weapon in the same way a character benefits from a mundane weapon�by attacking
with it. If a weapon has a special ability that the user needs to activate then
the user usually needs to utter a command word (a standard action).
Magic Weapons and Critical Hits: Some weapon qualities and some
specific weapons have an extra effect on a critical hit. This special effect
functions against creatures not subject to critical hits, such as undead,
elementals, and constructs. When fighting against such creatures, roll for
critical hits as you would against humanoids or any other creature subject to
critical hits. On a successful critical roll, apply the special effect, but do
not multiply the weapon�s regular damage.
Table: Weapons |
||||
Minor |
Medium |
Major |
Weapon Bonus |
Base Price1 |
01�70 |
01�10 |
� |
+1 |
2,000 gp |
71�85 |
11�29 |
� |
+2 |
8,000 gp |
� |
30�58 |
01�20 |
+3 |
18,000 gp |
� |
59�62 |
21�38 |
+4 |
32,000 gp |
� |
� |
39�49 |
+5 |
50,000 gp |
� |
� |
� |
+62 |
72,000 gp |
� |
� |
� |
+72 |
98,000 gp |
� |
� |
� |
+82 |
128,000 gp |
� |
� |
� |
+92 |
162,000 gp |
� |
� |
� |
+102 |
200,000 gp |
86�90 |
63�68 |
50�63 |
Specific weapon3 |
� |
91�100 |
69�100 |
64�100 |
Special ability and roll again4 |
� |
1 This price is for 50 arrows,
crossbow bolts, or sling bullets. |
||||
2 A weapon can�t actually have a
bonus higher than +5. Use these lines to determine price when special
abilities are added in. |
||||
3 See Table: Specific Weapons. |
||||
4 See Table: Melee Weapon Special
Abilities for melee weapons or Table: Ranged Weapon Special Abilities for
ranged weapons. |
Table: Weapon Type Determination |
|
d% |
Weapon Type |
01�70 |
Common melee weapon |
71�80 |
Uncommon weapon |
81�100 |
Common ranged weapon |
Table: Common Melee Weapons |
||
d% |
Weapon |
Weapon Cost1 |
01�04 |
Dagger |
+302 gp |
05�14 |
Greataxe |
+320 gp |
15�24 |
Greatsword |
+350 gp |
25�28 |
Kama |
+302 gp |
29�41 |
Longsword |
+315 gp |
42�45 |
Mace, light |
+305 gp |
46�50 |
Mace, heavy |
+312 gp |
51�54 |
Nunchaku |
+302 gp |
55�57 |
Quarterstaff2 |
+600 gp |
58�61 |
Rapier |
+320 gp |
62�66 |
Scimitar |
+315 gp |
67�70 |
Shortspear |
+302 gp |
71�74 |
Siangham |
+303 gp |
75�84 |
Sword, bastard |
+335 gp |
85�89 |
Sword, short |
+310 gp |
90�100 |
Waraxe, dwarven |
+330 gp |
1 Add to enhancement bonus on
Table: Weapons to determine total market price. |
||
2 Masterwork double weapons incur
double the masterwork cost to account for each head (+300 gp masterwork cost
per head for a total of +600 gp). Double weapons have separate magical
bonuses for their different heads. If randomly determined, the second head of
a double weapon has the same enhancement bonus as the main head (01�50 on
d%), doubling the cost of the bonus, or its enhancement bonus is one less
(51�100 on d%) and it has no special abilities. All magic weapons are
masterwork weapons. |
Table: Uncommon Weapons |
||
d% |
Weapon |
Weapon Cost1 |
01�03 |
Axe, orc double2 |
+660 gp |
04�07 |
Battleaxe |
+310 gp |
08�10 |
Chain, spiked |
+325 gp |
11�12 |
Club |
+300 gp |
13�16 |
Crossbow, hand |
+400 gp |
17�19 |
Crossbow, repeating |
+550 gp |
20�21 |
Dagger, punching |
+302 gp |
22�23 |
Falchion |
+375 gp |
24�26 |
Flail, dire2 |
+690 gp |
27�31 |
Flail, heavy |
+315 gp |
32�35 |
Flail, light |
+308 gp |
36�37 |
Gauntlet |
+302 gp |
38�39 |
Gauntlet, spiked |
+305 gp |
40�41 |
Glaive |
+308 gp |
42�43 |
Greatclub |
+305 gp |
44�45 |
Guisarme |
+309 gp |
46�48 |
Halberd |
+310 gp |
49�51 |
Spear |
+301 gp |
52�54 |
Hammer, gnome hooked2 |
+620 gp |
55�56 |
Hammer, light |
+301 gp |
57�58 |
Handaxe |
+306 gp |
59�61 |
Kukri |
+308 gp |
62�64 |
Lance |
+310 gp |
65�67 |
Longspear |
+305 gp |
68�70 |
Morningstar |
+308 gp |
71�72 |
Net |
+320 gp |
73�74 |
Pick, heavy |
+308 gp |
75�76 |
Pick, light |
+304 gp |
77�78 |
Ranseur |
+310 gp |
79�80 |
Sap |
+301 gp |
81�82 |
Scythe |
+318 gp |
83�84 |
Shuriken |
+301 gp |
85�86 |
Sickle |
+306 gp |
87�89 |
Sword, two-bladed2 |
+700 gp |
90�91 |
Trident |
+315 gp |
92�94 |
Urgrosh, dwarven2 |
+650 gp |
95�97 |
Warhammer |
+312 gp |
98�100 |
Whip |
+301 gp |
1 Add to enhancement bonus on
Table: Weapons to determine total market price. |
||
2 Masterwork double weapons incur
double the masterwork cost to account for each head (+300 gp masterwork cost
per head for a total of +600 gp). Double weapons have separate magical
bonuses for their different heads. If randomly determined, the second head of
a double weapon has the same enhancement bonus as the main head (01�50 on
d%), doubling the cost of the bonus, or its enhancement bonus is one less
(51�100) and it has no special abilities. All magic weapons are masterwork
weapons. |
Table: Common Ranged Weapons |
|||
d% |
Weapon |
Weapon Cost1 |
|
01�10 |
Ammunition (roll again): |
|
|
|
01�50 |
Arrows (50) |
+350 gp |
|
51�80 |
Bolts, crossbow (50) |
+350 gp |
|
81�100 |
Bullets, sling (50) |
+350 gp |
11�15 |
Axe, throwing |
+308 gp |
|
16�25 |
Crossbow, heavy |
+350 gp |
|
26�35 |
Crossbow, light |
+335 gp |
|
36�39 |
Dart |
+300 gp 5 sp |
|
40�41 |
Javelin |
+301 gp |
|
42�46 |
Shortbow |
+330 gp |
|
47�51 |
Shortbow, composite (+0 Str bonus) |
+375 gp |
|
52�56 |
Shortbow, composite (+1 Str bonus) |
+450 gp |
|
57�61 |
Shortbow, composite (+2 Str bonus) |
+525 gp |
|
62�65 |
Sling |
+300 gp |
|
66�75 |
Longbow |
+375 gp |
|
76�80 |
Longbow, composite |
+400 gp |
|
81�85 |
Longbow, composite (+1 Str bonus) |
+500 gp |
|
86�90 |
Longbow, composite (+2 Str bonus) |
+600 gp |
|
91�95 |
Longbow, composite (+3 Str bonus) |
+700 gp |
|
96�100 |
Longbow, composite (+4 Str bonus) |
+800 gp |
|
1 Add to enhancement bonus on
Table: Weapons to determine total market price. |
|||
All magic weapons are masterwork
weapons. |
Table: Melee Weapon Special
Abilities |
||||
Minor |
Medium |
Major |
Special Ability |
Base Price Modifier1 |
01�10 |
01�06 |
01�03 |
Bane |
+1 bonus |
11�17 |
07�12 |
� |
Defending |
+1 bonus |
18�27 |
13�19 |
04�06 |
Flaming |
+1 bonus |
28�37 |
20�26 |
07�09 |
Frost |
+1 bonus |
38�47 |
27�33 |
10�12 |
Shock |
+1 bonus |
48�56 |
34�38 |
13�15 |
Ghost touch |
+1 bonus |
57�67 |
39�44 |
� |
Keen2 |
+1 bonus |
68�71 |
45�48 |
16�19 |
Ki Focus |
+1 bonus |
72�75 |
49�50 |
� |
Merciful |
+1 bonus |
76�82 |
51�54 |
20�21 |
Mighty cleaving |
+1 bonus |
83�87 |
55�59 |
22�24 |
Spell storing |
+1 bonus |
88�91 |
60�63 |
25�28 |
Throwing |
+1 bonus |
92�95 |
64�65 |
29�32 |
Thundering |
+1 bonus |
96�99 |
66�69 |
33�36 |
Vicious |
+1 bonus |
� |
70�72 |
37�41 |
Anarchic |
+2 bonus |
� |
73�75 |
42�46 |
Axiomatic |
+2 bonus |
� |
76�78 |
47�49 |
Disruption3 |
+2 bonus |
� |
79�81 |
50�54 |
Flaming burst |
+2 bonus |
� |
82�84 |
55�59 |
Icy burst |
+2 bonus |
� |
85�87 |
60�64 |
Holy |
+2 bonus |
� |
88�90 |
65�69 |
Shocking burst |
+2 bonus |
� |
91�93 |
70�74 |
Unholy |
+2 bonus |
� |
94�95 |
75�78 |
Wounding |
+2 bonus |
� |
� |
79�83 |
Speed |
+3 bonus |
� |
� |
84�86 |
Brilliant energy |
+4 bonus |
� |
� |
87�88 |
Dancing |
+4 bonus |
� |
� |
89�90 |
Vorpal2 |
+5 bonus |
100 |
96�100 |
91�100 |
Roll again twice4 |
� |
1 Add to enhancement bonus on
Table: Weapons to determine total market price. |
||||
2 Piercing or slashing weapons
only. Reroll if randomly generated for a bludgeoning weapon. |
||||
3 Bludgeoning weapons only. Reroll
if randomly generated for a piercing or slashing weapon. |
||||
4 Reroll if you get a duplicate
special ability, an ability incompatible with an ability that you�ve already
rolled, or if the extra ability puts you over the +10 limit. A weapon�s
enhancement bonus and special ability bonus equivalents can�t total more than
+10. |
Table: Ranged Weapon Special
Abilities |
||||
Minor |
Medium |
Major |
Special Ability |
Base Price Modifier1 |
01�12 |
01�08 |
01�04 |
Bane |
+1 bonus |
13�25 |
09�16 |
05�08 |
Distance |
+1 bonus |
26�40 |
17�28 |
09�12 |
Flaming |
+1 bonus |
41�55 |
29�40 |
13�16 |
Frost |
+1 bonus |
56�60 |
41�42 |
� |
Merciful |
+1 bonus |
61�68 |
43�47 |
17�21 |
Returning |
+1 bonus |
69�83 |
48�59 |
22�25 |
Shock |
+1 bonus |
84�93 |
60�64 |
26�27 |
Seeking |
+1 bonus |
94�99 |
65�68 |
28�29 |
Thundering |
+1 bonus |
� |
69�71 |
30�34 |
Anarchic |
+2 bonus |
� |
72�74 |
35�39 |
Axiomatic |
+2 bonus |
� |
75�79 |
40�49 |
Flaming burst |
+2 bonus |
� |
80�82 |
50�54 |
Holy |
+2 bonus |
� |
83�87 |
55�64 |
Icy burst |
+2 bonus |
� |
88�92 |
65�74 |
Shocking burst |
+2 bonus |
� |
93�95 |
75�79 |
Unholy |
+2 bonus |
� |
� |
80�84 |
Speed |
+3 bonus |
� |
� |
85�90 |
Brilliant energy |
+4 bonus |
100 |
96�100 |
91�100 |
Roll again twice2 |
� |
1 Add to enhancement bonus on
Table: Weapons to determine total market price. |
||||
2 Reroll if you get a duplicate
special ability, an ability incompatible with an ability that you�ve already
rolled, or if the extra ability puts you over the +10 limit. A weapon�s
enhancement bonus and special ability bonus equivalents can�t total more than
+10. |
Weapons for Unusually Sized
Creatures: The cost
of weapons for creatures who are neither Small nor Medium varies. The
cost of the masterwork quality and any magical enhancement remains the same.
Special Qualities: Roll d%. If the item is a melee
weapon, a 01�30 result indicates that the item sheds light, 31�45 indicates
that something (a design, inscription, or the like) provides a clue to the
weapon�s function, and 46�100 indicates no special qualities.
If the item is a ranged weapon, a 01�15 result
indicates that something (a design, inscription, or the like) provides a clue
to the weapon�s function, and 16�100 indicates no special qualities.
Magic
Weapon Special Ability Descriptions
In addition to enhancement bonuses, weapons can have
one or more of the special abilities detailed below. A weapon with a special
ability must have at least a +1 enhancement bonus.
Anarchic: An anarchic weapon is chaotically
aligned and infused with the power of chaos. It makes the weapon chaos-aligned
and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points
of damage against all of lawful alignment. It bestows one negative level on any
lawful creature attempting to wield it. The negative level remains as long as
the weapon is in hand and disappears when the weapon is no longer wielded. This
negative level never results in actual level loss, but it cannot be overcome in
any way (including restoration spells) while the weapon is wielded.
Bows, crossbows, and slings so crafted bestow the chaotic power upon their
ammunition.
Moderate evocation [chaotic]; CL 7th; Craft
Magic Arms and Armor, chaos hammer, creator must be chaotic; Price +2
bonus.
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 2d6 points
of damage against all of chaotic alignment. It bestows one negative level on
any chaotic creature attempting to wield it. The negative level remains as long
as the weapon is in hand and disappears when the weapon is no longer wielded.
This negative level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while the weapon is
wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon
their ammunition.
Moderate evocation [lawful]; CL 7th; Craft
Magic Arms and Armor, order�s wrath, creator must be lawful; Price +2
bonus.
Bane: A bane weapon excels at attacking
one type or subtype of creature. Against its designated foe, its effective
enhancement bonus is +2 better than its normal enhancement bonus. It deals an
extra 2d6 points of damage against the foe. Bows, crossbows, and slings so
crafted bestow the bane quality upon their ammunition. To randomly determine a
weapon�s designated foe, roll on the following table.
d% |
Designated Foe |
01�05 |
Aberrations |
06�09 |
Animals |
10�16 |
Constructs |
17�22 |
Dragons |
23�27 |
Elementals |
28�32 |
Fey |
33�39 |
Giants |
40 |
Humanoids, aquatic |
41�42 |
Humanoids, dwarf |
43�44 |
Humanoids, elf |
45 |
Humanoids, gnoll |
46 |
Humanoids, gnome |
47�49 |
Humanoids, goblinoid |
50 |
Humanoids, halfling |
51�54 |
Humanoids, human |
55�57 |
Humanoids, reptilian |
58�60 |
Humanoids, orc |
61�65 |
Magical beasts |
66�70 |
Monstrous humanoids |
71�72 |
Oozes |
73 |
Outsiders, air |
74�76 |
Outsiders, chaotic |
77 |
Outsiders, earth |
78�80 |
Outsiders, evil |
81 |
Outsiders, fire |
82�84 |
Outsiders, good |
85�87 |
Outsiders, lawful |
88 |
Outsiders, water |
89�90 |
Plants |
91�98 |
Undead |
99�100 |
Vermin |
Moderate conjuration; CL 8th; Craft Magic Arms and
Armor, summon monster I; Price +1 bonus.
Brilliant Energy: A brilliant energy weapon has its
significant portion 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 and shield 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 applied to
melee weapons, thrown weapons, and ammunition.
Strong transmutation; CL 16th; Craft Magic Arms
and Armor, gaseous form, continual flame; Price +4 bonus.
Dancing: 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 attended by the creature for all maneuvers and effects that target
items. 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 by physical or magical means. If the wielder who
loosed it has an unoccupied hand, 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.
Strong transmutation; CL 15th; Craft Magic Arms
and Armor, animate objects; Price +4 bonus.
Defending: 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.
Moderate abjuration; CL 8th; Craft Magic Arms
and Armor, shield or shield of faith; Price +1 bonus.
Disruption: 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.
(If you roll this property randomly for a piercing or slashing weapon, reroll.)
Strong conjuration; CL 14th; Craft Magic Arms and
Armor, heal; Price +2 bonus.
Distance: This property can only be placed on a
ranged weapon. A weapon of distance has double the range increment of other
weapons of its kind.
Moderate divination; CL 6th; Craft Magic Arms and
Armor, clairaudience/clairvoyance; Price +1 bonus.
Flaming: 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.
Moderate evocation; CL 10th; Craft Magic Arms
and Armor and flame blade, flame strike, or fireball; Price +1
bonus.
Flaming Burst: A flaming burst weapon functions as a
flaming weapon that also explodes with flame upon striking a successful
critical hit. The fire does not harm the wielder. In addition to the extra fire
damage from the flaming ability (see above), 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 critical hit.
Strong evocation; CL 12th; Craft Magic Arms and
Armor and flame blade, flame strike, or fireball; Price +2 bonus.
Frost: 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.
Moderate evocation; CL 8th; Craft Magic Arms
and Armor, chill metal or ice storm; Price +1 bonus.
Ghost Touch: A ghost touch weapon deals damage
normally against incorporeal creatures, regardless of its bonus. (An
incorporeal creature�s 50% chance to avoid damage does not apply to 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.
Moderate conjuration; CL 9th; Craft Magic Arms and
Armor, plane shift; Price +1 bonus.
Holy: 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 2d6 points of damage against
all of evil alignment. It bestows one negative level on any evil creature
attempting to wield it. The negative level remains as long as the weapon is in
hand and disappears when the weapon is no longer wielded. This negative level
never results in actual level loss, but it cannot be overcome in any way
(including restoration spells) while the weapon is wielded. Bows,
crossbows, and slings so crafted bestow the holy power upon their ammunition.
Moderate evocation [good]; CL 7th; Craft Magic Arms
and Armor, holy smite, creator must be good; Price +2 bonus.
Icy Burst: An icy burst weapon functions as a
frost weapon that also explodes with frost upon striking a successful critical
hit. The frost does not harm the 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 multiplier is x4,
add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the
cold energy upon their ammunition.
Even if the frost ability is not active, the weapon
still deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms
and Armor, chill metal or ice storm; Price +2 bonus.
Keen: This ability doubles the threat
range of a weapon. Only piercing or slashing weapons can be keen. (If you roll
this property randomly for an inappropriate weapon, reroll.) This benefit
doesn�t stack with any other effect that expands the threat range of a weapon
(such as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; Craft Magic
Arms and Armor, keen edge; Price +1 bonus.
Ki Focus: The magic weapon serves as a channel
for the wielder�s ki, allowing her to use her special ki attacks
through the weapon as if they were unarmed attacks. These attacks include the
monk�s stunning attack, ki strike, and quivering palm, as well as the
Stunning Fist feat. Only melee weapons can have the ki focus ability.
Moderate transmutation; CL 8th; Craft Magic Arms and
Armor, creator must be a monk; Price +1 bonus.
Merciful: The weapon deals an extra 1d6 points
of damage, and all damage it deals is nonlethal damage. On command, the weapon
suppresses this ability until commanded to resume it. Bows, crossbows, and
slings so crafted bestow the merciful effect upon their ammunition.
Faint conjuration; CL 5th; Craft Magic Arms and Armor,
cure light wounds; Price +1 bonus.
Mighty Cleaving: A mighty cleaving weapon allows a
wielder with the Cleave feat to make one additional cleave attempt in a round.
Moderate evocation; CL 8th; Craft Magic Arms
and Armor, divine power; Price +1 bonus.
Returning: This special ability can only be
placed on a weapon that can be thrown. A returning weapon flies through the air
back to the creature that threw it. It returns to the thrower just before the
creature�s next turn (and is therefore ready to use again in that turn).
Catching a returning weapon when it comes back is a free
action. If the character can�t catch it, or if the character has moved since
throwing it, the weapon drops to the ground in the square from which it was
thrown.
Moderate transmutation; CL 7th; Craft Magic
Arms and Armor, telekinesis; Price +1 bonus.
Seeking: Only ranged weapons can have the
seeking ability. The weapon veers toward its target, negating any miss chances
that would otherwise apply, such as from concealment. (The wielder still has to
aim the weapon at the right square. Arrows mistakenly shot into an empty space,
for example, do not veer and hit invisible enemies, even if they are nearby.)
Strong divination; CL 12th; Craft Magic Arms and
Armor, true seeing; Price +1 bonus.
Shock: Upon command, a shock weapon is
sheathed in crackling electricity. The electricity does not harm the wielder.
The effect remains until another command is given. A shock weapon deals an
extra 1d6 points of electricity damage on a successful hit. Bows, crossbows,
and slings so crafted bestow the electricity energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms
and Armor, call lightning or lightning bolt; Price +1 bonus.
Shocking Burst: A shocking burst weapon functions as
a shock weapon that also explodes with electricity upon striking a successful critical
hit. The electricity does not harm the wielder. In addition to the extra
electricity damage from the shock ability, a shocking burst weapon deals an
extra 1d10 points of electricity damage on a successful critical hit. If the
weapon�s critical multiplier is x3, add an extra 2d10 points of electricity
damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows,
crossbows, and slings so crafted bestow the electricity energy upon their
ammunition.
Even if the shock ability is not active, the weapon
still deals its extra electricity damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms
and Armor, call lightning or lightning bolt; Price +2 bonus.
Speed: When making a full attack action, the
wielder of a speed weapon may make one extra attack with it. The attack uses
the wielder�s full base attack bonus, plus any modifiers appropriate to the
situation. (This benefit is not cumulative with similar effects, such as a haste
spell.)
Moderate transmutation; CL 7th; Craft Magic
Arms and Armor, haste; Price +3 bonus.
Spell Storing: A spell storing weapon allows a
spellcaster to store a single targeted spell of up to 3rd level in the weapon.
(The spell must have a casting time of 1 standard action.) Any time the weapon
strikes a creature and the creature takes damage from it, the weapon can
immediately cast the spell on that creature as a free action if the wielder
desires. (This special ability is an exception to the general rule that casting
a spell from an item takes at least as long as casting that spell normally.)
Once the spell has been cast from the weapon, a spellcaster can cast any other
targeted spell of up to 3rd level into it. The weapon magically imparts to the
wielder the name of the spell currently stored within it. A randomly rolled
spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL
12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th
level; Price +1 bonus.
Thundering: A thundering weapon creates a
cacophonous roar like thunder upon striking a successful critical hit. The
sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8
points of sonic damage on a successful critical hit. If the weapon�s critical
multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the
multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and
slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt
a critical hit by a thundering weapon must make a DC 14 Fortitude save or be
deafened permanently.
Faint necromancy; CL 5th; Craft Magic Arms and
Armor, blindness/deafness; Price +1 bonus.
Throwing: This ability can only be placed on a
melee weapon. A melee weapon crafted with this ability gains a range increment
of 10 feet and can be thrown by a wielder proficient in its normal use.
Faint transmutation; CL 5th; Craft Magic Arms
and Armor, magic stone; Price +1 bonus.
Unholy: An unholy weapon is imbued with
unholy power. This power makes the weapon evil-aligned and thus bypasses the
corresponding damage reduction. It deals an extra 2d6 points of damage against
all of good alignment. It bestows one negative level on any good creature
attempting to wield it. The negative level remains as long as the weapon is in
hand and disappears when the weapon is no longer wielded. This negative level
never results in actual level loss, but it cannot be overcome in any way
(including restoration spells) while the weapon is wielded. Bows,
crossbows, and slings so crafted bestow the unholy power upon their ammunition.
Moderate evocation [evil]; CL 7th; Craft Magic
Arms and Armor, unholy blight, creator must be evil; Price +2 bonus.
Vicious: When a vicious weapon strikes an
opponent, it creates a flash of disruptive energy that resonates between the
opponent and the wielder. This energy deals an extra 2d6 points of damage to
the opponent and 1d6 points of damage to the wielder. Only melee weapons can be
vicious.
Moderate necromancy; CL 9th; Craft Magic Arms and
Armor, enervation; Price +1 bonus.
Vorpal: This potent and feared ability
allows the weapon to sever the heads of those it strikes. Upon a roll of
natural 20 (followed by a successful roll to confirm the critical hit), the
weapon severs the opponent�s head (if it has one) from its body. Some
creatures, such as many aberrations and all oozes, have no heads. Others, such
as golems and undead creatures other than vampires, are not affected by the
loss of their heads. Most other creatures, however, die when their heads are
cut off. A vorpal weapon must be a slashing weapon. (If you roll this property
randomly for an inappropriate weapon, reroll.)
Strong necromancy and transmutation; CL 18th;
Craft Magic Arms and Armor, circle of death, keen edge; Price +5
bonus.
Wounding: A wounding weapon deals 1 point of
Constitution damage from blood loss when it hits a creature. A critical hit
does not multiply the Constitution damage. Creatures immune to critical hits
(such as plants and constructs) are immune to the Constitution damage dealt by
this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and
Armor, mage�s sword; Price +2 bonus.
Table: Specific Weapons
|
||||
Minor |
Medium |
Major |
Specific Weapon |
Market Price
|
01�15 |
� |
� |
Sleep arrow |
132 gp |
16�25 |
� |
� |
Screaming bolt |
267 gp |
26�45 |
� |
� |
Silver dagger, masterwork |
322 gp |
46�65 |
� |
� |
Cold iron longsword, masterwork |
330 gp |
66�75 |
01�09 |
� |
Javelin of lightning |
1,500 gp |
76�80 |
10�15 |
� |
Slaying arrow |
2,282 gp |
81�90 |
16�24 |
� |
Adamantine dagger |
3,002 gp |
91�100 |
25�33 |
� |
Adamantine battleaxe |
3,010 gp |
� |
34�37 |
� |
Slaying arrow (greater) |
4,057 gp |
� |
38�40 |
� |
Shatterspike |
4,315 gp |
� |
41�46 |
� |
Dagger of venom |
8,302 gp |
� |
47�51 |
� |
Trident of warning |
10,115 gp |
� |
52�57 |
01�04 |
Assassin�s dagger |
10,302 gp |
� |
58�62 |
05�07 |
Shifter�s sorrow |
12,780 gp |
� |
63�66 |
08�09 |
Trident of fish command |
18,650 gp |
� |
67�74 |
10�13 |
Flame tongue |
20,715 gp |
� |
75�79 |
14�17 |
Luck blade (0 wishes) |
22,060 gp |
� |
80�86 |
18�24 |
Sword of subtlety |
22,310 gp |
� |
87�91 |
25�31 |
Sword of the planes |
22,315 gp |
� |
92�95 |
32�37 |
Nine lives stealer |
23,057 gp |
� |
96�98 |
38�42 |
Sword of life stealing |
25,715 gp |
� |
99�100 |
43�46 |
Oathbow |
25,600 gp |
� |
� |
47�51 |
Mace of terror |
38,552 gp |
� |
� |
52�57 |
Life-drinker |
40,320 gp |
� |
� |
58�62 |
Sylvan scimitar |
47,315 gp |
� |
� |
63�67 |
Rapier of puncturing |
50,320 gp |
� |
� |
68�73 |
Sun blade |
50,335 gp |
� |
� |
74�79 |
Frost brand |
54,475 gp |
� |
� |
80�84 |
Dwarven thrower |
60,312 gp |
� |
� |
85�91 |
Luck blade (1 wish) |
62,360 gp |
� |
� |
92�95 |
Mace of smiting |
75,312 gp |
� |
� |
96�97 |
Luck blade (2 wishes) |
102,660 gp |
� |
� |
98�99 |
Holy avenger |
120,630 gp |
� |
� |
100 |
Luck blade (3 wishes) |
142,960 gp |
Specific
Weapons
The following specific weapons usually are
preconstructed with exactly the qualities described here.
Adamantine Battleaxe: This nonmagical axe is made out of
adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack
rolls.
No aura (nonmagical); Price 3,010 gp.
Adamantine Dagger: This nonmagical dagger is made out of
adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack
rolls.
No aura (nonmagical); Price 3,002 gp.
Assassin�s Dagger: This wicked-looking, curved +2
dagger provides a +1 bonus to the DC of a Fortitude save forced by the
death attack of an assassin.
Moderate necromancy; CL 9th; Craft Magic Arms
and Armor, slay living; Price 18,302 gp; Cost 9,302 gp + 720 XP.
Dagger of Venom: This black +1 dagger has a
serrated edge. It allows the wielder to use a poison effect (as the
spell, save DC 14) upon a creature struck by the blade once per day. The
wielder can decide to use the power after he has struck. Doing so is a free
action, but the poison effect must be invoked in the same round that the
dagger strikes.
Faint necromancy; CL 5th; Craft Magic Arms and
Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.
Dwarven Thrower: This weapon commonly functions as a +2
warhammer. In the hands of a dwarf, the warhammer gains an additional +1
enhancement bonus (for a total enhancement bonus of +3) and gains the returning
special ability. It can be hurled with a 30-foot range increment. When hurled,
it deals an extra 2d8 points of damage against giants or an extra 1d8 points of
damage against any other target.
Moderate evocation; CL 10th; Craft Magic Arms
and Armor, creator must be a dwarf of at least 10th level; Price 60,312 gp;
Cost 30,312 gp + 2,400 XP.
Flame Tongue: This is a +1 flaming burst
longsword. Once per day, the sword can blast forth a fiery ray at any
target within 30 feet as a ranged touch attack. The ray deals 4d6 points of
fire damage on a successful hit.
Moderate evocation; CL 12th; Craft Magic Arms and
Armor, scorching ray, and flame blade, flame strike, or fireball;
Price 20,715 gp; Cost 10,515 gp + 816 XP.
Frost Brand: This +3 frost greatsword sheds
light as a torch when the temperature drops below 0�F. At such times it cannot
be concealed when drawn, nor can its light be shut off. Its wielder is
protected from fire; the sword absorbs the first 10 points of fire damage each
round that the wielder would otherwise take.
A frost brand extinguishes all nonmagical fires
in its area. As a standard action, it can also dispel lasting fire spells, but
not instantaneous effects, though you must succeed on a dispel check
(1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11
+ the caster level of the fire spell.
Strong evocation; CL 14th; Craft Magic Arms and
Armor, ice storm, dispel magic, protection from energy; Price 54,475 gp;
Cost 27,375 gp and 5 sp + 2179 XP.
Holy Avenger: This +2 cold iron longsword becomes
a +5 holy cold iron longsword in the hands of a paladin.
It provides spell resistance of 5 + the paladin�s
level to the wielder and anyone adjacent to her. It also enables the wielder to
use greater dispel magic (once per round as a standard action) at the
class level of the paladin. (Only the area dispel is possible, not the targeted
dispel or counterspell versions of greater dispel magic.)
Strong abjuration; CL 18th; Craft Magic Arms
and Armor, holy aura, creator must be good; Price 120,630 gp; Cost
60,630 gp + 4,800 XP.
Javelin of Lightning: This javelin becomes a 5d6 lightning
bolt when thrown (Reflex DC 14 half ). It is consumed in the attack.
Faint evocation; CL 5th; Craft Magic Arms and
Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP.
Life-Drinker: This +1 greataxe is favored
by undead and constructs, who do not suffer its drawback. A life-drinker bestows
two negative levels on its target whenever it deals damage, just as if its
target had been struck by an undead creature. One day after being struck,
subjects must make a DC 16 Fortitude save for each negative level or lose a
character level.
Each time a life-drinker deals damage to a foe,
it also bestows one negative level on the wielder. Any negative level gained by
the wielder in this fashion lasts for 1 hour.
Strong necromancy; CL 13th; Craft Magic Arms
and Armor, enervation; Price 40,320 gp; Cost 20,320 gp + 1,600 XP.
Luck Blade: This +2 short sword gives its
possessor a +1 luck bonus on all saving throws. Its possessor also gains the
power of good fortune, usable once per day. This extraordinary ability allows
its possessor to reroll one roll that she just made. She must take the result
of the reroll, even if it�s worse than the original roll. In addition, a luck
blade may contain up to three wishes (when randomly rolled, a luck
blade holds 1d4�1 wishes, minimum 0). When the last wish is
used, the sword remains a +2 short sword, still grants the +1 luck
bonus, and still grants its reroll power.
Strong evocation; CL 17th; Craft Magic Arms and Armor,
wish or miracle; Price 22,060 gp (0 wishes), 62,360 gp (1 wish),
102,660 gp (2 wishes), 142,960 gp (3 wishes); Cost 11,030 gp +
882 XP (0 wishes), 31,180 gp + 2,494 XP (1 wish); 51,330 gp +
4,106 XP (2 wishes), 71,480 gp + 5,718 XP (3 wishes).
Mace of Smiting: This +3 adamantine heavy mace has
a +5 enhancement bonus against constructs, and any critical hit dealt to a
construct completely destroys it (no saving throw). A critical hit dealt to an
outsider deals x4 damage rather than x2.
Moderate transmutation; CL 11th; Craft Magic
Arms and Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880
XP.
Mace of Terror: On command, this +2 heavy mace causes
the wielder�s clothes and appearance to transform into an illusion of darkest
horror such that living creatures in a 30-foot cone become panicked as if by a fear
spell (Will DC 16 partial). They take a �2 morale penalty on saving throws,
and they flee from the wielder. The wielder may use this ability up to three
times per day.
Strong necromancy; CL 13th; Craft Magic Arms and
Armor, fear; Price 38,552 gp; Cost 19,276 gp + 1,542 XP.
Masterwork Cold Iron Longsword: This nonmagical longsword is crafted
out of cold iron. As a masterwork weapon, it has a +1 enhancement bonus on
attack rolls.
No aura (nonmagical); Price 330 gp.
Nine Lives Stealer: This longsword always performs as a +2
longsword, but it also has the power to draw the life force from an
opponent. It can do this nine times before the ability is lost. At that point,
the sword becomes a simple +2 longsword (with a hint of evil about it).
A critical hit must be dealt for the sword�s death-dealing ability to function,
and this weapon has no effect on creatures not subject to critical hits. The
victim is entitled to a DC 20 Fortitude save to avoid death. If the save is
successful, the sword�s death-dealing ability does not function, no use of the
ability is expended, and normal critical damage is determined. This sword is
evil, and any good character attempting to wield it gains two negative levels.
These negative levels remain as long as the sword is in hand and disappear when
the sword is no longer wielded. These negative levels never result in actual
level loss, but they cannot be overcome in any way (including restoration spells)
while the sword is wielded.
Strong necromancy [evil]; CL 13th; Craft Magic
Arms and Armor, finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp +
922 XP.
Oathbow: Of elven make, this white +2
composite longbow (+2 Str bonus) whispers �Swift defeat to my enemies� in
Elven when nocked and pulled. Once per day, if the firer swears aloud to slay
her target (a free action), the bow�s whisper becomes the low shout �Swift
death to those who have wronged me.� Against such a sworn enemy, the bow has a
+5 enhancement bonus, and arrows launched from it deal an additional 2d6 points
of damage (and x4 on a critical hit instead of the normal x3). However, the bow
is treated as only a masterwork weapon against all foes other than the sworn
enemy, and the wielder takes a �1 penalty on attack rolls with any weapon other
than the oathbow. These bonuses and penalties last for seven days or
until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever
comes first.
The oathbow may only have one sworn enemy at a
time. Once the wielder swears to slay a target, he cannot make a new oath until
he has slain that target or seven days have passed. Even if the wielder slays
the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow�s
special power again until 24 hours have passed from the time he made the oath.
Strong evocation; CL 15th; Craft Magic Arms and Armor,
creator must be an elf; Price 25,600 gp; Cost 13,100 gp + 1,000 XP.
Rapier of Puncturing: Three times per day, this +2
wounding rapier allows the wielder to make a touch attack with the weapon
that deals 1d6 points of Constitution damage by draining blood. Creatures
immune to critical hits are immune to the Constitution damage dealt by this
weapon.
Strong necromancy; CL 13th; Craft Magic Arms and
Armor, harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.
Screaming Bolt: One of these +2 bolts screams
when fired, forcing all enemies of the wielder within 20 feet of the path of
the bolt to succeed on a DC 14 Will save or become shaken. This is a
mind-affecting fear effect.
Faint enchantment; CL 5th; Craft Magic Arms and Armor,
doom; Price 267gp; Cost 128 gp and 5 sp + 10 XP.
Shatterspike: Wielders without the Improved Sunder
feat use Shatterspike as a +1 longsword only; wielders with the
Improved Sunder feat add a +4 bonus (including the sword�s +1 enhancement
bonus) to the opposed roll when attempting to strike a foe�s weapon. If
successful, Shatterspike deals 1d8+4 points of damage plus the wielder�s
Strength modifier to the target weapon (the target weapon�s hardness must still
be overcome with each hit). Shatterspike can damage weapons with an
enhancement bonus of +4 or lower.
Strong evocation; CL 13th; Str 13, Craft Arms and
Armor, Power Attack, Improved Sunder, shatter; Price 4,315 gp; Cost
2,315 gp + 160 XP; Weight 4 lb.
Shifter�s Sorrow: This +1/+1 two-bladed sword has
blades of alchemical silver. The weapon deals an extra 2d6 points of damage
against any creature with the shapechanger subtype. When a shapechanger or a
creature in an alternate form (such as a druid using wild shape) is struck by
the weapon, it must make a DC 15 Will save or return to its natural form.
Strong transmutation; CL 15th; Craft Arms and Armor, baleful
polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.
Silver Dagger, Masterwork: This masterwork alchemical silver
dagger is nonmagical. As a masterwork weapon, it has a +1 enhancement bonus on
attack rolls.
No aura (nonmagical); Price 322 gp.
Slaying Arrow: This +1 arrow is keyed to a
particular type or subtype of creature. If it strikes such a creature, the
target must make a DC 20 Fortitude save or die (or, in the case of unliving
targets, be destroyed) instantly. Note that even creatures normally exempt from
Fortitude saves (undead and constructs) are subject to this attack. When keyed
to a living creature, this is a death effect (and thus death ward protects
a target). To determine the type or subtype of creature the arrow is keyed to,
roll on the table below.
A greater slaying arrow functions just like a
normal slaying arrow, but the DC to avoid the death effect is 23.
Strong necromancy; CL 13th; Craft Magic Arms
and Armor, finger of death (slaying arrow) or heightened finger
of death (greater slaying arrow); Price 2,282 gp (slaying arrow)
or 4,057 gp (greater slaying arrow); Cost 1,144 gp 5 sp + 91 XP (slaying
arrow) or 2,032 gp + 162 XP (greater slaying arrow).
d% |
Designated Type or Subtype |
01�05 |
Aberrations |
06�09 |
Animals |
10�16 |
Constructs |
17�22 |
Dragons |
23�27 |
Elementals |
28�32 |
Fey |
33�39 |
Giants |
40 |
Humanoids, aquatic |
41�42 |
Humanoids, dwarf |
43�44 |
Humanoids, elf |
45 |
Humanoids, gnoll |
46 |
Humanoids, gnome |
47�49 |
Humanoids, goblinoid |
50 |
Humanoids, halfling |
51�54 |
Humanoids, human |
55�57 |
Humanoids, reptilian |
58�60 |
Humanoids, orc |
61�65 |
Magical beasts |
66�70 |
Monstrous humanoids |
71�72 |
Oozes |
73 |
Outsiders, air |
74�76 |
Outsiders, chaotic |
77 |
Outsiders, earth |
78�80 |
Outsiders, evil |
81 |
Outsiders, fire |
82�84 |
Outsiders, good |
85�87 |
Outsiders, lawful |
88 |
Outsiders, water |
89�90 |
Plants |
91�98 |
Undead |
99�100 |
Vermin |
Sleep Arrow: This +1 arrow is painted
white and has white fletching. If it strikes a foe so that it would normally
deal damage, it instead bursts into magical energy that deals nonlethal damage
(in the same amount as would be lethal damage) and forces the target to make a
DC 11 Will save or fall asleep.
Faint enchantment; CL 5th; Craft Magic Arms and
Armor, sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP.
Sun Blade: This sword is the size of a bastard
sword. However, a sun blade is wielded as if it were a short sword with
respect to weight and ease of use. (In other words, the weapon appears to all
viewers to be a bastard sword, and deals bastard sword damage, but the wielder
feels and reacts as if the weapon were a short sword.) Any individual able to
use either a bastard sword or a short sword with proficiency is proficient in
the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization
in short sword and bastard sword apply equally, but the benefits of those feats
do not stack.
In normal combat, the glowing golden blade of the
weapon is equal to a +2 bastard sword. Against evil creatures, its
enhancement bonus is +4. Against Negative Energy Plane creatures or undead
creatures, the sword deals double damage (and x3 on a critical hit instead of
the usual x2).
The blade also has a special sunlight power.
Once per day, the wielder can swing the blade vigorously above her head while
speaking a command word. The sunblade then sheds a bright yellow
radiance that is like full daylight. The radiance begins shining in a 10-foot
radius around the sword wielder and extends outward at 5 feet per round for 10
rounds thereafter, to create a globe of light with a 60-foot radius. When the
wielder stops swinging, the radiance fades to a dim glow that persists for
another minute before disappearing entirely. All sun blades are of good
alignment, and any evil creature attempting to wield one gains one negative
level. The negative level remains as long as the sword is in hand and
disappears when the sword is no longer wielded. This negative level never
results in actual level loss, but it cannot be overcome in any way (including restoration
spells) while the sword is wielded.
Moderate evocation; CL 10th; Craft Magic Arms
and Armor, daylight, creator must be good; Price 50,335 gp; Cost 25,335
gp + 2,000 XP.
Sword of Life Stealing: This black iron +2 longsword bestows
a negative level when it deals a critical hit. The sword wielder gains 1d6
temporary hit points each time a negative level is bestowed on another. These
temporary hit points last for 24 hours. One day after being struck, subjects
must make a DC 16 Fortitude save for each negative level or lose a character
level.
Strong necromancy; CL 17th; Craft Magic Arms
and Armor, enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 1,029
XP.
Sword of the Planes: This longsword has an enhancement
bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement
bonus increases to +2. (The +2 enhancement bonus also applies on the Material
Plane when the weapon is used against elementals.) It operates as a +3
longsword on the Astral Plane or the Ethereal Plane or when used against
opponents native to either of those planes. On any other plane, or against any
outsider, it functions as a +4 longsword.
Strong evocation; CL 15th; Craft Magic Arms and
Armor, plane shift; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.
Sword of Subtlety: A +1 short sword with a thin,
dull gray blade, this weapon provides a +4 bonus on its wielder�s attack and
damage rolls when he is making a sneak attack with it.
Moderate illusion; CL 7th; Craft Magic Arms and
Armor, blur; Price 22,310 gp; Cost 11,155 gp + 892 XP.
Sylvan Scimitar: This +3 scimitar, when used
outdoors in a temperate climate, grants its wielder the use of the Cleave feat
and deals an extra 1d6 points of damage.
Moderate evocation; CL 11th; Craft Magic Arms
and Armor, divine power or creator must be a 7th-level druid; Price
47,315gp; Cost 23,657 gp and 5 sp + 1,893 XP.
Trident of Fish Command: The magical properties of this +1
trident with a 6-foot-long haft enable its wielder to charm up to 14
HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus if currently
under attack by the wielder or his allies), no two of which can be more than 30
feet apart. The wielder can use this effect up to three times per day. The
wielder can communicate with the animals as if using a speak with animals spell.
Animals making their saving throw are free of control, but they will not
approach within 10 feet of the trident. The trident can be used up to three
times per day.
Moderate enchantment; CL 7th; Craft Magic Arms
and Armor, speak with animals; Price 18,650 gp; Cost 9,325 gp + 746 XP.
Trident of Warning: A weapon of this type enables its
wielder to determine the location, depth, kind, and number of aquatic predators
within 680 feet. A trident of warning must be grasped and pointed in
order for the character using it to gain such information, and it requires 1
round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a
+2 trident.
Moderate divination; CL 7th; Craft Magic Arms and Armor, locate creature; Price 10,115 gp; Cost 5,057 gp and 5 sp + 405 XP.