03.04.2013 Views

Mythic Vistas: SpirosBlaak - Property Is Theft!

Mythic Vistas: SpirosBlaak - Property Is Theft!

Mythic Vistas: SpirosBlaak - Property Is Theft!

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

150<br />

Faint transmutation; CL 3rd; Cra Magic Arms and Armor,<br />

mending; Price 5,300 gp; Cost 2,800 gp + 212 XP.<br />

Dagger of Piercing<br />

Aacks with a dagger of piercing ignore all armor bonuses to AC<br />

except for enhancement bonuses. For example, a wearer of +4<br />

full plate only gains the +4 bonus to AC and not the armor bonus.<br />

Furthermore, an object’s hardness is reduced by 75% against this<br />

weapon, or to 0 if the hardness would be reduced to a value lower<br />

than 1. No maer whether the blade is used to cut flesh, wood, or<br />

adamantine, it’s never dulled.<br />

The dagger of piercing counts as a +2 keen dagger, but otherwise has<br />

the same characteristics as a normal dagger.<br />

Strong transmutation; CL 12th; Cra Magic Arms and Armor,<br />

bull’s strength, keen edge, shaer; Price 30,302 gp; Cost 15,302 gp +<br />

1,212 XP.<br />

Dark Rider’s Bow<br />

Developed by an unknown Dark Rider to better slay his hated<br />

foe, the kavraen, this weapon functions as a +1 longbow. When<br />

used against a kav, the bow counts as a +3 longbow, deals an<br />

additional +2d6 damage, and gains the wounding property (see<br />

the DMG for details).<br />

Moderate transmutation; CL 10th; Cra Magic Arms and Armor,<br />

summon monster I; Price 32,375 gp; Cost 16,375 gp + 1,295 XP.<br />

Sword of Foe Slaying<br />

This sword, either a longsword or greatsword, acts as a simple<br />

+2 sword until used against a favored enemy. In such cases the<br />

weapon’s enhancement bonus increases to +4, it deals an additional<br />

+2d6 damage, its threat range doubles, and its wielder gains a +2<br />

bonus to all saves against that enemy’s aacks, spells, abilities, and<br />

so on.<br />

Moderate transmutation; CL 10th; Cra Magic Arms and Armor,<br />

keen edge, summon monster I, and must have at least 2 ranger levels;<br />

Price 28,315 gp (longsword), 28,350 gp (greatsword); Cost 14,315 gp<br />

+ 1,133 XP (longsword), 14,350 gp + 1,134 XP (greatsword).<br />

Warlord’s Cleaver<br />

This magical bale cleaver comes with one of three enhancements,<br />

ranging from +1 to +3. Designed for use by ogre warlords, this<br />

immense weapon is a terror on the balefield. In addition to its<br />

enhancement bonus to aack and damage rolls, both heads of the<br />

weapon bestow the mighty cleaving property (see the DMG for<br />

details). For statistics on the bale cleaver, see Chapter Eleven:<br />

Equipment & Black Powder Rules.<br />

Moderate transmutation; CL 11th; Cra Magic Arms and Armor,<br />

Cleave, divine power, keen edge, harm; Price 37,835 gp (+1), 61,835 gp<br />

(+2), 91,835 gp (+3); Cost 19,085 gp + 1,513 XP (+1), 31,085 gp + 2,473<br />

XP (+2), 46,085 gp + 3,673 XP (+3).<br />

Crafting Magic<br />

Black Powder Weapons<br />

Enchanting a black powder weapon has many of the same<br />

requirements necessary to enchant a more archaic melee or ranged<br />

weapon, such as a sword or longbow. The black powder weapon<br />

must be of masterwork quality and the creator’s caster level must be<br />

at least three times the enhancement bonus. If an item has both an<br />

enhancement bonus and a special ability, the higher of the two caster<br />

level requirements must be met.<br />

Chapter Twelve: Magic<br />

Standard Magic Firearm and<br />

Artillery Special Qualities<br />

Many standard special qualities can be applied to magical black<br />

powder weapons. If the ammunition and weapon both possess<br />

the same traits then their bonuses are restricted in how they stack,<br />

as normal for magical bonuses. Unless otherwise stated, magic<br />

bullets and artillery ammunition are single-use items that lose their<br />

enchantment aer use.<br />

The following special qualities are usable in the creation of<br />

magical firearms and artillery pieces: bane, chaotic, dancing,<br />

defending, dismantling*, distance, flaming, flaming burst, frost,<br />

ghost touch, holy, icy burst, infused*, keen, lawful, longeye*,<br />

mighty cleaving, quick*, speed, spell storing, unholy, and<br />

wounding.<br />

The following special qualities are usable in the creation of<br />

magical bullets and artillery ammunition: bane, brilliant energy,<br />

chaotic, dismantling*, flaming, flaming burst, frost, ghost touch,<br />

holy, icy burst, infused*, keen, lawful, longeye*, mighty cleaving,<br />

shock, shocking burst, spell storing, thundering, unholy, vorpal<br />

(artillery only, despite the normal restriction only to slashing<br />

weapons), and wounding.<br />

*For more information on these new magical weapon special<br />

qualities, see pages 148-149.<br />

New Magic Black Powder<br />

Weapon Special Qualities<br />

The following new special qualities may only be applied to firearms<br />

and artillery, each of which indicates if it is placed on the weapon<br />

itself or upon the ammunition. If the ammunition and weapon both<br />

possess the same traits then their bonuses are restricted in how they<br />

stack, as normal for magical bonuses.<br />

Penetrating<br />

This weapon is beer at penetrating than normal. Improve the<br />

weapon’s penetration value by its enhancement bonus. This means<br />

a +3 penetrating military pistol would have its penetration improved<br />

from –1 to –4. Furthermore, the entire penetration value of the<br />

weapon becomes effective against deflection bonuses.<br />

Moderate transmutation; CL 8th; Cra Magic Arms and Armor,<br />

Spell Penetration, keen edge; Price +2 bonus.<br />

Silent<br />

The weapon makes no noise, be it the cocking, loading, or even firing<br />

of the weapon. It is completely silent in all respects of the functions<br />

involved in its firing; this silence effect does not include any noise<br />

made while moving or aiming the weapon, nor does it affect any<br />

sound made by the ammunition once it has le the weapon.<br />

Moderate illusion; CL 7th; Cra Magic Arms and Armor, silence;<br />

Price +1 bonus.<br />

Smokeless<br />

The black powder artillery or firearm produces no flash or smoke<br />

when it fires. There is still the usual noise, but no visible signal that<br />

the weapon has been fired.<br />

Moderate illusion; CL 7th; Cra Magic Arms and Armor; Price +1<br />

bonus.<br />

Spell Fueled<br />

Instead of being loaded with ammunition and black powder in<br />

the usual manner, the weapon may instead be reloaded, primed,

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!