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%: 0195 indicates that the item is of a standard
sort, and 96100 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
|
0160 |
0105 |
|
+1 shield |
1,000 gp |
6180 |
0610 |
- |
+1 armor |
1,000 gp |
8185 |
1120 |
|
+2 shield |
4,000 gp |
8687 |
2130 |
|
+2 armor |
4,000 gp |
|
3140 |
0108 |
+3 shield |
9,000 gp |
|
4150 |
0916 |
+3 armor |
9,000 gp |
|
5155 |
1727 |
+4 shield |
16,000 gp |
|
5657 |
2838 |
+4 armor |
16,000 gp |
|
|
3949 |
+5 shield |
25,000 gp |
|
|
5057 |
+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 |
8889 |
5860 |
5860 |
Specific armor2 |
|
9091 |
6163 |
6163 |
Specific shield3 |
|
92100 |
64100 |
64100 |
Special ability and roll again4 |
|
1 Armor and shields cant 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 |
0317 |
Studded leather |
+175 gp |
1832 |
Chain shirt |
+250 gp |
3342 |
Hide |
+165 gp |
43 |
Scale mail |
+200 gp |
44 |
Chainmail |
+300 gp |
4557 |
Breastplate |
+350 gp |
58 |
Splint mail |
+350 gp |
59 |
Banded mail |
+400 gp |
60 |
Half-plate |
+750 gp |
61100 |
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 |
0110 |
Buckler |
+165 gp |
1115 |
Shield, light, wooden |
+153 gp |
1620 |
Shield, light, steel |
+159 gp |
2130 |
Shield, heavy, wooden |
+157 gp |
3195 |
Shield, heavy, steel |
+170 gp |
96100 |
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 shields 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 shieldsby 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
|
0125 |
0105 |
0103 |
Glamered |
+2,700 gp |
2632 |
0608 |
04 |
Fortification, light |
+1 bonus1 |
3352 |
0911 |
|
Slick |
+3,750 gp |
5372 |
1214 |
|
Shadow |
+3,750 gp |
7392 |
1517 |
|
Silent moves |
+3,750 gp |
9396 |
1819 |
|
Spell resistance (13) |
+2 bonus1 |
97 |
2029 |
0507 |
Slick, improved |
+15,000 gp |
98 |
3039 |
0810 |
Shadow, improved |
+15,000 gp |
99 |
4049 |
1113 |
Silent moves, improved |
+15,000 gp |
|
5054 |
1416 |
Acid resistance |
+18,000 gp |
|
5559 |
1719 |
Cold resistance |
+18,000 gp |
|
6064 |
2022 |
Electricity resistance |
+18,000 gp |
|
6569 |
2325 |
Fire resistance |
+18,000 gp |
|
7074 |
2628 |
Sonic resistance |
+18,000 gp |
|
7579 |
2933 |
Ghost touch |
+3 bonus1 |
|
8084 |
3435 |
Invulnerability |
+3 bonus1 |
|
8589 |
3640 |
Fortification, moderate |
+3 bonus1 |
|
9094 |
4142 |
Spell resistance (15) |
+3 bonus1 |
|
9599 |
43 |
Wild |
+3 bonus1 |
|
|
4448 |
Slick, greater |
+33,750 gp |
|
|
4953 |
Shadow, greater |
+33,750 gp |
|
|
5458 |
Silent moves, greater |
+33,750 gp |
|
|
5963 |
Acid resistance, improved |
+42,000 gp |
|
|
6468 |
Cold resistance, improved |
+42,000 gp |
|
|
6973 |
Electricity resistance, improved |
+42,000 gp |
|
|
7478 |
Fire resistance, improved |
+42,000 gp |
|
|
7983 |
Sonic resistance, improved |
+42,000 gp |
|
|
8488 |
Spell resistance (17) |
+4 bonus1 |
|
|
89 |
Etherealness |
+49,000 gp |
|
|
90 |
Undead controlling |
+49,000 gp |
|
|
9192 |
Fortification, heavy |
+5 bonus1 |
|
|
9394 |
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
|
0120 |
0110 |
0105 |
Arrow catching |
+1 bonus1 |
2140 |
1120 |
0608 |
Bashing |
+1 bonus1 |
4150 |
2125 |
0910 |
Blinding |
+1 bonus1 |
5175 |
2640 |
1115 |
Fortification, light |
+1 bonus1 |
7692 |
4150 |
1620 |
Arrow deflection |
+2 bonus1 |
9397 |
5157 |
2125 |
Animated |
+2 bonus1 |
9899 |
5859 |
|
Spell resistance (13) |
+2 bonus1 |
|
6063 |
2628 |
Acid resistance |
+18,000 gp |
|
6467 |
2931 |
Cold resistance |
+18,000 gp |
|
6871 |
3234 |
Electricity resistance |
+18,000 gp |
|
7275 |
3537 |
Fire resistance |
+18,000 gp |
|
7679 |
3840 |
Sonic resistance |
+18,000 gp |
|
8085 |
4146 |
Ghost touch |
+3 bonus1 |
|
8695 |
4756 |
Fortification, moderate |
+3 bonus1 |
|
9698 |
5758 |
Spell resistance (15) |
+3 bonus1 |
|
99 |
59 |
Wild |
+3 bonus1 |
|
|
6064 |
Acid resistance, improved |
+42,000 gp |
|
|
6569 |
Cold resistance, improved |
+42,000 gp |
|
|
7074 |
Electricity resistance, improved |
+42,000 gp |
|
|
7579 |
Fire resistance, improved |
+42,000 gp |
|
|
8084 |
Sonic resistance, improved |
+42,000 gp |
|
|
8586 |
Spell resistance (17) |
+4 bonus1 |
|
|
87 |
Undead controlling |
+49,000 gp |
|
|
8891 |
Fortification, heavy |
+5 bonus1 |
|
|
9293 |
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 shields
wearer diverts from its original target and targets the shields 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 shields
base AC bonus are not diverted to the wearer (but the shields 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 doesnt count as
an action. Exceptional ranged weapons, such as boulders hurled by giants or
acid arrows, cant 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, bulls 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 shields 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 armors 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 wearers Move Silently
checks. (The armors 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 wearers
Escape Artist checks. (The armors 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
armors 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
|
0150 |
0125 |
|
Mithral shirt |
1,100 gp |
5180 |
2645 |
|
Dragonhide plate |
3,300 gp |
81100 |
4657 |
|
Elven chain |
4,150 gp |
|
5867 |
|
Rhino hide |
5,165 gp |
|
6882 |
0110 |
Adamantine breastplate |
10,200 gp |
|
8397 |
1120 |
Dwarven plate |
16,500 gp |
|
98100 |
2132 |
Banded mail of luck |
18,900 gp |
|
|
3350 |
Celestial armor |
22,400 gp |
|
|
5160 |
Plate armor of the deep |
24,650 gp |
|
|
6175 |
Breastplate of command |
25,400 gp |
|
|
7690 |
Mithral full plate of speed |
26,500 gp |
|
|
91100 |
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 wearers 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 armors 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, bulls strength; Price 5,165 gp; Cost 2,665
gp + 200 XP.
Table: Specific Shields |
||||
Minor |
Medium |
Major |
Specific Shield |
Market Price
|
0130 |
0120 |
|
Darkwood buckler |
205 gp |
3180 |
2145 |
|
Darkwood shield |
257 gp |
8195 |
4670 |
|
Mithral heavy shield |
1,020 gp |
96100 |
7185 |
0120 |
Casters shield |
3,153 gp |
|
8690 |
2140 |
Spined shield |
5,580 gp |
|
9195 |
4160 |
Lions shield |
9,170 gp |
|
96100 |
6190 |
Winged shield |
17,257 gp |
|
|
91100 |
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.
Casters 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
(0180 on d%) or arcane (81100).
A casters 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.
Lions Shield: This +2 heavy steel shield
is fashioned to appear to be a roaring lions head. Three times per day
as a free action, the lions head can be commanded to attack (independently
of the shield wearer), biting with the wielders 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 natures 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 shields wearer can fire one of the shields spines.
A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and
deals 1d10 points of damage (1920/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%: 0195 indicates that the item is
of a standard sort, and 96100 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 cant 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 weapons or shields hardness and
hit points.
Activation: Usually a character benefits
from a magic weapon in the same way a character benefits from a mundane weaponby
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 weapons regular damage.
Table: Weapons |
||||
Minor |
Medium |
Major |
Weapon Bonus |
Base Price1 |
0170 |
0110 |
|
+1 |
2,000 gp |
7185 |
1129 |
|
+2 |
8,000 gp |
|
3058 |
0120 |
+3 |
18,000 gp |
|
5962 |
2138 |
+4 |
32,000 gp |
|
|
3949 |
+5 |
50,000 gp |
|
|
|
+62 |
72,000 gp |
|
|
|
+72 |
98,000 gp |
|
|
|
+82 |
128,000 gp |
|
|
|
+92 |
162,000 gp |
|
|
|
+102 |
200,000 gp |
8690 |
6368 |
5063 |
Specific weapon3 |
|
91100 |
69100 |
64100 |
Special ability and roll again4 |
|
1 This price is for 50 arrows, crossbow
bolts, or sling bullets. |
||||
2 A weapon cant 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 |
0170 |
Common melee weapon |
7180 |
Uncommon weapon |
81100 |
Common ranged weapon |
Table: Common Melee Weapons |
||
d% |
Weapon |
Weapon Cost1 |
0104 |
Dagger |
+302 gp |
0514 |
Greataxe |
+320 gp |
1524 |
Greatsword |
+350 gp |
2528 |
Kama |
+302 gp |
2941 |
Longsword |
+315 gp |
4245 |
Mace, light |
+305 gp |
4650 |
Mace, heavy |
+312 gp |
5154 |
Nunchaku |
+302 gp |
5557 |
Quarterstaff2 |
+600 gp |
5861 |
Rapier |
+320 gp |
6266 |
Scimitar |
+315 gp |
6770 |
Shortspear |
+302 gp |
7174 |
Siangham |
+303 gp |
7584 |
Sword, bastard |
+335 gp |
8589 |
Sword, short |
+310 gp |
90100 |
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 (0150 on d%), doubling the cost of the bonus, or its enhancement
bonus is one less (51100 on d%) and it has no special abilities. All
magic weapons are masterwork weapons. |
Table: Uncommon Weapons |
||
d% |
Weapon |
Weapon Cost1 |
0103 |
Axe, orc double2 |
+660 gp |
0407 |
Battleaxe |
+310 gp |
0810 |
Chain, spiked |
+325 gp |
1112 |
Club |
+300 gp |
1316 |
Crossbow, hand |
+400 gp |
1719 |
Crossbow, repeating |
+550 gp |
2021 |
Dagger, punching |
+302 gp |
2223 |
Falchion |
+375 gp |
2426 |
Flail, dire2 |
+690 gp |
2731 |
Flail, heavy |
+315 gp |
3235 |
Flail, light |
+308 gp |
3637 |
Gauntlet |
+302 gp |
3839 |
Gauntlet, spiked |
+305 gp |
4041 |
Glaive |
+308 gp |
4243 |
Greatclub |
+305 gp |
4445 |
Guisarme |
+309 gp |
4648 |
Halberd |
+310 gp |
4951 |
Spear |
+301 gp |
5254 |
Hammer, gnome hooked2 |
+620 gp |
5556 |
Hammer, light |
+301 gp |
5758 |
Handaxe |
+306 gp |
5961 |
Kukri |
+308 gp |
6264 |
Lance |
+310 gp |
6567 |
Longspear |
+305 gp |
6870 |
Morningstar |
+308 gp |
7172 |
Net |
+320 gp |
7374 |
Pick, heavy |
+308 gp |
7576 |
Pick, light |
+304 gp |
7778 |
Ranseur |
+310 gp |
7980 |
Sap |
+301 gp |
8182 |
Scythe |
+318 gp |
8384 |
Shuriken |
+301 gp |
8586 |
Sickle |
+306 gp |
8789 |
Sword, two-bladed2 |
+700 gp |
9091 |
Trident |
+315 gp |
9294 |
Urgrosh, dwarven2 |
+650 gp |
9597 |
Warhammer |
+312 gp |
98100 |
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 (0150 on d%), doubling the cost of the bonus, or its enhancement
bonus is one less (51100) and it has no special abilities. All magic
weapons are masterwork weapons. |
Table: Common Ranged Weapons |
|||
d% |
Weapon |
Weapon Cost1 |
|
0110 |
Ammunition (roll again): |
|
|
|
0150 |
Arrows (50) |
+350 gp |
|
5180 |
Bolts, crossbow (50) |
+350 gp |
|
81100 |
Bullets, sling (50) |
+350 gp |
1115 |
Axe, throwing |
+308 gp |
|
1625 |
Crossbow, heavy |
+350 gp |
|
2635 |
Crossbow, light |
+335 gp |
|
3639 |
Dart |
+300 gp 5 sp |
|
4041 |
Javelin |
+301 gp |
|
4246 |
Shortbow |
+330 gp |
|
4751 |
Shortbow, composite (+0 Str bonus) |
+375 gp |
|
5256 |
Shortbow, composite (+1 Str bonus) |
+450 gp |
|
5761 |
Shortbow, composite (+2 Str bonus) |
+525 gp |
|
6265 |
Sling |
+300 gp |
|
6675 |
Longbow |
+375 gp |
|
7680 |
Longbow, composite |
+400 gp |
|
8185 |
Longbow, composite (+1 Str bonus) |
+500 gp |
|
8690 |
Longbow, composite (+2 Str bonus) |
+600 gp |
|
9195 |
Longbow, composite (+3 Str bonus) |
+700 gp |
|
96100 |
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 |
0110 |
0106 |
0103 |
Bane |
+1 bonus |
1117 |
0712 |
|
Defending |
+1 bonus |
1827 |
1319 |
0406 |
Flaming |
+1 bonus |
2837 |
2026 |
0709 |
Frost |
+1 bonus |
3847 |
2733 |
1012 |
Shock |
+1 bonus |
4856 |
3438 |
1315 |
Ghost touch |
+1 bonus |
5767 |
3944 |
|
Keen2 |
+1 bonus |
6871 |
4548 |
1619 |
Ki Focus |
+1 bonus |
7275 |
4950 |
|
Merciful |
+1 bonus |
7682 |
5154 |
2021 |
Mighty cleaving |
+1 bonus |
8387 |
5559 |
2224 |
Spell storing |
+1 bonus |
8891 |
6063 |
2528 |
Throwing |
+1 bonus |
9295 |
6465 |
2932 |
Thundering |
+1 bonus |
9699 |
6669 |
3336 |
Vicious |
+1 bonus |
|
7072 |
3741 |
Anarchic |
+2 bonus |
|
7375 |
4246 |
Axiomatic |
+2 bonus |
|
7678 |
4749 |
Disruption3 |
+2 bonus |
|
7981 |
5054 |
Flaming burst |
+2 bonus |
|
8284 |
5559 |
Icy burst |
+2 bonus |
|
8587 |
6064 |
Holy |
+2 bonus |
|
8890 |
6569 |
Shocking burst |
+2 bonus |
|
9193 |
7074 |
Unholy |
+2 bonus |
|
9495 |
7578 |
Wounding |
+2 bonus |
|
|
7983 |
Speed |
+3 bonus |
|
|
8486 |
Brilliant energy |
+4 bonus |
|
|
8788 |
Dancing |
+4 bonus |
|
|
8990 |
Vorpal2 |
+5 bonus |
100 |
96100 |
91100 |
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 youve already
rolled, or if the extra ability puts you over the +10 limit. A weapons
enhancement bonus and special ability bonus equivalents cant total
more than +10. |
Table: Ranged Weapon Special Abilities |
||||
Minor |
Medium |
Major |
Special Ability |
Base Price Modifier1 |
0112 |
0108 |
0104 |
Bane |
+1 bonus |
1325 |
0916 |
0508 |
Distance |
+1 bonus |
2640 |
1728 |
0912 |
Flaming |
+1 bonus |
4155 |
2940 |
1316 |
Frost |
+1 bonus |
5660 |
4142 |
|
Merciful |
+1 bonus |
6168 |
4347 |
1721 |
Returning |
+1 bonus |
6983 |
4859 |
2225 |
Shock |
+1 bonus |
8493 |
6064 |
2627 |
Seeking |
+1 bonus |
9499 |
6568 |
2829 |
Thundering |
+1 bonus |
|
6971 |
3034 |
Anarchic |
+2 bonus |
|
7274 |
3539 |
Axiomatic |
+2 bonus |
|
7579 |
4049 |
Flaming burst |
+2 bonus |
|
8082 |
5054 |
Holy |
+2 bonus |
|
8387 |
5564 |
Icy burst |
+2 bonus |
|
8892 |
6574 |
Shocking burst |
+2 bonus |
|
9395 |
7579 |
Unholy |
+2 bonus |
|
|
8084 |
Speed |
+3 bonus |
|
|
8590 |
Brilliant energy |
+4 bonus |
100 |
96100 |
91100 |
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 youve already
rolled, or if the extra ability puts you over the +10 limit. A weapons
enhancement bonus and special ability bonus equivalents cant 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 0130 result indicates that the item sheds light, 3145
indicates that something (a design, inscription, or the like) provides a clue
to the weapons function, and 46100 indicates no special qualities.
If the item is a ranged weapon, a 0115
result indicates that something (a design, inscription, or the like) provides
a clue to the weapons function, and 16100 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, orders 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 weapons designated
foe, roll on the following table.
d% |
Designated Foe |
0105 |
Aberrations |
0609 |
Animals |
1016 |
Constructs |
1722 |
Dragons |
2327 |
Elementals |
2832 |
Fey |
3339 |
Giants |
40 |
Humanoids, aquatic |
4142 |
Humanoids, dwarf |
4344 |
Humanoids, elf |
45 |
Humanoids, gnoll |
46 |
Humanoids, gnome |
4749 |
Humanoids, goblinoid |
50 |
Humanoids, halfling |
5154 |
Humanoids, human |
5557 |
Humanoids, reptilian |
5860 |
Humanoids, orc |
6165 |
Magical beasts |
6670 |
Monstrous humanoids |
7172 |
Oozes |
73 |
Outsiders, air |
7476 |
Outsiders, chaotic |
77 |
Outsiders, earth |
7880 |
Outsiders, evil |
81 |
Outsiders, fire |
8284 |
Outsiders, good |
8587 |
Outsiders, lawful |
88 |
Outsiders, water |
8990 |
Plants |
9198 |
Undead |
99100 |
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 items 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 cant 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 swords enhancement bonus to his
AC as a bonus that stacks with all others. As a free action, the wielder chooses
how to allocate the weapons 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 weapons
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 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.
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 weapons 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 doesnt
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 wielders ki, allowing her to use her special
ki attacks through the weapon as if they were unarmed attacks. These
attacks include the monks 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 creatures 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 cant 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 weapons 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 wielders 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 weapons 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 opponents 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, mages sword; Price +2 bonus.
Table: Specific Weapons
|
||||
Minor |
Medium |
Major |
Specific Weapon |
Market Price
|
0115 |
|
|
Sleep arrow |
132 gp |
1625 |
|
|
Screaming bolt |
267 gp |
2645 |
|
|
Silver dagger, masterwork |
322 gp |
4665 |
|
|
Cold iron longsword, masterwork |
330 gp |
6675 |
0109 |
|
Javelin of lightning |
1,500 gp |
7680 |
1015 |
|
Slaying arrow |
2,282 gp |
8190 |
1624 |
|
Adamantine dagger |
3,002 gp |
91100 |
2533 |
|
Adamantine battleaxe |
3,010 gp |
|
3437 |
|
Slaying arrow (greater) |
4,057 gp |
|
3840 |
|
Shatterspike |
4,315 gp |
|
4146 |
|
Dagger of venom |
8,302 gp |
|
4751 |
|
Trident of warning |
10,115 gp |
|
5257 |
0104 |
Assassins dagger |
10,302 gp |
|
5862 |
0507 |
Shifters sorrow |
12,780 gp |
|
6366 |
0809 |
Trident of fish command |
18,650 gp |
|
6774 |
1013 |
Flame tongue |
20,715 gp |
|
7579 |
1417 |
Luck blade (0 wishes) |
22,060 gp |
|
8086 |
1824 |
Sword of subtlety |
22,310 gp |
|
8791 |
2531 |
Sword of the planes |
22,315 gp |
|
9295 |
3237 |
Nine lives stealer |
23,057 gp |
|
9698 |
3842 |
Sword of life stealing |
25,715 gp |
|
99100 |
4346 |
Oathbow |
25,600 gp |
|
|
4751 |
Mace of terror |
38,552 gp |
|
|
5257 |
Life-drinker |
40,320 gp |
|
|
5862 |
Sylvan scimitar |
47,315 gp |
|
|
6367 |
Rapier of puncturing |
50,320 gp |
|
|
6873 |
Sun blade |
50,335 gp |
|
|
7479 |
Frost brand |
54,475 gp |
|
|
8084 |
Dwarven thrower |
60,312 gp |
|
|
8591 |
Luck blade (1 wish) |
62,360 gp |
|
|
9295 |
Mace of smiting |
75,312 gp |
|
|
9697 |
Luck blade (2 wishes) |
102,660 gp |
|
|
9899 |
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.
Assassins 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 paladins 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 its worse than the original roll. In addition,
a luck blade may contain up to three wishes (when randomly rolled,
a luck blade holds 1d41 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 wielders 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 swords 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 swords 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 bows 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 oathbows 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 swords +1 enhancement
bonus) to the opposed roll when attempting to strike a foes weapon. If successful,
Shatterspike deals 1d8+4 points of damage plus the wielders Strength
modifier to the target weapon (the target weapons 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.
Shifters 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 |
0105 |
Aberrations |
0609 |
Animals |
1016 |
Constructs |
1722 |
Dragons |
2327 |
Elementals |
2832 |
Fey |
3339 |
Giants |
40 |
Humanoids, aquatic |
4142 |
Humanoids, dwarf |
4344 |
Humanoids, elf |
45 |
Humanoids, gnoll |
46 |
Humanoids, gnome |
4749 |
Humanoids, goblinoid |
50 |
Humanoids, halfling |
5154 |
Humanoids, human |
5557 |
Humanoids, reptilian |
5860 |
Humanoids, orc |
6165 |
Magical beasts |
6670 |
Monstrous humanoids |
7172 |
Oozes |
73 |
Outsiders, air |
7476 |
Outsiders, chaotic |
77 |
Outsiders, earth |
7880 |
Outsiders, evil |
81 |
Outsiders, fire |
8284 |
Outsiders, good |
8587 |
Outsiders, lawful |
88 |
Outsiders, water |
8990 |
Plants |
9198 |
Undead |
99100 |
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 wielders
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.