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Epic Level Handbook

Epic Level Handbook

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CHAPTER 4:EPIC MAGICITEMSTABLE 4–14: RANGED WEAPONSd% Weapon Weapon Cost 101–10 Ammunition01–50 Arrows (50) +350 gp51–80 Bolts, crossbow (50) +350 gp81–100 Bullets, sling (50) +350 gp11–15 Axe, throwing +308 gp16–25 Crossbow, heavy +350 gp26–35 Crossbow, light +335 gp36–39 Dart +300 gp 5 sp40–41 Javelin +301 gp42–46 Shortbow +330 gp47–51 Shortbow, composite +375 gp52–56 Shortbow, mighty composite+450 gp(+1 Str bonus)57–61 Shortbow, mighty composite+525 gp(+2 Str bonus)62–65 Sling +300 gp66–75 Longbow +375 gp76–80 Longbow, composite +400 gp81–85 Longbow, mighty composite+500 gp(+1 Str bonus)86–90 Longbow, mighty composite+600 gp(+2 Str bonus)91–95 Longbow, mighty composite+700 gp(+3 Str bonus)96–100 Longbow, mighty composite+800 gp(+4 Str bonus)All magic weapons are masterwork weapons.1Add to enhancement bonus on Table 4–9: Weapons to determinetotal market price.levels never result in actual level loss, but they cannotbe overcome in any way (including restoration spells)while the weapon is wielded. Bows, crossbows, andslings with this special ability bestow the holy powerupon their ammunition.This special ability does not stack with the holy specialability described in the DUNGEON MASTER’s Guide.Caster <strong>Level</strong>: 23rd; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, holy word;Market Price: +8 bonus.Icy Blast: On command, an icy blast weapon issheathed in icy cold (though this deals no damage to thewielder). On any hit, this cold washes over the creaturestruck, dealing +3d6 points of bonus cold damage. On asuccessful critical hit it instead deals +6d6 points of colddamage (or +9d6 if the critical multiplier is ×3, or +12d6 ifthe critical multiplier is ×4). Bows, crossbows, and slingswith this special ability bestow the bonus cold damageupon their ammunition.Caster <strong>Level</strong>: 21st; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, cone of cold;Market Price: +6 bonus.Lawful Power: A weapon of lawful power is lawfullyaligned and infused with the power of law. When itstrikes a chaotic target, this power erupts forth and deals+3d6 points of bonus lawful damage to the target, and thetarget gains one negative level (Fortitude DC 23 toremove 24 hours later). On a successful critical hit itinstead deals +6d6 points of lawful damage and bestowstwo negative levels (or +9d6 and three negative levels ifTABLE 4–15: MELEE WEAPON SPECIAL ABILITIESd% Special Ability Market Price Modifier ‘01–08 Acidic blast +6 bonus09–16 Fiery blast +6 bonus17–24 Icy blast +6 bonus25–32 Lightning blast +6 bonus33–40 Mighty disruption +6 bonus41–48 Sonic blast +6 bonus49–56 Dread +7 bonus57–61 Chaotic power +8 bonus62–66 Everdancing +8 bonus67–71 Holy power +8 bonus72–76 Lawful power +8 bonus77–81 Unholy power +8 bonus82–89 Roll on Table 8–15 in the DUNGEONMASTER’S Guide, then rol1 again on this table90–97 Roll twice on Table 8–15 in the DUNGEONMASTER’S Guide98–100 Roll twice again 21Add to enhancement bonus on Table 4–9: <strong>Epic</strong> Weapons todetermine total market price.2If you roll a special ability twice, only one counts. If you rolltwo versions of the same special ability, use the better.the critical multiplier is ×3, or +12d6 and four negativelevels if the critical multiplier is ×4).The weapon bestows three negative levels on anychaotic 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, hut theycannot he overcome in any way (including restorationspells) while the weapon is wielded. Bows, crossbows,and slings with this special ability bestow the lawfulpower upon their ammunition.This special ability does not stack with the lawful specialability described in the DUNGEON MASTER’s Guide.Caster <strong>Level</strong>: 23rd; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, dictum; MarketPrice: +8 bonus.Lightning Blast: On command, a lightning blastweapon crackles with electrical energy (though thisdeals no damage to the wielder). On any hit, lightningcoruscates around the creature struck, dealing +3d6points of bonus electricity damage. On a successful criticalhit it instead deals +6d6 points of electricity damage(or +9d6 if the critical multiplier is ×3, or +12d6 if thecritical multiplier is ×4). Bows, crossbows, and slingswith this special ability bestow the bonus electricitydamage upon their ammunition.Caster <strong>Level</strong>: 21st; Prerequisites: Craft Magic Arms andArmor, Craft <strong>Epic</strong> Magic Arms and Armor, lightning bolt;Market Price: +6 bonus.Mighty Disruption: Like the weapon of disruption,this type of weapon is the bane of all undead. Anyundead creature struck in combat must succeed at a Fortitudesave (DC 21) or be destroyed. A weapon of mightydisruption must be a bludgeoning weapon. (If you rollthis property randomly for a piercing or slashingweapon, reroll.)Caster <strong>Level</strong>: 21st; Prerequisites: Craft Magic Arms and132

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