Vampiric (Melee Weapon Magic Property): Difference between revisions

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* '''Price:''' +9 bonus
* '''Price:''' +9 bonus


* '''Aura''' supreme transmutation; '''CL''' 33rd; '''Weight'''
* '''Aura''' supreme transmutation; '''CL''' 33rd; '''Weight''' -


This weapon appears quite normal, but a close inspection will show a fine grain to the surface and a faint shimmer of deadly power.  This weapon inflicts 3d6 of bonus dessication damage on all successful hits, with the exceptions below.
This weapon appears quite normal, but a close inspection will show a fine grain to the surface and a faint shimmer of deadly power.  This weapon inflicts 3d6 of bonus dessication damage on all successful hits, with the exceptions below.

Revision as of 01:51, 31 December 2015


Vampiric

  • Price: +9 bonus
  • Aura supreme transmutation; CL 33rd; Weight -

This weapon appears quite normal, but a close inspection will show a fine grain to the surface and a faint shimmer of deadly power. This weapon inflicts 3d6 of bonus dessication damage on all successful hits, with the exceptions below.

Creatures which have no water in their makeup, such as non-water elementals and non-flesh golems, are immune to this bonus damage. Creatures which are strongly associated with water, such as most plants and water-related elementals, take all bonus damage from this weapon as one die type larger. (d6's become d8's, d10's become d12's.)

In addition, this weapon inflicts a bleed condition upon the target equal to the damage rolled upon the bonus damage dice. This bleed condition does not stack, but a larger bonus damage roll will overwrite a smaller damage bonus roll.

Every round the wielder of the weapon gains a number of hitpoints as healing equal to the amount of the largest active bleed he has inflicted. This is not an action for the wielder, it is a triggered effect that is active whenever any creature in the combat has a bleed condition inflicted by this weapon. This healing will occur even if the wielder is unconscious, helpless, or dying. This healing will not remove a dead condition: That requires a raise dead, resurrection, etc.

On a critical hit, the target is mightily drained, taking 5d10 points of desiccation damage as part of the critical damage. At the end of his next turn, the target takes the same amount of desiccation damage an additional time, though the damage is rolled and applied against any resistances separately.

Note that dessication is a type of special energy damage, and as such, is stopped only by ER/-.

A weapon with a x3 critical multiplier instead deals 10d10 points of desiccation damage on a critical hit, and a weapon with a x4 critical multiplier or higher deals 15d10 points of desiccation damage.

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