![]() ![]() This is a +3 ghost touch heartseaker weapon. If it lands a hit on an enemy wielding a weapon, the enemy should pass the same saving throw but suffer -2 penalty to attack for one round. Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or the attack fails. This +3 weapon deal 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaneously. ![]() Multiple applications of the effect don't stack, the stronger effect replaces the weaker one. If the wielder confirms a critical hit, the enemy instead suffers 1d10 acid damage per round for 2d3 rounds. Whenever the wielder of this +4 corrosive burst club confirms a hit against an enemy, the target becomes covered in acid, suffering 1d6 acid damage per round for 1d4 rounds. Whenever the wielder of this +3 greater corrosive club kills an enemy, it summons a huge Earth Elemental for 2d3 rounds. Whenever the wielder unequips this weapon, it casts finger of death on them. Whenever this +2 necrotic club confirms a critical hit, it casts vampric touch spell on its target. however, when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional power. This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. If this weapon deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage. This +5 shock dagger grants its wielder a +5 competence bonus on Use Magic Device skill checks and a +4 competence bonus on touch attack rolls.Įach time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6+ STR modifier slashing damage. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks. Holy flame deals 1d6 holy damage per round, applies a -2 penalty on all saves and also applies -20 penalty on saves against disruption effect. Whenever the wielder of this +5 incinerating disruption greatclub lands a hit on an undead enemy, the enemy suffers from holy flame for 3 rounds. This weapon is found near the Playful Shadow in the Midnight Fane. While some Magical or Unique Weapons may have unique bonuses, their basic stats are tied to their Weapon Type. Weapons come in all types and shapes and their main differences are Reach, Damage, Critical Hit Damage and Proficiency. Pathfinder: Wrath of the Righteous features 56 different types of Weapons. ![]()
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