Invigorating (Melee Weapon Magic Property): Difference between revisions

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m (Text replacement - " | StealthEffect=<onlyinclude>{{#ifeq:{{{transcludesection|StealthEffect}}} | StealthEffect|0 <!-- Values: N (for no, stealth is impossible), or any number from -20 to +20; negatives are penalties to stealth, positives are bonuses...)
 
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{{Magic Property
{{Magic Property
<!-- Enchantable On:-->
| Melee Weapons = Y
| Ranged Weapons =
| Implements =
| Armor =
| Shields =
| Limitations =
<!-- e.g. "bludgeoning only"-->


| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
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}}</onlyinclude>
}}</onlyinclude>


| Aura=<onlyinclude>{{#ifeq:{{{transcludesection|Aura}}}
| Aura|enchantment, faint
}}</onlyinclude>
| CL=<onlyinclude>{{#ifeq:{{{transcludesection|CL}}}
| CL|5th
}}</onlyinclude>


| Weight = -
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| Once per day, upon issuing a command word as a swift action, the weapon infuses its wielder with vigor. If its wielder is [[Fatigued]], the weapon removes the fatigue. If [[Exhausted]], the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 [[circumstance bonus]] on attack and damage rolls and a +10-foot circumstance bonus to all modes of movement possessed until the end of the encounter.


| IsEpic =
'''Special:''' This weapon may be activated as part of a [[Charge]] maneuver. If so activated, its movement bonus applies to the Charge.


| Description = Once per day, upon issuing a command word as a standard action, the weapon infuses its wielder with vigor. If its wielder is [[Fatigued]], the weapon removes the fatigue. If [[Exhausted]], the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack and damage rolls and a +10 foot morale bonus to all modes of movement possessed until the end of the encounter.
'''Special:''' If the wielder drops a non-minion living foe to zero or fewer hit points with an attack by this weapon, they can trigger this property's effect as free action, or recharge the daily use of this property's effect, if it has been expended already.
 
}}</onlyinclude>
Special: This weapon may be activated as part of a Charge maneuver, and this may be combined with drawing the weapon. If so activated, its movement bonus applies to the Charge.


Special: If the wielder drops a non-minion living foe to zero or fewer hit points with an attack by this weapon, he can trigger it as free action, or recharge its daily use if it has been expended already.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Infuses its wielder with vigor of several kinds.
| ShortDesc|Infuses its wielder with vigor of several kinds.
}}</onlyinclude>
}}</onlyinclude>
| Components = [[Good Hope (Spell)]]


}}
}}

Latest revision as of 10:37, 2 June 2019

Invigorating (Melee Weapon Magic Property)

Enchant Cost: +2

Once per day, upon issuing a command word as a swift action, the weapon infuses its wielder with vigor. If its wielder is Fatigued, the weapon removes the fatigue. If Exhausted, the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 circumstance bonus on attack and damage rolls and a +10-foot circumstance bonus to all modes of movement possessed until the end of the encounter.

Special: This weapon may be activated as part of a Charge maneuver. If so activated, its movement bonus applies to the Charge.

Special: If the wielder drops a non-minion living foe to zero or fewer hit points with an attack by this weapon, they can trigger this property's effect as free action, or recharge the daily use of this property's effect, if it has been expended already.

Creation: Creator (Feat), Bailiwick Check (DC 23), a languid remnant (tier 1), and an item symbolic of the enchantment.