Annihilation (Melee Weapon Magic Property): Difference between revisions

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| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost|+9 (epic)
| PlusCost|+9 (epic)
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| CL=<onlyinclude>{{#ifeq:{{{transcludesection|CL}}}
| CL| 32
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| IsEpic=<onlyinclude>{{#ifeq:{{{transcludesection|IsEpic}}}
| IsEpic| Y
  <!-- Values: Y (for yes) or leave blank (for no) -->
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| 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| The wielder of this weapon may activate this property with a [[swift action]], causing the weapon to fade into an iridescent translucence, and, if examined, it provides glimpses into a vast, deep space inside itself, that seems to be full of mysterious shapes and movement. Once transformed, an ''Annihilation'' weapon inflicts {{Hi|{{WeapAug|Force|0}}}} 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.


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.
In the event that the wielder scores a critical hit against an enemy within melee reach, the bonus Force damage provided by this property is multiplied by the critical multiplier of the weapon.  This breaks the rules for [[bonus damage]], which doesn't normally get multiplied on a critical hit.


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.
The wielder gains a +2 [[circumstance bonus]] to-hit with any attacks made against the enemy creatures within the melee reach of the ''Annihilation'' weapon.


Stealth rolls automatically fail while wielding an ''annihilation'' weapon.
Furthermore, all enemies within melee reach of the ''Annihilation'' weapon are revealed to the wielder, even if they are concealed, stealthed, faded, or behind partial or total cover, even if the wielder does not have [[line of sight]] or [[line of effect]] to them.  Attacks made against such foes do not suffer any miss chance from partial or total [[Combat#Concealment | Concealment]], and such enemies do not gain any AC bonus from being behind partial cover or total cover.  In this way, an ''Annihilation'' weapon can strike an enemy who is within melee reach, even if they are behind a wall or closed door (though the wall or door are unharmed by this act of unexpected violence).


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.
''Annihilation'' weapons, as with any attack that deals force damage, count as both corporeal and incorporeal. Because the weapon exists fully in both a corporeal and incorporeal state, 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.
 
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While activated an annihilation weapon delivers all of its damage as force damage.
 
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.


In addition, on each successful attack the wielder of an annihilation weapon must choose one square of the target that is within his reach.  That 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. 
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.
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]] 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|Adds {{WeapAug|Force|35}}, deals full damage to incorporeal creatures, and reveals enemies within reach, ignoring concealment and partial cover.
}}</onlyinclude>
}}</onlyinclude>


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Latest revision as of 22:16, 9 December 2023

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, and, if examined, it provides glimpses into a vast, deep space inside itself, that seems to be full of mysterious shapes and movement. Once transformed, an Annihilation weapon inflicts 3d6+35 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.

In the event that the wielder scores a critical hit against an enemy within melee reach, the bonus Force damage provided by this property is multiplied by the critical multiplier of the weapon. This breaks the rules for bonus damage, which doesn't normally get multiplied on a critical hit.

The wielder gains a +2 circumstance bonus to-hit with any attacks made against the enemy creatures within the melee reach of the Annihilation weapon.

Furthermore, all enemies within melee reach of the Annihilation weapon are revealed to the wielder, even if they are concealed, stealthed, faded, or behind partial or total cover, even if the wielder does not have line of sight or line of effect to them. Attacks made against such foes do not suffer any miss chance from partial or total Concealment, and such enemies do not gain any AC bonus from being behind partial cover or total cover. In this way, an Annihilation weapon can strike an enemy who is within melee reach, even if they are behind a wall or closed door (though the wall or door are unharmed by this act of unexpected violence).

Annihilation weapons, as with any attack that deals force damage, count as both corporeal and incorporeal. Because the weapon exists fully in both a corporeal and incorporeal state, 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.

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