Invigorating (Melee Weapon Magic Property): Difference between revisions

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This special ability can only be placed on melee weapons.  
This special ability can only be placed on melee weapons.  


After an attack with this weapon drops a living foe (kills it or drops it to negative hit points), 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 rolls and a +10 foot enhancement bonus to all modes of movement possessed until the end of the wielder's next turn.
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 enhancement 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, 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 negative 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.


* ''[[Creator]] Feat, good hope; Cost +2 bonus''
* ''[[Creator]] Feat, good hope; Cost +2 bonus''

Revision as of 22:07, 21 February 2016


Invigorating

  • Price: +2 bonus
  • Aura faint enchantment; CL 5th; Weight -

This special ability can only be placed on melee weapons.

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 enhancement 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, 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 negative 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.

  • Creator Feat, good hope; Cost +2 bonus