Invigorating (Melee Weapon Magic Property): Difference between revisions

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[[Category:Epic Path]]
{{Magic Property
[[Category:Magic Weapon Properties]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Magic Item Crafting Rules]] page.''
* ''Go back to the [[Magic Item Enchant - Magic Weapon Properties]] page.''


<!-- Enchantable On:-->
| Melee Weapons = Y
| Ranged Weapons =
| Implements =
| Armor =
| Shields =


=== Invigorating ===
| Limitations =  
* '''Price:''' +2 bonus
<!-- e.g. "bludgeoning only"-->
* '''Aura''' faint enchantment; '''CL''' 5th; '''Weight''' -


This special ability can only be placed on melee weapons.
| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost|2
}}</onlyinclude>


Once per day, upon issuing a command word as a standard action, the weapon infuses its wielder with vigor. If its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack and damage rolls and a +10 foot enhancement bonus to all modes of movement possessed until the end of the encounter.
| Aura=<onlyinclude>{{#ifeq:{{{transcludesection|Aura}}}
| Aura|faint enchantment
}}</onlyinclude>
 
| CL=<onlyinclude>{{#ifeq:{{{transcludesection|CL}}}
| CL|5th
}}</onlyinclude>
 
| Weight = -
 
| IsEpic =
 
| Description = Once per day, upon issuing a command word as a standard action, the weapon infuses its wielder with vigor. If its wielder is [[Fatigued]], the weapon removes the fatigue. If [[Exhausted]], the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack and damage rolls and a +10 foot morale bonus to all modes of movement possessed until the end of the encounter.


Special: This weapon may be activated as part of a Charge maneuver, and this may be combined with drawing the weapon. If so activated, its movement bonus applies to the Charge.
Special: This weapon may be activated as part of a Charge maneuver, and this may be combined with drawing the weapon. If so activated, its movement bonus applies to the Charge.


SPECIAL: If the wielder drops a non-minion living foe to negative hit points with an attack by this weapon, he can trigger it as free action, or, recharge its daily use if it has been expended already.
Special: If the wielder drops a non-minion living foe to zero or fewer hit points with an attack by this weapon, he can trigger it as free action, or recharge its daily use if it has been expended already.
 
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Infuses its wielder with vigor of several kinds.
}}</onlyinclude>
 
| Components = [[Good Hope (Spell)]]


* ''[[Creator]] Feat, good hope; Cost +2 bonus''
}}

Revision as of 20:04, 21 December 2016

Invigorating (Melee Weapon Magic Property)

Enchant Cost: 2

Once per day, upon issuing a command word as a standard action, the weapon infuses its wielder with vigor. If its wielder is Fatigued, the weapon removes the fatigue. If Exhausted, the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack and damage rolls and a +10 foot morale bonus to all modes of movement possessed until the end of the encounter.

Special: This weapon may be activated as part of a Charge maneuver, and this may be combined with drawing the weapon. If so activated, its movement bonus applies to the Charge.

Special: If the wielder drops a non-minion living foe to zero or fewer hit points with an attack by this weapon, he can trigger it as free action, or recharge its daily use if it has been expended already.

Creation: Creator (Feat), Bailiwick Check (DC 23), a languid remnant (tier 1), and an item symbolic of the enchantment.