Visualizzazione post con etichetta Qualità delle armi. Mostra tutti i post
Visualizzazione post con etichetta Qualità delle armi. Mostra tutti i post

domenica 9 agosto 2026

New Weapon Quality: Intoxicating

If a weapon can inject poison, why not alcohol?

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Intoxicating Price +1 bonus

Aura faint transmutation; CL 8th; Weight

Three times per day, when the wielder of an intoxicating weapon makes a successful attack with this weapon, in addition to dealing the weapon’s normal damage, the wielder can make that enemy become drunk for 1d6 rounds. The target can attempt a DC 17 Fortitude saving throw each round to end this effect.

Construction Requirements Cost +1 bonus

Craft Magic Arms and Armor, spirit share

domenica 2 agosto 2026

New Weapon Quality: Inoculating

If a bladed weapon can inject poison, why not other useful liquids?

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Inoculating

Aura moderate transmutation CL 5th

Price +1 bonus; Weight

An inoculating weapon is similar to an injecting weapon, except that it can hold up one dose only of an elixir, infused extract, injury poison, or potion. As a swift action, the wielder of an inoculating weapon can inject the stored liquid in a creature’s body after a successful hit. The substance takes effect immediately, despite any onset period, and the target receives the normal saving throw (if any) against the substance. In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance. Only bladed weapons can be made into inoculating weapons. Filling or refilling the weapon’s reservoir is a full-round action.

Construction

Requirements Craft Magic Arms and Armor, touch injection; Price

mercoledì 13 marzo 2019

Maestro Bloodrager Bloodline

This is the first part of a homage I made for my patron S L Hall. She asked “what character do you think represents me best?” And I, being exaggeratingly me, not only did tell her but wrote it for her. The rest of the stuff will follow in the next posts.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Maestro (Bloodrager Bloodline)

The spiritual power of art and song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a less savory heritage, such as from a harpy or a forefather driven to madness by the disquieting gibbering of a shoggoth. However it came to be, you are able to use sound and song as weapons when you bloodrage.

Bonus Spells: adoration (7th), hideous laughter (10th), suggestion (13th), shout (16th).

Bonus Feats: Antagonize, Battle Cry, Cry Challenge, Dazzling Display, Deceitful, Persuasive, Skill Focus (Perform).

Singing Sword (Su): At 1st level, as a swift action up to three times a day you can infuse your attacks with sonic power. When you do, your melee attacks gain the thundering weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as thunder burst.

Musical Inclinations (Ex): At 4th level, you can use your Perform skill during a bloodrage. In addition, you gain resistance 5 to sonic damage and a +2 bonus on saves vs. language-dependent spells and effects. At 12th level, these resistances increase to 10 and +4, respectively.

Battle Song (Ex): At 8th level, once per bloodrage you can use a Perform skill to reproduce the song of strength skald ability, except it lasts 1 round/level. At 16th level, you can use dirge of doom with this ability instead; the save DC is 10 + ½ your bloodrager level + your Charisma bonus.

Deafening Explosion (Ex): At 12th level, every time you confirm a critical hit, your opponent is affected as if you applied the Deafening Critical feat to your blow. You are not required to meet the feat’s prerequisites or actually possess it. If you possess the feat, the effects don’t stack.

Inspire (Sp): At 16th level, your artistic magic can inspire your allies to great accomplishments. Once per bloodrage, you can use greater heroism as a spell-like ability.

Grand Maestro (Su): At 20th level, you become the ultimate battle singer. Three times per day during a bloodrage, you can use resonating word as a spell-like ability. In addition, you gain a +4 bonus on saves vs. charm and compulsion spells and effects and immunity to sonic damage and language-dependent spells and effects. You have these benefits constantly, even when not bloodraging.

New Melee Weapon Quality: Thunder Burst
Aura moderate necromancy CL 12th
Slot weapon quality; Price +2 bonus; Weight
Description
A thunder burst weapon functions as a thundering weapon that explodes in a sonic boom upon striking a successful critical hit. The sonic energy does not harm the wielder. In addition to the extra sonic damage from the thundering special ability, a thunder burst weapon deals an extra 1d10 points of sonic damage on a successful critical hit. If the weapon’s critical modifier is 3, add an extra 2d10 points of sonic damage instead, and if the modifier is 4, add an extra 3d10 points.
Even if the thundering ability is not active, the weapon still deals its extra sonic damage on a successful critical hit.
Construction
Requirements Craft Magic Arms and Armor, blindness/deafness; Price