Info

Animal Ability

Of the tiger Of the monkey Of the wolf Of the bear Of the boar Of the whale

Moderate conjuration and transmutation; CL 13th; Craft Magic Arms and Armor, bear's endurance, bull's strength, cat's grace, owl's wisdom, summon monster or summon nature's ally I; Price 34,812 gp; Cost 17,562 gp + 1,380 XP

HammeR of GRace

Description: These rounded hammers produce a calming white glow. Originally crafted by followers of the Light, they are formidable weapons in their own right, but become even more effective in the hands of healers.

Powers: A hammer of grace is a +3 greathammer of the whale. When held by a healer, all cure wounds spells heal an additional +1 hit point per die. Furthermore, three times per day the wielder can maximize any cure wounds spell as she casts it, as per the Maximize Spell feat.

Strong conjuration and transmutation; CL 17th; Craft Magic Arms and Armor, Maximize Spell, cure critical wounds, bear's endurance, owl's wisdom; Price 77,340 gp; Cost 38,840 gp + 3,080 XP

Hand of Righteousness

Description: Originally crafted as a superior weapon for any paladin, this gilded white mace eventually fell into the hands of the brilliant but misguided High Inquisitor Whitemane, one of the leaders of the Scarlet Crusade. She and her allies eventually corrupted the true purpose of this and other devices of good, employing them in all manner of ill-conceived deeds under the reasoning that "the end justifies the means." The location of the weapon is no longer known for certain, as Whitemane no longer wields it. Perhaps it fled from her misguided presence, or was spirited away by those who feel the Scarlet Crusade has gone too far.

Powers: The hand of righteousness is a +3 healing heavy mace that glows with a bright light equivalent to that of a double-strength light spell. In the hands of a paladin, the wielder treats his Charisma as if it were +4 higher for purposes of turning undead or laying on hands.

Strong conjuration; CL 13 th; Craft Magic Arms and Armor, consecrate, heal, caster must be good; Price 52,312 gp; Cost 26,312 gp + 2,080 XP

HellslayeR WaRaxe

Description: First created by the dwarven smith Erol Evensworth, a member of the Knights of the Silver Hand, these cross-encrusted axes were intended as heroic weapons for use against the Lich King's undead forces. The Lich King learned of Evensworth's efforts, however, and sent spectral assassins to destroy him and burn down his smithy. A number of these waraxes survived the carnage.

Powers: A hellslayer waraxe is a +2 ghost touch dwarven waraxe that pulses with orange light when any undead approaches within 60 feet of the wielder. The weapon must be held in hand for this effect to function. Undead are not immune to critical hits from this weapon.

Strong conjuration and necromancy; CL 13th; Craft Magic Arms and Armor, detect undead, plane shift; Price 46,330 gp; Cost 23,330 gp + 1,840 XP

iRonfoe

Description: Crafted by the legendary dwarven smith Kaltor Ironfoe, these weapons now bear his name. Three are known to exist, two of which are in dwarven hands. The third is believed to be lost somewhere in Felwood, and may be in the Burning Legion's control. An ironfoe is crafted from a single, massive block of dark iron, sculpted into a perfectly symmetrical shape. Dwarven runes are carved in relief on its surface, suggesting (correctly) that this is a weapon of great power.

Powers: An ironfoe is a dark iron +4 multiattack flurry battleaxe of instinct that feels perfectly comfortable in its wielder's hand, despite its obvious heft and weight. When the wielder gains a bonus attack due to its flurry property, that attack automatically confirms any critical hit it threatens.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, bloodlust, trueshot aura, greater heroism; Price 232,310 gp; Cost 131,310 gp + 8,080 XP

iRon Knuckles

Description: This pair of half-gauntlets is designed to wrap around the wearer's knuckles, forcing the fingers to be partially bent or clenched into fists at all times. When used as part of an unarmed attack, iron knuckles significantly increase the owner's combat power.

Powers: When the wearer makes an unarmed attack with his fists, the wielder is considered armed and his attacks are made as +3 unarmed strikes of stunning. Furthermore, if the target of her attack is forced to make a Concentration check as a result of the attack (e.g., to avoid having a spell or skill check interrupted), this check takes a -4 penalty. Treat the wearer's Agility as -4 lower when she attempts a task that requires fine manipulation, such as picking a lock or pocket.

Strong enchantment; CL 12th; Craft Magic Arms and Armor, daze monster; Price 38,305 gp; Cost 19,305 gp + 1,520 XP

Kang the DecapitatoR

Description: The well-known orc weaponsmith Lor'gahn was notoriously insane, but he did produce a number of powerful weapons, each of which he gave a specific name and title. He often took to speaking to these items as if they were intelligent, which they were not. Perhaps the greatest of his creations was Kang the Decapitator, a bloodstone greataxe with an edge so sharp it could slice through flesh and bone like butter.

Powers: Kang the Decapitator is a bloodstone +3 keen greataxe of wounding. Targets affected by the wounding ability must make an additional DC 19 Fortitude save or take a second point of Stamina damage. Each time the weapon deals a point of Stamina damage, the wielder regains 1d4 hit points. If the wielder is already at his maximum hit point total, he gains no benefit.

Strong evocation and transmutation; CL 13th; Craft Magic Arms and Armor, death coil, drain life, keen edge; Price 85,320 gp; Cost 45,320 gp + 3,200 XP

Looming Gavel

Description: When carried, this weapon appears to be an ordinary judge's gavel carved out of wood. In this state, it is only about a foot long, weighing no more than a mere pound. On command, the looming gavel grows into an ironbound warhammer with a distinctive scale of judgment symbol emblazoned upon its side. Although it is no larger than an ordinary warhammer in this state, it appears much bigger to opponents, so that it appears to loom overhead when striking.

Powers: The looming gavel is a + 1 axiomatic shrinking** warhammer that allows it wielder to cast detect chaos three times per day. Once per day the wielder may "judge" a chaotic target, bringing the full wrath of the gavel upon its head. Using this ability is a free action that the wielder declares prior to making his attack roll. If the attack hits, the weapon deals an automatic critical hit and deals maximum damage (the highest numbers possible on all die rolls). If the attack misses, the judge attempt has no effect but is still exhausted for that day.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, detect chaos, order's wrath, polymorph any object; Price 30,593 gp; Cost 15,452 gp 5 sp + 1,212 XP

Oscillating PoweR Hammer

Description: This weapon appears to be made of silver, wrapped in coils of golden wire. The heavy metal head's surface is encrusted with citrines arranged in concentric circles about the base. When swung in combat, waves of yellow light travel up and down these gems, rising in brightness as the weapon's power steadily increases.

Powers: The oscillating power hammer begins combat as a + 1 dwarven battle hammer of prowess, and remains in that state until it deals damage. Beginning on the ensuing round, the weapon's bonus increases by +1 each round until it reaches a total of +5. The jewels on its surface increase in brightness as the weapon's power grows. Once the wielder deals damage, the hammer's power increase continues regardless of whether or not an attack roll succeeds in any ensuing round. Once the hammer reaches a + 5 enhancement bonus, the oscillation decreases by -1 each round until the weapon returns to its original +1 state, where it must remain for 2 full rounds. The oscillation process can then begin anew, starting with the next damage dealt.

Strong enchantment; CL 12th; Craft Magic Arms and Armor, greater heroism; Price 32,330 gp; Cost 16,330 gp + 1,280 XP

Phantom Blade

Description: During the last war, the Lich King outfitted some of his incorporeal undead warriors with special armor, making them difficult to deal with. In response, human craftsmen developed the phantom blade. These longswords are a translucent white color, and seem to disappear almost entirely in sunlight.

Powers: This + 1 ghost touch phantom longsword allows its wielder to cast see invisibility three times per day. When it hits successfully, the sword attempts to dispel any illusion w o ft

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