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Epic Level Handbook

Epic Level Handbook

Epic Level Handbook

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d% Designated Foe d% Designated Foe01–05 Aberrations 54–58 Outsiders, chaotic06–08 Animals 59–65 Outsiders, evil09–13 Beasts 66–70 Outsiders, good14–20 Constructs 71–75 Outsiders, lawful21–25 Dragons 76–77 Plants16–30 Eletnentals 78–85 Shapechangers31–35 Fey 86–92 Undead36–40 Giants 93–94 Vermin41–45 Magical beasts 95–100 Humanoids (roll46–50 Monstroushumanoids51–53 Oozeson humanoidsubtype tablebelow)d% Humanoid Subtype01–10 Aquatic (includes aquatic elf, lizardfolk, locathah,merfolk, sahuagin)11–20 Dwarf21–32 Elf (includes half-elf)33–37 Cnoll38–42 Gnome43–57 Coblinoid (includes bugbear, goblin, hobgoblin)58–62 Halfling63–74 Human75–89 Reptilian (includes kobold, lizardfolk, troglodyte)90–99 Orc (includes half-orc)100 Other (DM’s choice of any subtype not includedhere, or roll again)Caster <strong>Level</strong>: 22nd; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, summon monsterIX; Market Price: +7 bonus.Everdancing: An everdancing weapon is much like adancing weapon, though it can be loosed with a freeaction and will fight as long as desired. It can move up to60 feet away from its owner. Its owner can instruct it tomove to a different target as a move-equivalent action. Ifits owner is rendered unconscious or otherwise unable todirect it, it will fight the same opponent as long as thatopponent is conscious and within range. The owner of aneverdancing weapon can grasp it again as a free action(assuming it is within reach).Caster <strong>Level</strong>: 23rd; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, animate objects;Market Price: +8 bonus.Fiery Blast: On command, a fiery blast weapon issheathed in fire (though this deals no damage to thewelder;. On any hit, this fire engulfs the creature struck,dealing +3d6 points of bonus fire damage. On a successfulcritical hit it instead deals +6d6 points of fire damage(or +9d6 it the critical multiplier is ×3, or +12d6 if the criticalmultiplier is ×4). Bows, crossbows, and slings withthis special ability bestow the bonus fire damage upontheir ammunition.Caster <strong>Level</strong>: 21st; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, fireball; MarketPrice: +6 bonus.Holy Power: A weapon of holy power is good alignedand blessed with holy power. When it strikes an eviltarget, this power erupts forth and deals +3d6 points ofbonus holy (good) damage to the target, and the targetgains one negative level (Fortitude DC 23 to remove 24TABLE 4–13: UNCOMMON MELEE WEAPONSd% Weapon 1 Weapon Cost 201–03 Axe, ore double 3 +660 gp04–07 Battleaxe +310 gp08–10 Chain, spiked +325 gp11–12 Club +300 gp13–16 Crossbow, hand +400 gp17–19 Crossbow, repeating +550 gp20–21 Dagger, punching +302 gp22–23 Falchion +375 gp24–26 Flail, dire 3 +690 gp27–31 Flail, heavy +315 gp32–35 Flail, light +308 gp36–37 Gauntlet +302 gp38–39 Gauntlet, spiked +305 gp40–41 Glaive +308 gp42–43 Greatclub +305 gp44–45 Guisarme +309 gp46–48 Halberd +310 gp49–51 Halfspear +301 gp52–54 Hammer, gnome hooked 3 +620 gp55–56 Hammer, light +301 gp57–58 Handaxe +306 gp59–61 Kukri +308 gp62–63 Lance, heavy +310 gp64–65 Lance, light +306 gp66–67 Longspear +305 gp68–70 Morningstar +308 gp71–72 Net +320 gp73–74 Pick, heavy +308 gp75–76 Pick, light +304 gp77–78 Ranseur +310 gp79–80 Sap +301 gp81–82 Scythe +318 gp83–84 Shuriken +301 gp85–86 Sickle +306 gp87–89 Sword, two-bladed 3 +700 gp90–91 Trident +315 gp92–94 Urgrosh, dwarven 3 +650 gp95–97 Warhammer +312 gp98–100 Whip +301 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) andit has no special abilities.hours later). On a successful critical hit it instead deals+6d6 points of holy (good) damage and bestows two negativelevels (or +9d6 and three negative levels if the criticalmultiplier is ×3, or +12d6 and four negative levels ifthe critical multiplier is ×4).The weapon bestows three negative levels on any evilcreature attempting to wield it. These negative levelsremain as long as the weapon is in hand and disappearwhen the weapon is no longer wielded. These negativeCHAPTER 4:EPIC MAGICITEMS131

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