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78<br />
Skyrender Weapon Level 9+<br />
Air roils along the path of your ammunition, hindering or disabling<br />
a flying creature’s ability to stay aloft.<br />
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp<br />
Lvl 14 +3 21,000 gp Lvl 29 +3 2,625,000 gp<br />
Lvl 19 +4 105,000 gp<br />
Weapon: Any ranged<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d6 damage per plus, or +1d12 damage against a<br />
flying target.<br />
Property: When you hit a flying target with this weapon,<br />
halve the target’s fly speed until the end of your next turn.<br />
Power (Daily): Free Action. Use this power when you hit<br />
an airborne target using this weapon. The target falls<br />
10 squares. If it hits the ground, it is prone but takes no<br />
damage from the fall.<br />
Sniper’s Weapon Level 13+<br />
A bolt fired from this crossbow flies along a perfect path, ignoring<br />
all outside forces.<br />
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp<br />
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp<br />
Weapon: Crossbow<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d8 damage per plus<br />
Property: Attacks with this weapon do not take the –2<br />
penalty for long range.<br />
Power (Daily): Minor Action. The next attack roll you make<br />
with this weapon during this turn gains a power bonus<br />
equal to your Wisdom modifier.<br />
Splitting Weapon Level 7+<br />
This weapon breaks apart when you attack with it, hitting multiple<br />
enemies and then reforming.<br />
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp<br />
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp<br />
Lvl 17 +4 65,000 gp<br />
Weapon: Flail<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d6 damage per plus<br />
Power (Daily): Free Action. Use this power when you hit<br />
with the weapon. An enemy adjacent to the attack’s target<br />
takes damage equal to your Dexterity modifier + the<br />
weapon’s enhancement bonus.<br />
CHAPTER 2 | Magic Items<br />
Staggering Weapon Level 2+<br />
When you hit with this weapon, you send your foes lurching<br />
headlong whichever way you wish.<br />
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp<br />
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp<br />
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp<br />
Weapon: Axe, Flail, Hammer, Heavy Blade, Mace<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d6 damage per plus, and the target is knocked<br />
prone.<br />
Property: When you use a power with the weapon<br />
keyword that slides a target, you can add this weapon’s<br />
enhancement bonus to the number of squares the target<br />
slides.<br />
Power (Daily): Free Action. Use this power when you hit<br />
with the weapon. Slide the target a number of squares<br />
equal to the weapon’s enhancement bonus.<br />
Stormbolt Weapon Level 14+<br />
This weapon pulses with elemental energy, and wielding it is like<br />
holding the power and fury of a thunderstorm in your hand.<br />
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp<br />
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp<br />
Weapon: Hammer, Spear<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: +1d6 lightning damage per plus<br />
Power (Daily ✦ Lightning): Standard Action. The weapon<br />
discharges a bolt of lightning. Make an attack: Ranged<br />
10; Strength or Constitution vs. Reflex (apply a bonus<br />
to the attack roll equal to the weapon’s enhancement<br />
bonus); on a hit, the target takes 2[W] + Strength<br />
modifier lightning damage, and the bolt deals lightning<br />
damage equal to the weapon’s enhancement bonus to all<br />
creatures adjacent to the target.<br />
Level 24 or 29: 3[W] + Strength modifier lightning<br />
damage to the target, and lightning damage equal to<br />
twice the weapon’s enhancement bonus to all enemies<br />
adjacent to the target.<br />
Stout Weapon Level 8+<br />
This weapon looks for cracks in an enemy’s fortitude instead of<br />
chinks in his armor.<br />
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp<br />
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp<br />
Lvl 18 +4 85,000 gp<br />
Weapon: Axe, Hammer, Mace, Pick, Staff<br />
Enhancement: Attack rolls and damage rolls<br />
Critical: + Constitution modifier damage per plus<br />
Power (Daily): Free Action. Use this power when you<br />
make an attack against AC with this weapon. This attack<br />
targets Fortitude defense instead.