Annihilation (Melee Weapon Magic Property): Difference between revisions

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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
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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 shouldWhen 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.
| Description| The wielder of this weapon may activate this property with a [[swift action]], causing the weapon to fade into an iridescent translucence, gently glowing, and, if examined, providing glimpses into a vast, deep space inside itself, that seems full of mysterious shapes and movementOnce transformed, an ''annihilation'' weapon inflicts {{Hi|{{WeapAug|Force|-1}}}} on each successful hit as [[bonus damage]], and all of the weapon's damage is delivered as force damage. The force damage does not harm the wielder. The property's effect remains active until another swift action is expended to turn it off, the weapon is sheathed, or until the wielder takes a full night's rest, whichever occurs first.


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.
Unlike normal bonus damage, when an ''annihilation'' weapon critically hits a target, the bonus force damage is doubled, assuming the weapon has a critical multiplier of x2. The bonus damage is instead tripled if the weapon has a critical modifier of x3, and it is quadrupled if the weapon has a critical multiplier of x4.


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.
When attacking a foe within melee reach, the ''annihilation'' weapon ignores any miss chance the target may have ''for any reason'', whether due to cover, concealment, or some ability the foe possesses which would normally inflict a miss chance.


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 tripledIf the ''Annihilation'' weapon has a critical modifier of x4, the bonus damage is instead quadrupled.
The weapon also automatically reveals the location of all foes within melee reach at the start of the wielder's turn, as a free action, regardless of [[stealth]], [[invisibility]], [[faded]], or any other ability that would normally conceal the foe's locationOnly the wielder learns this information; the weapon does not inform the wielder's allies (though the wielder certainly can, if they wish).


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 also adds +2 to the critical threat range of the weapon. For example, a [[Longsword (Weapon)|Longsword]] has a normal critical threat range if 19-20. With the ''annihilation'' property, it becomes 17-20. This property does not modify the weapon's critical multiplier.  This benefit does not stack with the benefit provided by [[Keen (Melee Weapon Magic Property)|Keen]] or any other magic property that improves critical threat range, but it does stack with feats, racial traits, and/or class features that expand the critical threat range of a weapon (such as the [[Critical, Improved (Feat)|Improved Critical]] feat).  Spells and other effects do not stack.


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 [[Critical, Improved (Feat)|Improved Critical]] feat, and is always a simple +2 increase to the threat range.
Also while active, the weapon exists fully in both a corporeal and incorporeal state, and therefore it ignores the 50% reduction in damage that is normally granted to incorporeal creatures, or when the wielder and the target exist in different corporeal states. It also deals normal damage to targets in the same corporeal (or incorporeal) state as its wielder.


''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 cannot be made [[Broken]] with the [[Sunder]] combat maneuver, except by attacks that deal force damage, or weapons with the [[Ghost Touch (Melee Weapon Magic Property)|Ghost Touch]] magic property.
 
While the ''annihilation'' effect is active, the weapon gives off light as a torch (30 feet of bright light, 30 additional feet of dim light). Since this is a light source, it is not possible to use [[stealth]] while this property's effect is active.  This light is unaffected by any form of magical darkness, but will not dispel any form of magical darkness, either.
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| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Defeats concealment, adds +2 to crit mod, and deals bonus damage with all attacks, as force damage.
| ShortDesc|Ignores miss chance, adds +2 to crit mod, deals bonus force damage with all attacks, and reveals hidden foes.
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Revision as of 14:16, 25 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.

The wielder of this weapon may activate this property with a swift action, causing the weapon to fade into an iridescent translucence, gently glowing, and, if examined, providing glimpses into a vast, deep space inside itself, that seems full of mysterious shapes and movement. Once transformed, an annihilation weapon inflicts 3d6+34 points of bonus Force (energy, uncommon) damage on each successful hit as bonus damage, and all of the weapon's damage is delivered as force damage. The force damage does not harm the wielder. The property's effect remains active until another swift action is expended to turn it off, the weapon is sheathed, or until the wielder takes a full night's rest, whichever occurs first.

Unlike normal bonus damage, when an annihilation weapon critically hits a target, the bonus force damage is doubled, assuming the weapon has a critical multiplier of x2. The bonus damage is instead tripled if the weapon has a critical modifier of x3, and it is quadrupled if the weapon has a critical multiplier of x4.

When attacking a foe within melee reach, the annihilation weapon ignores any miss chance the target may have for any reason, whether due to cover, concealment, or some ability the foe possesses which would normally inflict a miss chance.

The weapon also automatically reveals the location of all foes within melee reach at the start of the wielder's turn, as a free action, regardless of stealth, invisibility, faded, or any other ability that would normally conceal the foe's location. Only the wielder learns this information; the weapon does not inform the wielder's allies (though the wielder certainly can, if they wish).

While active, an annihilation weapon also adds +2 to the critical threat range of the weapon. For example, a Longsword has a normal critical threat range if 19-20. With the annihilation property, it becomes 17-20. This property does not modify the weapon's critical multiplier. This benefit does not stack with the benefit provided by Keen or any other magic property that improves critical threat range, but it does stack with feats, racial traits, and/or class features that expand the critical threat range of a weapon (such as the Improved Critical feat). Spells and other effects do not stack.

Also while active, the weapon exists fully in both a corporeal and incorporeal state, and therefore it ignores the 50% reduction in damage that is normally granted to incorporeal creatures, or when the wielder and the target exist in different corporeal states. It also deals normal damage to targets in the same corporeal (or incorporeal) state as its wielder.

An annihilation weapon cannot be made Broken with the Sunder combat maneuver, except by attacks that deal force damage, or weapons with the Ghost Touch magic property.

While the annihilation effect is active, the weapon gives off light as a torch (30 feet of bright light, 30 additional feet of dim light). Since this is a light source, it is not possible to use stealth while this property's effect is active. This light is unaffected by any form of magical darkness, but will not dispel any form of magical darkness, either.

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