Force (Melee Weapon Magic Property): Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
 
(9 intermediate revisions by 2 users not shown)
Line 6: Line 6:


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| 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 movement.  Once 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.
| 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, a ''force'' 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.


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.
When attacking a foe within melee reach, the ''force'' weapon ignores any miss chance the target may have due to either partial or total [[Combat#Concealment | Concealment]] (due to terrain, lighting, or anything else), though the attack must still target the proper square.


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.
Force 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.


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 multiplier.  This 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.
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.
}}</onlyinclude>
}}</onlyinclude>


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Defeats concealment, adds +1 to crit range, and deals bonus force damage with all attacks.
| ShortDesc|Adds {{WeapAug|Force|10}}, ignores concealment penalties, and deals full damage to incorporeal creatures.
}}</onlyinclude>
}}</onlyinclude>


}}
}}

Latest revision as of 21:34, 9 December 2023

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, 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, a force weapon inflicts 3d6+3 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.

When attacking a foe within melee reach, the force weapon ignores any miss chance the target may have due to either partial or total Concealment (due to terrain, lighting, or anything else), though the attack must still target the proper square.

Force 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), Bailiwick Check (DC 30), a pale remnant (tier 2), and an item symbolic of the enchantment.