Annihilation (Melee Weapon Magic Property): Difference between revisions

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| Description| An annihilation weapon appears shabby and well worn, although very sturdily constructed. If seen in strong light it is oddly dim, as if the light does not affect it as much as it properly should.   
| Description| An ''Annihilation'' weapon appears shabby and well worn, although very sturdily constructed. If seen in strong light it is oddly dim, as if the light does not affect it as much as it properly should.  When activated, an ''Annihilaition'' weapon is clad in a sheath of unworldly radiance and always sheds bright light in a 20-foot radius around the wielder's space.  This light is unaffected by any form of magical darkness, but will not dispel any form of magical darkness, either.
 
When activated, an annihilation weapon becomes an eldritch rent in reality, impossible to look at directly as the brain refuses to see it. The wielder of an annihilation weapon gains a gaze attack which inflicts [[dazzled]] upon anyone looking at him, with a reflex save versus an [[Save DC|Average DC]] for the wielder's level to negate.
 
As an ''annihilation'' weapon is moved, space itself seems to crackle and shatter around the horrendous fracture in reality, fractures of space radiating in every direction from the dreadful rent.  All creatures within ten feet of an activated annihilation weapon must make a fort save versus an [[Save DC|Average DC]] for the wielder's level or be [[deafened]] for the rest of the encounter.  This save is rolled once in each round in which the ''annihilation'' weapon is used to make an attack.


Stealth rolls automatically fail while wielding an ''annihilation'' weapon.
Due to the bright light it generates, ''Annihilation'' weapons pierce most forms of concealment in melee range. Note that is impossible to Stealth while displaying a light source.


Activating an ''annihilation'' weapon is an free action instead of a standard action. However, deactivating it is a full round action, and requires that the wielder not be disturbed while he forces the devouring well closed.
Activating an ''Annihilation'' weapon is a free action. However, deactivating it is a full round action, and requires that the wielder not be disturbed while he forces the devouring well closed. If not deactivated and left unattended, this property will inflict Sunders on the ground or other surface it is adjacent to, the exact effects of which are left to the GM to determine.


While activated an annihilation weapon delivers all of its damage as force damage.   
While activated an ''Annihilation'' weapon always delivers all of its damage as force damage.  An ''Annihilation'' weapon inflicts  {{Hi|{{WeapAug|force|+3}}}} on all attacks.  On a critical hit this bonus damage is doubled.  If an ''Annihilation'' weapon has a critical modifier of x3, the bonus damage is instead tripled.  If the ''Annihilation'' weapon has a critical modifier of x4, the bonus damage is instead quadrupled.


An annihilation weapon does a bonus 5d6 of damage on all attacks.  On a critical hit this is doubled to a bonus of 10d6.  If an annihilation weapon has a critical modifier of x3, the bonus damage becomes 15d6.  If an annihilation weapon has a critical modifier of x4, the bonus damage becomes 20d6.
When used to attack a creature which has concealment (due to terrain, lighting, or anything else), or has made a Stealth roll, or who is [[invisible]] to the wielder in any way, an ''Annihilation'' weapon ignores the miss chance for concealment against most targets, though the attack must still target the proper square.


In addition, on each successful attack the wielder of an annihilation weapon must choose one square of the target that is within his reachThat square is the center of the area of effect of a 5x5 blast of force damage which inflicts the same 5d6 of force damage.  All creatures, friend or foe, within that space take the same 5d6 bonus damage roll.
While active, an ''Annihilation'' weapon adds +2 to the threat range of the weaponThis bonus is a straight adder that is applied after such affects as the [[Critical, Improved (Feat)|Improved Critical]] feat, and is always a simple +2 increase to the threat range.


On a critical hit, this area of effect damage is also multiplied, becoming 10d6, 15d6, or 20d6 depending upon the base weapon's critical multiplier. Critical damage is inflicted upon the terrain as well, counting as 2, 3 or 4 successful Sunder checks (depending on the base weapon's critical multiplier) against all unattended objects, structures and fortifications inside the area of effect, regardless of those objects' Sunder DC's.  Note that this does not apply to worn or wielded objects, just unattended objects.
''Annihilation'' weapons cannot be made [[Broken]] with the [[Sunder]] combat maneuver, except by other 'force' weapons or weapons with the Ghost Touch property.  ''Annihilation'' weapons inflict full damage on incorporeal creatures.
 
An annihilation weapon grants the wielder some measure of control of the terrible energies it unleashes. The wielder may choose up to five allies who are not affected by the area of effect damage generated by melee attacks. The wielder of an annihilation weapon is always immune to the force damage of his own weapon when it is generated by melee attacks.  The wielder chooses which allies are not affected when he makes his first attack roll in the encounter.  None of these immunities apply to an annihilation burst (see below).
 
While active, an annihilation weapon adds +1 to the threat range of the weapon.  This bonus is a straight adder that is applied after such affects as [[Keen (Melee Weapon Magic Property) | Keen]] or [[Critical, Improved (Feat)|Improved Critical]], and is always a simple +1 increase to the threat range.
 
Annihilation weapons cannot be made [[Broken]] with the [[Sunder]] combat maneuver, except by other force weapons or weapons with the [[Ghost Touch (Melee Weapon Magic Property)|Ghost Touch]] property.  Annihilation weapons inflict full damage on [[incorporeal]] or phased creatures, both those directly struck and those affected by the area of effect damage.
 
If the wielder is disarmed or otherwise drops the annihilation weapon, if it strikes a solid surface while uncontrolled it erupts in an annihilation burst as detailed below.  The annihilation burst power also occurs if the weapon is deliberately dropped or thrown. Note that in no case may more than one annihilation burst be triggered per round, even if an annihilation weapon is thrown multiple times in a round.
 
Lastly, once per encounter as a swift action, the wielder of an annihilation weapon may unleash an annihilation blast even while holding the weapon.  This annihilation blast is an 8x8 area which must be centered within thirty feet of the wielder's space.  All creatures, objects, and terrain in the annihilation burst suffer 30d6 of force damage, with a fortitude saving throw against an [[Save DC|Average DC]] for the wielder's level to take half damage.
 
Note: If used with a single attack that includes multiple targets or multiple attacks (such as Whirlwind Attack or a Monk's Echoing Strike), the blast is only applied to one successfully struck target, chosen by the wielder.
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| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Deals 5d6 bonus force damage in a 5x5 area with each hit.
| ShortDesc|Defeats concealment, adds +2 to crit mod, and deals bonus damage with all attacks, as force damage.
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Revision as of 13:56, 5 June 2019

Annihilation (Melee Weapon Magic Property)

Enchant Cost: +9 (epic)

You must be level 21 or higher to equip, wield or wear an item with this property.

An Annihilation weapon appears shabby and well worn, although very sturdily constructed. If seen in strong light it is oddly dim, as if the light does not affect it as much as it properly should. When activated, an Annihilaition weapon is clad in a sheath of unworldly radiance and always sheds bright light in a 20-foot radius around the wielder's space. This light is unaffected by any form of magical darkness, but will not dispel any form of magical darkness, either.

Due to the bright light it generates, Annihilation weapons pierce most forms of concealment in melee range. Note that is impossible to Stealth while displaying a light source.

Activating an Annihilation weapon is a free action. However, deactivating it is a full round action, and requires that the wielder not be disturbed while he forces the devouring well closed. If not deactivated and left unattended, this property will inflict Sunders on the ground or other surface it is adjacent to, the exact effects of which are left to the GM to determine.

While activated an Annihilation weapon always delivers all of its damage as force damage. An Annihilation weapon inflicts 3d6+38 points of bonus force (energy, uncommon) damage on all attacks. On a critical hit this bonus damage is doubled. If an Annihilation weapon has a critical modifier of x3, the bonus damage is instead tripled. If the Annihilation weapon has a critical modifier of x4, the bonus damage is instead quadrupled.

When used to attack a creature which has concealment (due to terrain, lighting, or anything else), or has made a Stealth roll, or who is invisible to the wielder in any way, an Annihilation weapon ignores the miss chance for concealment against most targets, though the attack must still target the proper square.

While active, an Annihilation weapon adds +2 to the threat range of the weapon. This bonus is a straight adder that is applied after such affects as the Improved Critical feat, and is always a simple +2 increase to the threat range.

Annihilation weapons cannot be made Broken with the Sunder combat maneuver, except by other 'force' weapons or weapons with the Ghost Touch property. Annihilation weapons inflict full damage on incorporeal creatures.

Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 72), a mythic remnant (tier 8), and an item symbolic of the enchantment.