Force (Melee Weapon Magic Property): Difference between revisions

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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| A force weapon appears extremely shiny, and if seen in strong light is nearly translucent, the surface so smoothly polished it almost appears to have vast depthsWhen activated, a force weapon is clad in a sheath of unworldly radiance and always sheds bright light in a ten foot radius centered on one intersection of the wielders 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, a ''force'' weapon inflicts {{Hi|{{WeapAug|Force|-2}}}} 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, force 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 a ''force'' 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 a force weapon is a swift action.
A force weapon ignores any miss chance the target may have due to concealment (due to terrain, lighting, or anything else), though the attack must still target the proper square.


While activated a force weapon always delivers all of its damage as force damage. A force weapon inflicts  {{Hi|{{WeapAug|Force|-2}}}} on all attacks. On a critical hit this bonus damage is doubled. If a force weapon has a critical modifier of x3, the bonus damage is instead tripledIf the force weapon has a critical modifier of x4, the bonus damage is instead quadrupled.
While active, a force weapon also adds +1 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 ''force'' property, it becomes 18-20. The ''force'' property does not modify the weapon's critical multiplierThis benefit stacks with feats and class abilities that expand the threat range of a weapon (such as the [[Critical, Improved (Feat)|Improved Critical]] feat). Spells and other effects do not stack.


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, a force weapon ignores the miss chance for concealment against most targets, though the attack must still target the proper square.
While the Force effect is active, the weapon gives off light as a guttering torch (10 feet of bright light, 10 additional feet of dim light). Since this is a light source, it is not possible to use [[stealth]] while this property's effect is activeThis light is unaffected by any form of magical darkness, but will not dispel any form of magical darkness, either.
 
While active, a force 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]] magic property or the [[Critical, Improved (Feat)|Improved Critical]] feat, and is always a simple +1 increase to the threat range.
 
Force weapons cannot be made [[Broken]] with the [[Sunder]] combat maneuver, except by other force weapons or weapons with the Ghost Touch property.  Force weapons inflict full damage on incorporeal creatures.
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| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Defeats concealment, adds +1 to crit mod, and deals bonus damage with all attacks, as force damage.
| ShortDesc|Defeats concealment, adds +1 to crit range, and deals bonus force damage with all attacks.
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Revision as of 14:44, 18 June 2019

Force (Melee Weapon Magic Property)

Enchant Cost: +3

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, a force weapon inflicts 3d6+2 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 a force 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.

A force weapon ignores any miss chance the target may have due to concealment (due to terrain, lighting, or anything else), though the attack must still target the proper square.

While active, a force weapon also adds +1 to the critical threat range of the weapon. For example, a Longsword has a normal critical threat range if 19-20. With the force property, it becomes 18-20. The force property does not modify the weapon's critical multiplier. This benefit stacks with feats and class abilities that expand the threat range of a weapon (such as the Improved Critical feat). Spells and other effects do not stack.

While the Force effect is active, the weapon gives off light as a guttering torch (10 feet of bright light, 10 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), Bailiwick Check (DC 30), a pale remnant (tier 2), and an item symbolic of the enchantment.