Jaunting (Melee Weapon Magic Property): Difference between revisions

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{{Magic Property
{{Magic Property
<!-- Enchantable On:-->
| Melee Weapons = Y
| Ranged Weapons = Y
| Implements =
| Armor =
| Shields =
| Limitations =
<!-- e.g. "bludgeoning only"-->


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


| CL=<onlyinclude>{{#ifeq:{{{transcludesection|CL}}}
| CL|34
}}</onlyinclude>
| Weight = -


| IsEpic = Y


| Description = When the wielder of a jaunting weapon declares a full attack action, this triggers the jaunting power of this weapon.  After any successful strike against an enemy made during a full attack, the wielder may teleport up to 100 feet with the caveat that they must make a melee attack against a foe when they arrive. This power may be used once per round and is adjudicated similarly to [[Dimension Door (Sorcerer/Wizard Spell)|dimension door]] as regards line of effect/line of sight, though its use does not immediately end the wielder's turn.  Thus, the jaunting weapon may move once per round in the middle of a full attack action, and there must be a valid foe in melee range both before and after the teleport is used.
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| When the wielder of a jaunting weapon declares a full attack action, this triggers the jaunting power of this weapon.  After any successful strike against an enemy made during a full attack, the wielder may teleport up to 100 feet with the caveat that they must make a melee attack against a foe when they arrive. This power may be used once per round and is adjudicated similarly to [[Dimension Door (Sorcerer/Wizard Spell)|dimension door]] as regards line of effect/line of sight, though its use does not immediately end the wielder's turn.  Thus, the jaunting weapon may move once per round in the middle of a full attack action, and there must be a valid foe in melee range both before and after the teleport is used.


A Jaunting weapon has all of the effects and benefits of a [[Ghost Touch (Magic Property)|Ghost Touch]] weapon at all times, in addition to inflicting +2d6 of bonus dimensional damage (untyped energy, requiring ER x/- to resist) on each successful attack.
A Jaunting weapon has all of the effects and benefits of a [[Ghost Touch (Melee Weapon Magic Property)|Ghost Touch]] weapon at all times, in addition to inflicting {{Hi|{{WeapAug|Interstice|-8}}}} on each successful attack.
}}</onlyinclude>


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Deals 2d6 bonus dimensional energy with each hit, and allows [[Dimension Door (Sorcerer/Wizard Spell)|dimension door]] during a full attack.
| ShortDesc|Deals {{WeapAug|Interstice|27}} damage with each hit, and allows [[Dimension Door (Sorcerer/Wizard Spell)|dimension door]] during a full attack.
}}</onlyinclude>
}}</onlyinclude>
| Components = [[Dimension Door (Sorcerer/Wizard Spell)]]


}}
}}

Latest revision as of 11:34, 2 June 2019

Jaunting (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.

When the wielder of a jaunting weapon declares a full attack action, this triggers the jaunting power of this weapon. After any successful strike against an enemy made during a full attack, the wielder may teleport up to 100 feet with the caveat that they must make a melee attack against a foe when they arrive. This power may be used once per round and is adjudicated similarly to dimension door as regards line of effect/line of sight, though its use does not immediately end the wielder's turn. Thus, the jaunting weapon may move once per round in the middle of a full attack action, and there must be a valid foe in melee range both before and after the teleport is used.

A Jaunting weapon has all of the effects and benefits of a Ghost Touch weapon at all times, in addition to inflicting 3d6+25 points of bonus Interstice (physical, rare) damage on each successful attack.

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