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Epic Level Handbook

Epic Level Handbook

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CHAPTER 4:EPIC MAGICITEMSTABLE 4–9: WEAPONSd% Enhancement Bonus Market Price 101–03 +1 +2,000 gp04–07 +2 +8,000 gp08–13 +3 +18,000 gp14–20 +4 +32,000 gp21–28 +5 +50,000 gp29–36 +6 +720,000 gp37–43 +7 +980,000 gp44–49 +8 +1,280,000 gp50–53 +9 +1,620,000 gp54–56 +10 +2,000,000 gp57–61 Specific weapon 262–80 Melee weapon with special ability and roll again 381–99 Ranged weapon with special ability and roll again 3100 Roll on Table 4–101This price is for 50 arrows, crossbow bolts, or sling bullets.2See Table 4–17: Specific Weapons.3See Table 4–15: Melee Weapon Special Abilities for meleeweapons or Table 4–16: Ranged Weapon Special Abilities forransed weapons.TABLE 4–10: EPIC WEAPONSd% Enhancement Bonus Market Price01–21 +11 +2,420,000 gp22–39 +12 +2,880,000 gp40–54 +13 +3,380,000 gp55–66 +14 +3,920,000 gp67–76 +15 +4,500,000 gp77–84 +16 +5,120,000 gp85–90 +17 +5,780,000 gp91–94 +18 +6,480,000 gp95–97 +19 +7,220,000 gp98–99 +20 +8,000,000 gp100 Roll again and add +10 to bonus 1 21This is cumulative if rolled multiple times.2For enhancement bonuses higher than +20, the market pricemodifier is equal to the square of the bonus × 20,000 gp.TABLE 4–11: WEAPON TYPE DETERMINATIONd% Weapon Type01–70 Common melee weapon (roll on Table 4–12)71–80 Uncommon melee weapon (roll on Table 4–13)81–100 Ranged weapon (roll on Table 4–14)TABLE 4–12: COMMON MELEE WEAPONSd% Weapon 1 Weapon Cost 201–04 Dagger +302 gp05–14 Creataxe +320 gp15–24 Creatsword +350 gp25–28 Kama +302 gp29–41 Longsword +315 gp42–45 Mace, light +305 gp46–50 Mace, heavy +312 gp51–54 Nunchaku +302 gp55–57 Quarterstaff 3 +600 gp58–61 Rapier +320 gp62–66 Scimitar +315 gp67–70 Shortspear +302 gp71–74 Siangham +303 gp75–84 Sword, bastard +335 gp85–89 Sword, short +310 gp90–100 Waraxe, dwarven +330 gpAll magic weapons are masterwork weapons.1For weapons normally made of steel, roll d% to determinematerial: 01–85 steel; 86–99 adamantine; 100 other or DMchoice. Adjust price accordingly.2Add to enhancement bonus on Table 4–9: Weapons to determinetotal market price.3Masterwork double weapons incur double the masterworkcost to account for each head (–300 gp masterwork cost perhead for a total of +600 gp). Double weapons have separatebonuses for their different heads. If randomly determined, thesecond head of a double weapon has the same enhancementbonus as the main head (01–50 on d%), doubling the cost ofthe bonus, or its enhancement bonus is one less (51–100 ond%) and it has no special abilities.if the critical multiplier is ×4). Bows, crossbows, andslings with this special ability bestow the bonus aciddamage upon their ammunition.Caster <strong>Level</strong>: 21st; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, acid fog;Market Price: +6 bonus.Chaotic Power: A weapon of chaotic power is chaoticallyaligned and infused with the power of chaos.When it strikes a lawful target, this power erupts forthand deals +3d6 points of bonus chaotic damage to thetarget, and the target gains one negative level (FortitudeDC 23 to remove 24 hours later). On a successfulcritical hit it instead deals +6d6 points of chaoticdamage and bestows two negative levels (or +9d6 andthree negative levels if the critical multiplier is ×3, or+12d6 and four negative levels if the critical multiplieris ×4).The weapon bestows three negative levels on anylawful creature attempting to wield it. These negativelevels remain as long as the weapon is in hand and disappearwhen the weapon is no longer wielded. These negativelevels never result in actual level loss, but theycannot be overcome in any way (including restorationspells) while the weapon is wielded. Bows, crossbows,and slings with this special ability bestow the chaoticpower upon their ammunition.This special ability does not stack with the chaotic specialability described in the DUNGEON MASTER’s Guide.Caster <strong>Level</strong>: 21st; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, word of chaos;Market Price: +8 bonus.Distant Shot: A distant shot weapon can be usedagainst any target within line of sight at no penalty forrange.Caster <strong>Level</strong>: 21st; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, discern location;Market Price: +6 bonus.Dread: A dread weapon excels at attacking one type ofcreature. Against its designated foe, its effective enhancementbonus is +4 better than its normal enhancementbonus (so a +3 dread longsword is a +7 longsword against itsfoe). Further, it deals +4d6 points of bonus damageagainst the foe, and if it scores a successful critical hitagainst the foe, that creature must make a Fortitude save(DC 27) or be destroyed instantly and turned to dust.(This even affects creatures immune to critical hits ordeath magic.) To randomly determine a dread weapon’sdesignated foe, roll on the following table.130

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