Tethered (Melee Weapon Magic Property): Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - "\| Components = (.*) " to "")
No edit summary
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{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}}}
| PlusCost|+3 (epic)
| PlusCost|+3
}}</onlyinclude>
}}</onlyinclude>


| CL=<onlyinclude>{{#ifeq:{{{transcludesection|CL}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| CL|21st
| Description| A tethered weapon can be summoned to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. The tethered weapon will teleport, gate, and/or travel through the Ethereal Plane to reach its owner.  This ability has no maximum range, will work on other planes of existence, and effects that block teleportation have no effect upon this summons.  Only if the owner is in an anti-magic field when they attempt to summon the tethered weapon, will the summons actually fail.  Otherwise, nothing can stop it from returning to it's wielder's hand. 
}}</onlyinclude>


| IsEpic = Y
Judicious use of this property while being sneaky grants the wielder a circumstance bonus to Stealth skill rolls, as the wielder can do such tricks as hiding in spots too small for the weapon while wielded, or toss the weapon to make noise to provide a distraction, or leave it in the middle of a hallway and make it vanish, etc, etc.


| Description = A tethered weapon can be summoned to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. The tethered weapon will teleport, gate, and/or travel through the Ethereal Plane to reach its owner.  This ability has no maximum range, will work on other planes of existence, and effects that block teleportation have no effect upon this summons.  If the owner is in an anti-magic field when he attempts to summon the tethered weapon the summons will not work.  Otherwise, it appears as a swift action utterly without fail.  A weapon must be in a creature's possession for at least 24 hours for this ability to function.
A weapon must be in a creature's possession for at least 24 hours for this ability to function.
}}</onlyinclude>


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}

Latest revision as of 11:39, 2 June 2019

Tethered (Melee Weapon Magic Property)

Enchant Cost: +3

A tethered weapon can be summoned to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. The tethered weapon will teleport, gate, and/or travel through the Ethereal Plane to reach its owner. This ability has no maximum range, will work on other planes of existence, and effects that block teleportation have no effect upon this summons. Only if the owner is in an anti-magic field when they attempt to summon the tethered weapon, will the summons actually fail. Otherwise, nothing can stop it from returning to it's wielder's hand.

Judicious use of this property while being sneaky grants the wielder a circumstance bonus to Stealth skill rolls, as the wielder can do such tricks as hiding in spots too small for the weapon while wielded, or toss the weapon to make noise to provide a distraction, or leave it in the middle of a hallway and make it vanish, etc, etc.

A weapon must be in a creature's possession for at least 24 hours for this ability to function.

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