EPIC WEAPON SPECIAL ABILITY DESCRIPTIONS
Acidic Blast: On
command, an
acidic blast weapon drips acid (though this deals no
damage to the wielder). On any hit, this
acid splashes the creature struck, dealing +3d6 points of bonus acid
damage. On a successful critical hit it instead deals +6d6 points of acid
damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this
special ability bestow the bonus acid
damage upon their ammunition.
Anarchic Power: This
weapon is chaos-aligned and thus bypasses the corresponding
damage reduction. When a
weapon of
anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The
weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the
weapon is in hand and disappear when the
weapon is no longer wielded. These negative levels never result in actual
level loss, but they cannot be overcome in any way (including
restoration spells) while the
weapon is wielded. Bows, crossbows, and slings with this
special ability bestow the
anarchic power upon their ammunition. This
special ability does not stack with the nonepic anarchic
special ability.
Axiomatic Power: This
weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a
weapon of
axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful
damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful
damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The
weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the
weapon is in hand and disappear when the
weapon is no longer wielded. These negative levels never result in actual
level loss, but they cannot be overcome in any way (including
restoration spells) while the
weapon is wielded. Bows, crossbows, and slings with this
special ability bestow the lawful power upon their ammunition. This
special ability does not stack with the nonepic axiomatic
special ability.
Distant Shot: A
distant shot weapon can be used against any target within line of sight at no penalty for range.
Dread: A
dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus
damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic.) To randomly determine a
dread weapon's designated foe, roll on the following table.
d%
|
Designated Foe
|
d%
|
Designated Foe
|
01-05
|
Aberrations |
58-60
|
Humanoids, orc |
06-09
|
Animals |
61-65
|
Magical beasts |
10-16
|
Constructs |
66-70
|
Monstrous humanoids |
17-22
|
Dragons |
71-72
|
Oozes |
23-27
|
Elementals |
73
|
Outsiders, air |
28-32
|
Fey |
74-76
|
Outsiders, chaotic |
33-39
|
Giants |
77
|
Outsiders, earth |
40
|
Humanoids, aquatic |
78-80
|
Outsiders, evil |
41-42
|
Humanoids, dwarf |
81
|
Outsiders, fire |
43-44
|
Humanoids, elf |
82-84
|
Outsiders, good |
45
|
Humanoids, gnoll |
85-87
|
Outsiders, lawful |
46
|
Humanoids, gnome |
88
|
Outsiders, water |
47-49
|
Humanoids, goblinoid |
89-90
|
Plants |
50
|
Humanoids, halfling |
91-98
|
Undead |
51-54
|
Humanoids, human |
99-100
|
Vermin |
55-57
|
Humanoids, reptilian |
|
|
Everdancing: An
everdancing weapon is much like a dancing
weapon, though it can be loosed with a
free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move-equivalent action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an
everdancing weapon can grasp it again as a
free action (assuming it is within reach).
Fiery Blast: On
command, a
fiery blast weapon is sheathed in fire (though this deals no
damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire
damage. On a successful critical hit it instead deals +6d6 points of fire
damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this
special ability bestow the bonus fire
damage upon their ammunition.
Holy Power: This
weapon is good-aligned and thus bypasses the corresponding damager reduction. When a
weapon of
holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good)
damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good)
damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The
weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the
weapon is in hand and disappear when the
weapon is no longer wielded. These negative levels never result in actual
level loss, but they cannot be overcome in any way (including
restoration spells) while the
weapon is wielded. Bows, crossbows, and slings with this
special ability bestow the
holy power upon their ammunition. This
special ability does not stack with the nonepic holy
special ability.
Icy Blast: On
command, an
icy blast weapon is sheathed in icy cold (though this deals no
damage to the wielder). On any hit, this cold washes over the creature struck, dealing
+3d6 points of bonus cold
damage. On a successful critical hit it instead deals +6d6 points of cold
damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this
special ability bestow the bonus cold
damage upon their ammunition.
Lightning Blast: On
command, a
lightning blast weapon crackles with electrical energy (though this deals no
damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing
+3d6 points of bonus electricity
damage. On a successful critical hit it instead deals +6d6 points of electricity
damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this
special ability bestow the bonus electricity
damage upon their ammunition.
Mighty Disruption: Any undead creature struck in combat must succeed at a Fortitude save (DC 21) or be destroyed. A
weapon of
mighty disruption must be a bludgeoning
weapon. (If this property is rolled for a piercing or slashing
weapon, reroll.)
Sonic Blast: On
command, a
sonic blast weapon emits a low thrumming hum (though this deals no
damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d6 points of bonus sonic
damage to the creature struck. On a successful critical hit it instead deals +6d6 points of sonic
damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this
special ability bestow the bonus sonic
damage upon their ammunition.
Triple-Throw: This
special ability can only be placed on a weapon that can be thrown. (If this property is rolled for a weapon that cannot be thrown, reroll.) A
triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate
weapons attack separately (at the same
attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on
damage due to accuracy or precision (including those from sneak attacks, the
Precise Shot feat, or the
ranger's favored enemy bonus) apply only to the original weapon's
damage, not to the duplicates.
Unerring Accuracy: Ranged attacks made with this
weapon negate the AC bonus granted by any
cover short of total
cover. The
weapon's ranged attacks also ignore any miss chance from
concealment (including total
concealment, but the must still aim his or her attacks at the correct square).
Unholy Power: This
weapon is evil-aligned and this bypasses the corresponding
damage reduction. When a
weapon of
unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The
weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the
weapon is in hand and disappear when the
weapon is no longer wielded. These negative levels never result in actual
level loss, but they cannot be overcome in any way (including
restoration spells) while the
weapon is wielded. Bows, crossbows, and slings with this
special ability bestow the
unholy power upon their ammunition. This
special ability does not stack with the nonepic unholy
special ability.