Craft Magic Arms And Armor
- Craft Magic Arms and Armor, heat metal, lesser restoration. Purifying, Greater (+2 Bonus) Ashlords Aura strong transmutation; CL 7th. Three times per day as a swift action, a greater purifying armor can emit a blast of supernatural flames to cleanse its wielder. This can damage and remove conditions as the purifying special armor ability,.
- The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
- If the weapon successfully hits a target protected by a force effect, such as a shield spell or bracers of armor, it might dispel the force effect in addition to damaging the target. Make a dispel check (1d20+10) against the effect (DC 11 + caster level). Requirements: Craft Magic Arms and Armor, wall of force Price: +3 bonus Arms.
Anarchic: An tool can be chaotically lined up and infused with the energy of damage. It can make the tool chaos-aligned and therefore bypasses the corresponding. It deals an additional 2d6 factors of damage against all of legitimate. It bestows one adverse degree on any lawful creature attempting to wield it.
Nov 12, 2018 This mod adds the Pathfinder tabletop feats Scribe Scroll, Brew Potion, Craft Wand, Craft Wondrous Items, Craft Arms and Armor and Forge Ring, allowing crafting of regular and custom magic items of those types. Crafting costs gold (as well as any expensive material components required by the prerequisite spell(s)), and takes time.
The harmful level continues to be as long as the tool is in hands and goes away when the weapon is simply no more wielded. This negative level by no means effects in real, but it cannot end up being get over in any method (like spells) while the weapon is usually wielded. Bows, cróssbows, and slings therefore crafted bestow the chaotic strength upon their ammunitión.
Axiomatic: An tool is lawfully lined up and infused with the energy of legislation. It makes the tool law-aligned and therefore bypasses the corresponding. It offers an extra 2d6 factors of damage against all of disorderly. It bestows one harmful degree on any chaotic creature trying to wield it. The damaging level continues to be as lengthy as the weapon will be in hands and goes away when the weapon is simply no much longer wielded. This harmful level never benefits in real, but it cannot end up being conquer in any way (like spells) while the tool will be wielded.
Bows, cróssbows, and slings therefore designed bestow the legitimate power upon their ammunitión. Bane: A weapon performs exceptionally well at attacking one kind or subtype of beast. Against its specified foe, its effective enhancement reward can be +2 better than its regular enhancement bonus. It offers an extra 2d6 factors of against the enemy.
Bows, crossbows, and slings so designed bestow the high quality upon their ammunition. To arbitrarily figure out a weapon's designated foe, roll on the using table. G%Designated Foe01-05Aberrations06-09Animals10-16Constructs17-22Dragons23-27Elementals28-32Fey33-39Giants40Humanoids, aquatic41-42Humanoids, dwarf43-44Humanoids, elf45Humanoids, gnoll46Humanoids,47-49Humanoids, goblinoid50Humanoids,51-54Humanoids,55-57Humanoids, reptilian58-60Humanoids, orc61-65Magical beasts66-70Monstrous humanoids71-72Oozes73Outsiders, air74-76Outsiders, disorderly77Outsiders, world78-80Outsiders, wicked81Outsiders, fireplace82-84Outsiders, good85-87Outsiders, legitimate88Outsiders, drinking water89-90Plants91-98Undead99-100Vermin. Excellent Energy: A tool provides its significant portion changed into, although this will not alter the product's excess weight.
It constantly provides off as a torch (20-feet radius). A tool ignores nonliving issue. Armor and bonus deals to Air conditioning (like any improvement bonuses to that armor) perform not rely against it because the weapon goes by through armor. (Dexterity, deflection, natural armor, and other such bonuses still apply.) A tool cannot undead, constructs, and items. This residence can only be used to melee weapons, thrown weapons, and ammunition.
Dance: As a, a weapon can become loosed to strike on its personal. It fights for 4 rounds using the bottom of the one who loosed it and after that drops. While, it cannot create, and the person who turned on it is not regarded equipped with the tool. In all some other values, it is regarded wielded or attended by the creature for all maneuvers and effects that target items.
While, it will take up the same area as the initiating character and can strike adjacent enemies (weapons with get to can attack opponents up to 10 foot away). The tool accompanies the person who turned on it all over the place, whether she goes by actual or marvelous means. If the wieIder who Ioosed it has an unoccupied hands, she can grasp it while it is certainly attacking on its personal as a; when therefore gathered the tool can't dancing (attack on its very own) once again for 4 rounds. Flaming Burst: A weapon features as a flaming tool that also explodes with flame upon striking a successful critical strike. The open fire does not really the wielder. In addition to the additional fire from the flaming capability (discover above), a weapon offers an additional 1d10 factors of fireplace on a prosperous critical hit. If the weapon's critical multiplier is certainly x3, add an extra 2d10 factors of fireplace rather, and if the multiplier can be a4, include an extra 3d10 factors of fireplace.
Bows, crossbows, and slings therefore designed bestow the open fire power upon their ammunitión. Holy: A weapon is certainly imbued with energy. This energy makes the weapon good-aligned and thus bypasses the corresponding. It offers an additional 2d6 factors of damage against all of evil. It bestows one damaging level on any nasty creature trying to wield it. The bad level remains as long as the weapon is certainly in hands and goes away when the tool is simply no more wielded.
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This bad level under no circumstances effects in actual, but it cannot become conquer in any method (including spells) while the weapon will be wielded. Bows, cróssbows, and slings so designed bestow the power upon their ammunition. Surprising Rush: A tool features as a tool that furthermore explodes with power upon dazzling a effective critical hit. The electric power does not the wielder. In addition to the extra electric power from the ability, a weapon deals an additional 1d10 points of power on a profitable critical strike. If the tool's vital multiplier will be times3, include an additional 2d10 points of electric power instead, and if the multiplier is certainly back button4, include an extra 3d10 factors.
Bows, crossbows, and slings so crafted bestow the electric power energy upon their ammunition. Mean Storing: A weapon enables a spellcaster to store a individual targeted mean of upward to 3rd degree in the tool.
D D 3.5 Craft Magic Arms And Armor
(The mean must have got a of 1.) Any time the tool hits a creature and the monster will take from it, the tool can immediately team the mean on that animal as á if the wieIder desires. (This can be an exception to the general guideline that sending your line a spell from an item takes at least as lengthy as spreading that spell usually.) As soon as the spell has happen to be toss from the tool, a spellcaster can cast any other targeted mean of upward to 3rd level into it. The tool amazingly imparts to thé wielder the name of the mean currently kept within it. A randomly rolled weapon has a 50% chance to have a mean stored in it currently. Thundering: A tool produces a cacophonous róar like thunder upón striking a successful critical hit. The sonic energy does not really the wielder. A weapon offers an extra 1d8 points of sonic on a successful critical strike.
If the weapon's critical multiplier is usually times3, add an additional 2d8 points of sonic instead, and if the multiplier will be times4, include an additional 3d8 factors of sonic. Bóws, crossbows, and sIings therefore designed bestow the sonic power upon their ammunition. Subjects treated a important hit by a tool must make a DC 14 Fortitude save or become deafened permanently. Unholy: An weapon can be imbued with power.
This power makes the tool evil-aligned and thus bypasses the corresponding. It offers an extra 2d6 points of harm against all of good. It bestows one adverse level on any good creature trying to wield it. The harmful level continues to be as lengthy as the weapon is certainly in hands and goes away when the tool is simply no longer wielded.
This damaging level never ever results in real, but it cannot become conquer in any method (including spells) while the weapon is wielded. Bows, cróssbows, and slings so designed bestow the power upon their ammunitión.
Vorpal: This potént and terrifying ability allows the weapon to sever the mind of those it attacks. Upon a roll of organic 20 (implemented by a effective roll to confirm the important strike), the tool severs the opponent's head (if it offers one) from its body. Some creatures, such as numerous aberrations and all oozes, have got no heads. Others, like as golems and undead animals other than vampires, are usually not impacted by the reduction of their mind. Most various other creatures, nevertheless, expire when their brains are cut off. A weapon must end up being a slashing tool.
Craft Magic Arms And Armor Nwn2
(If you roll this property randomly for an incorrect weapon, reroll.).