Terrifying (Melee Weapon Magic Property): Difference between revisions

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A terrifying weapon adds its enhancement bonus on Intimidate checks made by the wielder.  
A terrifying weapon adds its enhancement bonus on Intimidate checks made by the wielder.  


In combat, once each round, the wielder may roll an intimidate check against an opponent she has engaged in melee that round as a free action.  This may only be attempted once for each foe in a  given encounter, and only once per 24 hours against any foe.  If this intimidate check succeeds, the foe is [[rattled]] until the end of their next turn.
In combat, once each round, the wielder may roll an intimidate check against an opponent she has engaged in melee that round as a free action.  This may only be attempted once for each foe in a  given encounter, and only once per 24 hours against any foe.  If this intimidate check succeeds, the foe is [[trembling]] until the end of their next turn.


In addition, when an ominous weapon confirms a critical hit, the target is automatically afflicted with  [[cowering]] for 1 round.  If the weapon's critical multiplier is greater than x2, this condition lasts 1 additional round per multiple over x2. A creature that gains the cowering condition from a terrifying weapon cannot gain that condition again from the same weapon for 24 hours.
In addition, when an ominous weapon confirms a critical hit, the target is automatically afflicted with  [[cowering]] for 1 round.  If the weapon's critical multiplier is greater than x2, this condition lasts 1 additional round per multiple over x2. A creature that gains the cowering condition from a terrifying weapon cannot gain that condition again from the same weapon for 24 hours.


* ''Craft Magic Arms and Armor, doom or scare; Cost +3 bonus''
* ''Craft Magic Arms and Armor, doom or scare; Cost +3 bonus''

Revision as of 21:37, 10 July 2014

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Terrifying

  • Price: +3 bonus
  • Aura overwhelming evocation; CL 21st; Weight

This special ability can only be placed on melee weapons.

A terrifying weapon trails a shadowy haze behind every stroke, and moans a dreadful dirge in battle.

A terrifying weapon adds its enhancement bonus on Intimidate checks made by the wielder.

In combat, once each round, the wielder may roll an intimidate check against an opponent she has engaged in melee that round as a free action. This may only be attempted once for each foe in a given encounter, and only once per 24 hours against any foe. If this intimidate check succeeds, the foe is trembling until the end of their next turn.

In addition, when an ominous weapon confirms a critical hit, the target is automatically afflicted with cowering for 1 round. If the weapon's critical multiplier is greater than x2, this condition lasts 1 additional round per multiple over x2. A creature that gains the cowering condition from a terrifying weapon cannot gain that condition again from the same weapon for 24 hours.

  • Craft Magic Arms and Armor, doom or scare; Cost +3 bonus