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Magic weapon abilities Lifesurge Price +2 bonus Aura moderate conjuration; CL 8th; Weight DESCRIPTION This special ability

y can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder's life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effectsincluding the ability damage, ability drain, and energy drain powers of the undead equal to the weapon's enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon's enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded. In combat, the weapon's critical threat range is doubled against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of x3, 3d8 if it is x4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating. Anchoring Price +2 bonus Aura moderate transmutation; CL 10th; Weight DESCRIPTION This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 feet. An anchoring weapon remains motionless and cannot be used to attack while it is anch oring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability. Dispelling Burst Price +2 bonus Aura strong abjuration; CL 12th; Weight DESCRIPTION A dispelling burst weapon functions like a dispelling weapon but may store dispel magic or greater dispel magic. In addition, these spells can be discharged as a free action when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon's enhancement bonus or the weapon's critical multiplier (whichever is higher). If a dispelling burst weapon confirms a critical hit while it is not currently storing a dispel magic or greater dispel magic spell, yet if the wielder has either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action and then immediately discharge it into the target as a free action. Ominous Price +1 bonus Aura faint evocation; CL 5th; Weight DESCRIPTION This special ability can only be placed on melee weapons. An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 Will negates); if the weapon's critical multiplier is greater than x2, this condition lasts 1 additional minute per multiple over x2. A creature that gains the shaken condition from an ominous weapon cannot gain that condition again from the same weapon for 24 hours. Merciful Price +1 bonus Aura faint conjuration; CL 5th; Weight DESCRIPTION A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). Keen Price +1 bonus Aura moderate transmutation; CL 10th; Weight DESCRIPTION This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effects that expand the threat range of a weapon (such as the keen edge spell or the Improved Critical feat). Heartseeker Price +1 bonus Aura moderate necromancy; CL 7th; Weight DESCRIPTION This special ability can only be placed on melee weapons. A heartseeker weapon is drawn unerringly toward beating hearts. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart. Dispelling Price +1 bonus Aura strong abjuration; CL 10th; Weight DESCRIPTION A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder or sunder enchantment combat maneuver check. Glamered Price +4,000 gp Aura moderate illusion; CL 10th; Weight DESCRIPTION A glamered weapon can be commanded to change its shape and appearance to assume the form of another object of similar size. The weapon retains all its properties (including weight) whe n so disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is disguised. After a glamered weapon is used to attack, this special ability is suppressed for 1 minute. Cunning Price +1 bonus Aura moderate divination; CL 6th; Weight DESCRIPTION This special ability allows a weapon to find chinks in a foe's defenses using the wielder's knowledge of the target. Whenever the weapon's attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 5 or more ranks in a Knowledge skill that is related to the target's creature type (such as Knowledge [planes] for an outsider opponent). Called Price +1 bonus Aura moderate conjuration; CL 9th; Weight DESCRIPTION A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature's possession for at least 24 hours for this ability to function.

Bane Price +1 bonus Aura moderate conjuration; CL 8th; Weight DESCRIPTION A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon's designated foe, roll on the following table. d% Designated Foe 0105 Aberrations 0609 Animals 1016 Constructs 1722 Dragons 2327 Fey 2860 Humanoids (pick one subtype) 6165 Magical beasts 6670 Monstrous humanoids 7172 Oozes 7388 Outsiders (pick one subtype) 8990 Plants 9198 Undead 99100 Vermin

Stalking Price +2 bonus Aura moderate divination; CL 10th; Weight DESCRIPTION The longer the wielder of a stalking weapon studies a target, the more effective her strike. As a standard action, a character wielding a stalking weapon can command it to study a creature within 60 feet. The wielder must have line of effect and line of sight to that target. When the wielder attacks the studied creature, on a successful hit the stalking weapon deals +1d6 points of bonus damage per consecutive round spent studying a target, up to a number of bonus dice equal to the stalking weapon's enhancement bonus. This bonus damage is precision damage and only applies to the first successful hit against that creature. If the wielder attacks a creature other than the studied creature, commands the weapon to study a different creature, or ends her turn more than 60 feet from the studied creature, the weapon loses all bonus damage dice against the previously studied creature. Speed Price +3 bonus Aura moderate transmutation; CL 7th; Weight DESCRIPTION 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.)

TRAITS Two-World Magic You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists. Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known. Skeptic Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. Benefit: You gain a +2 trait bonus on all saving throws against illusions. Ghost Sight When you were younger you suffered a brush with death. Perhaps you were almost killed by a wight, close to dying from a grievous wound, or actually died and were raised. Since then you have not been the same. You can see beyond the veil, able to see ghost and spirits and detect the taint of the undead. Benefit: You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth). Magical Knack You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this traityour caster level in that class gains a +2 trait bonus as long as this bonus doesnt increase your caster level higher than y our current Hit Dice.

Contagious Mettle Benefits: If you follow this code, you gain a +1 trait bonus on Will saves against fear. In addition, any allies adjacent to you receive a +1 morale bonus on Will saves against fear. Hunter's Blood You didnt choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting the undead. Since an early age you were taught th e tools of the trade, how to hunt and kill your quarry. Be careful when using your family name its better known than you are. Benefit: You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used f or tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your familys fame precedes you. Nonchalant Thuggery You are adept at keeping witnesses from noticing that anything is wrong. Benefit: You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions. Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Ever Home You have lived in many cities and after you have departed from each, you have taken a small token to remember it by. Benefit You gain a +1 trait bonus on Knowledge (geography) and Sleight of Hand checks.

Heirloom Weapon You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family. *Benefit: When you select this trait, choose one of the following benefits: proficiency with that specific weapon a +1 trait bonus on attacks of opportunity with that specific weapon a +2 trait bonus on one kind of combat maneuver when using that specific weapon. Note: You pay the standard gp cost for the weapon. Stealthy Escape You are adept at escaping from confinement in an unobtrusive manner. Benefit: When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound. Defensive Strategist Your knowledge of history and religion gives you an excellent mind for defensive strategy and tactics. Benefit: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you dont get to act in, and before you get to act at the start of a battle. Battlefield Caster Your faith protects you even as you unleash spells in the thick of battle. Benefit: You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting. Agent of Chance You can change the fortunes of others, typically for the best. Benefit: Once a day, when an adjacent ally makes a skill check and doesnt like the result, you can allow him a reroll as an immediate action. Your ally must take the result of the reroll, even if it is worse than the original roll. Eyes and Ears of the City Your religious training was entwined with your work serving the city watch of a large city, the primary duty of which was standing sentinel on a city wall. Benefit You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Fiendish Confidence You expect to be obeyed, and are rarely proven wrong. Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you. Searing Beacon Benefits: You deal additional precision damage equal to your Wisdom modifier when you score a critical hit with a melee weapon against an undead opponent. Sense of Order You have an ability to notice even the slightest change, and the discomfort it causes. Benefit: You gain a +3 trait bonus on any Perception check made to identify any changes to a location that have occurred since you last visited it. Shadow Caster Benefit: You gain a +4 trait bonus on Concentration checks when casting spells with the darkness, pain, or shadow descriptors. Strength of the Sun You take solace in the purifying light of the sun. Benefit During the day, you gain a +1 trait bonus on all Charisma-based checks. Artifact Hunter You know the legends and the places where great treasures were rumored to have fallen. Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you. Arcane Graduate You graduated from a famous arcane academy, and the rigorous program of study has honed your mind. Benefit: You gain a +2 trait bonus on concentration checks when casting arcane spells. Dusk Dancer Growing up the darkest places you gained the confidence to avoid hazards which you can barely see. Benefit: You gain a +2 trait bonus on Reflex saves in dim light or darkness. Precocious Spellcaster Before you even began your training as a spellcaster, you spent a great deal of time studying cantrips and simple spells on y our own. Because of this, you developed some innate magical abilities without any outside guidance. Benefit: Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.

Secret Cultist Youre a secret member of a forbidden faith and you have learned to hide your beliefs and how to identify others of your faith. Benefit: You gain a +5 trait bonus on Bluff checks to receive secret messages, and a +5 trait bonus on Sense Motive checks to intercept secret messages from others of your faith. Spellpiercer You have spent time in the gales of the perpetual hurricane, and can cast spells even when battered by the elements. Benefit: You gain a +2 trait bonus on concentration checks when spellcasting.

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