Armor Types

 

Acidic: This armor constantly exudes a layer of caustic acid. Any creature coming into contact with the wearer takes 2d4 points of acid damage for each round contact is maintained. Items carried or worn by the wearer are not affected by this acid.

Moderate Evocation; CL 6; Craft Magic Arms and Armor, melf’s acid arrow, resist elements; Price +4 Bonus.

Acid Resistance: A suit of armor or a shield with this property normally has a dull gray appearance. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take (similar to the resist energy spell).

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.

Acid Resistance, Improved: As acid resistance, except it absorbs the first 20 points of acid damage per attack.

Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.

Acid Resistance, Greater: As acid resistance, except it absorbs the first 30 points of acid damage per attack.

Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.

Amphibious: This armor, often decorated with a wave pattern, enables the character to breath water. The wearer also gains a +5 bonus on swim checks. Faint Transmutation; CL 5; Craft magic arms and armor; Water breathing; Price +21000gp.

Animated: Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency.

Strong transmutation; CL 12th; Craft Magic Arms and Armor, animate objects; Price +2 bonus.

Anti-Impact: Damage from constiction, falling and crushing is halved. Faint abjuration; CL 4; Craft magic arms and armor; feather fall; price +2000gps.

Arrow Catching: A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield’s wearer diverts from its original target and targets the shield’s bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield’s base AC bonus are not diverted to the wearer (but the shield’s increased AC bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.

Moderate abjuration; CL 8th; Craft Magic Arms and Armor, entropic shield; Price +1 bonus.

Arrow Deflection: This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can’t be deflected.

Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield; Price +2 bonus.

Axeblock: Wearer of this armor gain DR 5 / Bludgeoning or Piercing, if used in conjunction with hammerblock or spearblock, the DR still remain 5. Moderate abjuration; CL 11; Craft magic arms and armor; polymorph any object; price +2 bonus.

Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.)

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull’s strength; Price +1 bonus.

Beastskin: Whenever you use the wildshape class feature while wearing armor with the Beastskin descriptor, you can expend a daily use of your wildshape ability and cause the armor to be transformed with you, into a shape specifically tailored to your new form. The armor retains all of it’s qualities including weight and AC adjustment.

Strong Transmutation; CL 13th; Craft Magic Arms and Armor, ironwood, Price;+2 Bonus.

Bladejinx: A Hexblade wearing this armor can cause an opponent that just confirmed a critical hit to reroll that confirmation roll. This can be done 3 times per day, once per round.

Moderate Abjuration: CL9 th; Craft Magic Arms and Armor, Foe of the Unlucky, bestow curse; Price +2

Blinding: A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.

Moderate evocation; CL 7th; Craft Magic Arms and Armor, searing light; Price +1 bonus.

Bloodlust: You gain a +4 Morale bonus to confirm Critical threats. Once per day, on command, the shield creates a Keen edge effect on one weapon you carry.

Faint Transmutation; CL 5; Craft Magic Arms and Armor; keen edge; Price: +6000gp; Cost: 3000gp, 240xps, 6 days.

Bolstering: You gain a +1 Morale bonus to Fortitude and Reflex saves. Once per day, you can use your shield to produce a resist energy effect on yourself with a duration of 7 rounds.

Moderate Abjuration; CL 7; Craft Magic Arms and Armor; resist energy; Price: +16000gp; Cost: 8000gp, 640xps, 16 days.

Buffering: A suit of armor or shield with this special ability absorbs ability draining or negative level attacks. It can absorb as many points or negative levels as it enchantment bonus per day.

Strong Abjuration; CL 7; Craft Magic Arms and armor, restoration; Price +3 Bonus.

Buoyant: This can only be placed on a suit of armor. The enchantment makes the armor weigh ½ the normal weight. Moderate Transmutation; CL 7; Craft Magic Arms and Armor, freedom of movement; Price: +1 bonus.


Cold Resistance: A suit of armor or a shield with this property normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 10 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.

Cold Resistance, Improved: As cold resistance, except it absorbs the first 20 points of cold damage per attack.

Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.

Cold Resistance, Greater: As cold resistance, except it absorbs the first 30 points of cold damage per attack.

Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.

Death Ward: Once per day, someone wearing this type of armor, that is struck with a death effect, can ignore the effect. Moderate necromancy; CL 7; Craft magic arms andarmor; death ward; price +1 bonus.

Deep: This special ability can only be placed on a suit of armor. The enchantment grants the wearer the following abilties: Waterbreathing, darkvision 60’, immune to intense pressure and extreme cold. Moderate Transmutation; CL 9; Craft Magic Arms and Armor, transformation of the deeps; Price: +22500gps.

Dessication Resistance: A suit of armor with this special ability absorbs the first 10 hps of dessication damage per attack that the wearer would normally take. Faint Abjuration; CL 3; Craft magic arms and armor; protection from dessication; price +9000gps.

Easy Traveling: The wearer can carry a medium load as if it were a light load. In addition, the wearer can walk for up to 10 hours before having to make a con check vs non lethal damage. Faint Transmutation; CL 5; Craft Magic Arms and armor, Bear’s Endurance; Price +1500gp

Ectoplasmic Feedback: A suit of armor with this property creates a backlash of positive energy when its wearer is hit by an incorporeal melee touch attack. This deals 1d6 points of damage to the attacking creature (no save). The armor’s properties have no effect on corporeal creatures. Faint Abjuration; CL 5; Craft Magic Arms and Armor; ectoplasmic feedback; Price +8000gp.

Electricity Resistance: A suit of armor or a shield with this property normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 10 points of electricity damage per attack that the wearer would normally take (similar to the resist energy spell).

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.

Electricity Resistance, Improved: As electricity resistance, except it absorbs the first 20 points of electricity damage per attack.

Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.

Electricity Resistance, Greater: As electricity resistance, except it absorbs the first 30 points of electricity damage per attack.

Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.

Energy Defense (Synergy): This special ability enhances armor that already has protection against a certain type of energy. Once per day as an immediate action, the wearer can activate the armor in response to an energy attack that the armor normally protects against to gain the following effects: The ER increases by 2 for the armor and the wearer is sheathed in an aura of that energy for the next 10 rounds. Any creature that attacks the wearer during this time using a natural or melee weapon takes 1d6+10 hps of energy damage. Moderate Evocation and Abjuration; CL 10; Craft Magic Arms and Armor, fire shield, resist energy; Price; +3 bonus.

Energy Immunity: This armor renders the wearer immune to a specific type of energy, determined upon activation. This ability is available as an immediate action once per day and lasts for 13 minutes or until the wearer dismisses it.Moderate Abjuration; CL 13; Craft Magic Arms and Armor, Protection from energy; Cost; +3 bonus.

Etherealness: On command, this ability allows the wearer of the armor to become ethereal (as the ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.

Strong transmutation; CL 13th; Craft Magic Arms and Armor, ethereal jaunt; Price +49,000 gp.

Fire Resistance: A suit of armor with this ability normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell).

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.

Fire Resistance, Improved: As fire resistance, except it absorbs the first 20 points of fire damage per attack.

Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.

Fire Resistance, Greater: As fire resistance, except it absorbs the first 30 points of fire damage per attack.

Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.

Fire Warding: This armor negates the wearer’s vulnerability to fire. For example, a frost giant wearing this armor only takes normal damage. Moderate abjuration; CL 5;Craft magic arms and armor; protection from energy;price +24000gp

Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Fortification Type

Chance for Normal Damage

Base Price Modifier

Light

25%

+1 bonus

Moderate

75%

+3 bonus

Heavy

100%

+5 bonus

Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above).

Fortifying Defense (Synergy): This ability can only be applied to armor that already has the Fortification template. In response to a sneak attack or critical hit, if the fortification takes effect, the attacker must make a DC20 Will save or it will be unable to do any extra damage from critical hits or sneak attacks for the next 1d4 rounds (It can still deal normal damage though). Strong Abjuration; CL 15; Craft Magic Arms and Armor, limited wish or miracle; Price: +3 bonus (light), +4 bonus (medium), +5 bonus (heavy).

Frost Warding: This armor negates the wearer’s vulnerability to cold. For example, a fire giant wearing this armor only takes normal damage. Moderate abjuration; CL 5;Craft magic arms and armor; protection from energy;price +24000gp

Ghost Touch: This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, etherealness; Price +3 bonus.

Ghost Ward: A suit of armor with this property allows the wearer to add the armor or shields enhancement bonus (not the armor bonus) to his AC against incorporeal attacks. Faint abjuaration; CL 5; Craft Magic Arms and Armor; mage armor; Price +1 bonus.

Glamered: A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

Moderate illusion; CL 10th; Craft Magic Arms and Armor, disguise self; Price +2,700 gp.

Hammerblock: Wearer of this armor gain DR 5 / Slashing or Piercing, if used in conjunction with axeblock or spearblock, the DR still remain 5. Moderate abjuration; CL 11; Craft magic arms and armor; polymorph any object; price +2 bonus.

Inspiration: If you have an extraordinary or supernatural aura that benefits your allies, the effective range of the aura is doubled. Once per day, on command, you can produce a Prayer effect centered around you.

Faint Enchantment; CL 5; Craft Magic Arms and Armor; prayer; Price: +11000gp; Cost: 5500gp, 440xp, 11 days.

Invulnerability: This suit of armor grants the wearer damage reduction of 5/magic.

Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Magic Arms and Armor, stoneskin, wish or miracle; Price +3 bonus.

Magic Eating: This type of armor carries a spell resistance 13 and any spell that targets the wearer and fails to overcome the Spell resistance, is consumed by the armor and the wearer is given 1d8 temporary hit points (maximum 8 at any time). These temporary hit points last for 1 hour. Strong transmutation; CL 16; Craft magic arms and armor; limited wish, spell resistance; price +3 bonus.

Nacreous: This enchantment grants the wearer a +2 bonus against piercing weapons on top of the normal protection of the armor. Faint Abjuration; CL 3; Craft Magic Arms and Armor, mage armor; Price: +1 bonus.

Proof against Transmutation: A character wearing this armor is immune to any effect that would alter his form, including polymorph, petrification and disintegrate. The wearer can choose to allow a spell to bypass the immunity. Strong abjuration; CL 12; Craft magic arms and armor; spell immunity; price +5 bonus.

Reflecting: This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell.

Strong abjuration; CL 14th; Craft Magic Arms and Armor, spell turning; Price +5 bonus.

Resilient: Resilient armor allows the wearer to transfer some or all of its armor bonus to a single saving throw as an immediate action. The AC of the item returns to normal after one round.

Moderate Transmutation; CL 8; Craft Magic Arms and Armor, magic vestment; price: +1 bonus.

Retaliation: This armor lashes back with magical energy any time an enemy does more than 10 points of damage with a single melee attack. It does 1d6 damage to the attack each time. If the wearer is dropped to 0 or fewer hit points, the armor does 3d6 damage to the attacker. This damage is considered magic for purposes of DR. Strong Evocation; CL 9; Craft Magic Arms and Armor, Symbol of Pain; Price: +3 bonus

Sacred: A suit of armor or shield with this ability only helps characters that have the turn or rebuke ability. It grants a +2 to all turning checks, armor and shields of this type are always deity specific and will have their holy symbol on the front.

Moderate Abjuration; CL 8’ Craft Magic Arms and Armor, ability to turn or rebuke undead; Price +2 bonus.

Shadow: This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks. (The armor’s armor check penalty still applies normally.)

Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility; Price +3,750 gp.

Shadow, Improved: As shadow, except it grants a +10 competence bonus on Hide checks.

Moderate illusion; CL 10th; Craft Magic Arms and Armor, invisibility; Price +15,000 gp.

Shadow, Greater: As shadow, except it grants a +15 competence bonus on Hide checks.

Moderate illusion; CL 15th; Craft Magic Arms and Armor, invisibility; Price +33,750 gp.

Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.) Faint illusion; CL 5th; Craft Magic Arms and Armor, silence; Price +3,750 gp.

Silent Moves, Improved: As silent moves, except it grants a +10 competence bonus on Move Silently checks.

Moderate illusion; CL 10th; Craft Magic Arms and Armor, silence; Price +15,000 gp.

Silent Moves, Greater: As silent moves, except it grants a +15 competence bonus on Move Silently checks.

Moderate illusion; CL 15th; Craft Magic Arms and Armor, silence; Price +33,750 gp.

Slick: Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer’s Escape Artist checks. (The armor’s armor check penalty still applies normally.)

Faint conjuration; CL 4th; Craft Magic Arms and Armor, grease; Price +3,750 gp.

Slick, Improved: As slick, except it grants a +10 competence bonus on Escape Artist checks.

Moderate conjuration; CL 10th; Craft Magic Arms and Armor, grease; Price +15,000 gp.

Slick, Greater: As slick, except it grants a +15 competence bonus on Escape Artist checks.

Moderate conjuration; CL 15th; Craft Magic Arms and Armor, grease; Price +33,750 gp.

Slippery Aura (Synergy): This ability can only be applied to armor that already has the Slippery Mind template. When activated, this feature grants all allies within 10’ the slippery mind ability. Activating this ability is a standard action andit can only be used once per day. Strong Abjuration; CL 15; Craft Magic Arms and Armor, Mind blank; cost: +22500gps, +1800xps, +45 days. Price: 45000gps.

Slippery Mind: This special ability activates automatically one round after the wearer fails a Will throw against enchantment or a similar effect. It allows the wearer a second save against the effect. Strong Abjuration; CL 15; Craft Magic Arms and Armor, Mind Blank; Cost +22500gps, +1800xps, +45 days. Price: 45000gps.

Sonic Resistance: A suit of armor or a shield with this property normally has a glistening appearance. The armor absorbs the first 10 points of sonic damage per attack that the wearer would normally take (similar to the resist energy spell).

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.

Sonic Resistance, Improved: As sonic resistance, except it absorbs the first 20 points of sonic damage per attack.

Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.

Sonic Resistance, Greater: As sonic resistance, except it absorbs the first 30 points of sonic damage per attack.

Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.

Spearblock: Wearer of this armor gain DR 5 / Bludgeoning or Slashing, if used in conjunction with hammerblock or axeblock, the DR still remain 5. Moderate abjuration; CL 11; Craft magic arms and armor; polymorph any object; price +2 bonus.

Spell Catching: Once per day, as an immediate action, you can command your shield to absorb a spell that has been targeted at you of 3rd level or lower. Any time up to an hour later, you can recast the spell, at the original caster level.

Moderate Abjuration; CL9; Craft Magic Arms and Armor; spell resistance; price: +2 bonus.

Spell Catching, Greater: Once per day, as an immediate action, you can command your shield to absorb a spell that has been targeted at you of 6th level or lower. Any time up to an hour later, you can recast the spell, at the original caster level.

Moderate Abjuration; CL11; Craft Magic Arms and Armor; spell resistance; price: +4 bonus.

Spell Resistance: This property grants the armor’s wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.

Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).

Spell Trapping (Synergy): This ability can only be placed on a rmor that already has Spell Resistance applied to it. This ability increases the spell resistance by 2 and grants the folowing ability: When a spell of 5th level or lower is cast at the wearer and it fails to overcome the spell resistance, the armor absorbs the spell and stores it, allowing the wearer to recast the spell at any point (as a standard action). Strong Abjuration and Evocation; CL 15; Craft Magic Arms and Armor; Spell resistance, imbue with spell ability; Price =5 bonus

Styptic: This type of armor causes the wearers wounds to close instantly, not healing them but stopping blood loss and stablizing him instantly. In addition, the wearer has a 25% chance of being unaffected by a blood draining effect that affects constitution such as a vampire or stirge. Faint Transmutation; CL 7; Craft magic arms and armor; Creator must have 10+ ranks in heal; Price +2 bonus.

Twilight: This enchantment causes armor to become transluscent and semi-corporeal when spellcasting with somatic components. It reduces the spell failure chance by 10% for whatever armor it is applied to (You cannot ever have a negative chance). Faint Abjuration; CL5th; Craft Magic Arms and Armor, Price: +1 bonus.

Undead Controlling: The wearer of a suit of armor or a shield with this property may control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.

Strong necromancy; CL 13th; Craft Magic Arms and Armor, control undead; Price +49,000 gp.

Wild: The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.

Moderate transmutation; CL 9th; Craft Magic Arms and Armor, baleful polymorph; Price +3 bonus.


Specific Armors

The following specific suits of armor usually are preconstructed with exactly the qualities described here.

Adamantine Breastplate: This nonmagical breastplate is made of adamantine, giving its wearer DR of 2/–.

No aura (nonmagical); Price 10,200 gp.

Armor of the Fallen Leaves: This set of non-metallic +3 wild full plate armor is a riot of red, yellow and orange leafed formed into a suit of armor. Once per day the wearer can speak a command word which causes the leaves to turn brown and scatter on the breeze, and the wearer disappears. In fact, the wearer has merged with the leaves which appear to flutter near the ground but are actually under the complete control or the wearer. The wearer can move and interact with his environment as if he were under the effect of a gaseous form spell. He can remain in this form for up to 30 minutes. Strong Transmutation; CL 15; Craft magic arms and armor; baleful polymorph, gaseous form; price 39900gps; cost 20775gp+1530xp.

Armor of Mobility: This suit of +2 leather armor grants its wearer the mobility feat even if he doesn’t have the prerequisites. Faint transmutation; CL 5; Craft magic arms and armor; cat’s grace; price 16160gp; cost 8160gp+320xp; weight 15lbs.

Banded Mail of Luck: Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer’s player must decide whether to have the attack roll rerolled before damage is rolled.

Strong enchantment; CL 12th; Craft Magic Arms and Armor, bless; Price 18,900 gp; Cost 10,150 gp + 700 XP.

Bearskin Armor: This +5 Breastplate has an outer layer of shaggy brown or black fur. The wearer can Bear’s Endurance himself once per day. The armor also gives a +2 competence bonus to grappling checks. For up to 10rnds per day, the wearer can use the Scent special quality. Activating this is a free action, the rounds in which this is used need not be consecutive. As a free action, the armor can sprout claws that do 1d6 dam and extends the wearers reach by 5’ and he can use these as natural weapons. Activating this is a free action, the rounds in which this is used need not be consecutive. Moderate Transmutation; CL 9th; Craft Magic Arms and Armor; Bear’s Endurance, Polymorph or Wild Shape Ability; Price 38550gp; Cost 19450gp+1528xp.

Breastplate of Command: This finely crafted +2 breastplate radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, including turning checks and Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal herself in any way and still have the effect function. Strong enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp + 850 XP.

Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day.

Faint transmutation [good]; CL 5th; Craft Magic Arms and Armor, creator must be good, fly; Price 22,400 gp; Cost 12,550 gp + 1,004 XP.

Demon Armor: This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The “claws” are built into the armor’s vambraces and gauntlets.

The armor bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armor is worn.

Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor, contagion; Price 52,260 gp; Cost 26,130 gp + 2,090 XP.

Dragonhide Plate: This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.

No aura (nonmagical); Price 3,300 gp.

Dwarven Plate: This full plate is made of adamantine, giving its wearer damage reduction of 3/–.

No aura (nonmagical); Price 16,500 gp.

Elven Chain: This extremely light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. It is considered light armor and weighs 20 pounds.

No aura (nonmagical); Price 4,150 gp.

Exoskeleton: Prepared from an undead skeleton, it is equal to a +2 breastplate and grants DR5/bludgeoning. Faint Necromancy; CL 5; Craft Magic Arms and Armor; Knowledge (religion) 5+ ranks; animate dead; Price 49500gp; Weight 30lb.

Foxhide Armor: +2 leather armor has an outer layer of red-gold or grey fur with white trim. The armor wearer can use fox’s cunning once per day on himself, the armor also gives a +2 bonus to Hide and Move Silently. For up to 10rnds per day, the wearer can use the Scent special quality. Activating this is a free action, the rounds in which this is used need not be consecutive. Once per day, the wearer can use pass without trace on himself, while this is in effect, the wearer also gains the woodland stride ability. Moderate transformation; CL 9; Craft Magic Arms and Armor, fox’s cunning, pass without trace, polymorph or wild shape ability; Price 18960gp; Cost 9560gp+752xp.

Ghoul Shell: Made from sections of ghol hide, it gives the same protection as +3 leather armor. In addition the wearer gains the ghoul touch ability 3 times per day, DC15 fortitude. Strong necromancy; CL 12; Craft Magic Arms and Armor; Knowledge (religion) 5+ ranks, create undead; price 35230gp; Weight 15lb.

Ghost Shroud: This is a burial cloth that must be wrapped around the body, you cannot wear any other armor. It grants a +4 Deflection bonus and allows the wearer to make ghost touch attacks. Strong Necromancy; CL 12; Craft Magic Arms and Armor; Knowledge (religion) 5+ ranks, create undead; price 35000gp; Weight 0lb.

Hawkfeather Armor: This +3 Studded Leather has an outer layer of golden feathers. The wearer can use eagle’s splendor once per day on himself, and gains a +10 bonus to spot checks while wearing the armor. . For up to 10 rounds per day, the wearer can sprout wings and fly at speed 60’ (good), provided he carries no more than a light load. Activating this is a free action, the rounds in which this is used need not be consecutive. Moderate transformation; CL 9; Craft Magic Arms and Armor, eagle’s splendor, polymorph or wild shape ability; Price 28775gp; Cost 14475gp+1144xp.

Millennial Chainmail: This feels like a mithril chainmail but the links are a pale green that grow brighter in the sunlight. It is a +3 chainmail but it has a maximum dex bonus of 8 an armor check penalty of –2 and arcane spell failure 15%. It is considered light armor. The mail extends painless tiny green roots into the skin of the wearer, granting fast healing 3 as long as he is standing in better than shadowy illumination. Moderate conjuration; CL 10; Craft magic arms and armor; regenerate; Price 18800gps; cost 9550gp+740xp; Weight 20lbs.

Mithril Full Plate of Speed: As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.

Speed while wearing a suit of mithral full plate is 20 feet for Medium creatures, or 15 feet for Small. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor and weighs 25 pounds.

Faint transmutation; CL 5th; Craft Magic Arms and Armor, haste; Price 26,500 gp.

Mithril Shirt: This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.

No aura (nonmagical); Price 1,100 gp.

Mithralmist Shirt: This is a +2 mithral shirt that upon command, fills the wearers square with billowing silver mist. The mist grants the wearer concealment but does not interfere with his vision. The armor sheds mist for 1 minute per use, up to 7 times per day. Finally, the wearer can use gaseous form for 10 minutes per day. Moderate abjuration; CL 6; Craft magic arms and armor; gaseous form, obscuring mist; Price 21300gp; Cost 11200gp+808xp.

Owlfeather Armor: This +1 Leather armor has an outer layer covered with grey feathers, speckled with black. The armor wearer can use owl’s wisdom on himself once per day, the wearer also gains a +8 bonus on Spot checks made in areas of shadowy illumination. The wearer also gains a +4 bonus to Listen and Move Silently. For up to 10 rounds per day, the wearer can sprout wings and fly at speed 40’ (good), provided he carries no more than a light load. Activating this is a free action, the rounds in which this is used need not be consecutive. Moderate transformation; CL 9; Craft Magic Arms and Armor, owl’s wisdom, polymorph or wild shape ability; Price 20175gp; Cost 10525gp+828xp.

Plate Armor of the Deep: This +1 full plate is decorated with a wave and fish motif. The wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any creature with a language that breathes water.

Moderate abjuration; CL 11th; Craft Magic Arms and Armor, freedom of movement, water breathing, tongues; Price 24,650 gp; Cost 17,150 gp + 600 XP.

Rhino Hide: This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.

Moderate transmutation; CL 9th; Craft Magic Arms and Armor, bull’s strength; Price 5,165 gp; Cost 2,665 gp + 200 XP.

Shadow Veil: A shadow veil appears as an indistinct, enveloping covering. A shadow veil precludes wearing any other kind of armor. It grants a +2 deflection bonus. Someone wearing a shadow veil is difficult to distinguish in shadow and is treated as having concealment against creatures without darkvision, blindsight or other sensory apparatus that does not rely on light. Strong Necromancy; CL 12; Craft Magic Arms and Armor; Knowledge (religion) 5+ ranks, create undead; price 10000gp; Weight 0lb.

Tigerskin Armor: This +4 Chain Shirt has an outer layer of striped fur. The wearer can use cat’s grace on himself once per day, and gains a +2 bonus to hide, climb, jump and swim checks. For up to 10rnds per day, the wearer can use the Scent special quality. Activating this is a free action, the rounds in which this is used need not be consecutive. As a free action, the armor can sprout claws that do 1d6 dam and extends the wearers reach by 5’ and he can use these as natural weapons. Activating this is a free action, the rounds in which this is used need not be consecutive. Moderate Transmutation; CL 9th; Craft Magic Arms and Armor; Cat’s Grace, Polymorph or Wild Shape Ability; Price 31550gp; Cost 6750gp+1312xp.

Transport: This +2 Mithral Breastplate allows the user to invoke a dimension door once per day as the spell. Moderate conjuration; CL 7; Craft Magic Arms and Armor, dimension door; Price 25300gps; Cost 12900gp + 976xps

Unending Hunt: This mithral +2 Chainmail, grants its wearer immunity to fatigue and exhaustion. Moderate abjuration; CL 8; Craft magic arms and armor; restoration; Price 21500gps; cost 10900gp+848xp; weight 20lbs.

Vampire Hide: Made from the skin of vampires, it has the same properties a s +3 Studded leather and grants the wearer DR5/Silver and magic. Strong Necromancy; CL 12; Craft Magic Arms and Armor; Knowledge (religion) 5+ ranks, create undead; price 63325gp; Weight 20lb.

Zombie Hide: Made from a single layer of zombie hide, it offers the same protection as +1 hide armor and grants the wearer DR5/Slashing. Strong Necromancy; CL 5; Craft Magic Arms and Armor; Knowledge (religion) 5+ ranks, animate dead; price 46315gp; Weight 25lb.

 


Specific Shields

The following specific shields usually are preconstructed with exactly the qualities described here.

Absorbing Shield: This +1 heavy steel shield is flat black and seems to absorb light. Once every two days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack.

Strong transmutation; CL 17th; Craft Magic Arms and Armor, disintegrate; Price 50,170 gp; Cost 25,170 gp + 2,000 XP.

Bulwark of Antimagic: Once per day, the wielder of this +1 tower shield can command it to radiate an antimagic field. Moderate abjuration; CL 11; Craft magic arms and armor; antimagic field; price 27580gp; cost 14380gp+575xp; weight 65lbs.

Caster’s Shield: This +1 light wooden shield has a small leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed has only half the base raw material cost. Experience point and component costs remain the same. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.

A random caster ’s shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01–80 on d%) or arcane (81–100).

A caster’s shield has a 5% arcane spell failure chance.

Moderate abjuration; CL 6th; Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level; Price 3,153 gp (plus the value of the scroll spell if one is currently scribed); Cost 1,653 gp + 120 XP.

Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty.

No aura (nonmagical); Price 205 gp.

Darkwood Shield: This nonmagical heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield.

It weighs 5 pounds and has no armor check penalty.

No aura (nonmagical); Price 257 gp.

Lion’s Shield: This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.

Moderate conjuration; CL 10th; Craft Magic Arms and Armor, summon nature’s ally IV; Price 9,170 gp; Cost 4,670 gp + 360 XP.

Mithral Heavy Shield: This heavy shield is made of mithral and thus is much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty. It weighs 5 pounds.

No aura (nonmagical); Price 1,020 gp.

Overhead: This +2 Large Steel Shield can provide nearly complete protection against attacks originating from above. Once per day the wielder can invoke a wall of force over his head with a 20’ radius and hovers 5’ above the wielder’s head. The force wall follows the user and blocks all attacks from above including catapult attacks and indirect volley fires. The wall last for as long as the wielder concentrates for a max of 10 rnds. The wielder must keep his shield arm raised to maintain the wall but gains no AC bonus from the shield. Moderate Evocation; CL 10; Craft Magic Arms and Armor, wall of force; Price 24170gps; Cost 12170gp + 480xps

Spined Shield: This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19–20/x2). Fired spines regenerate each day.

Moderate evocation; CL 6th; Craft Magic Arms and Armor, magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.

Variable Shield: This is normally a +1 Small Steel Shield, it can however change size by mental command as a standard action. It can become as small as a buckler all the way up to a tower shield. The weilder must have the proficiency to wield the shield or suffer the normal penalties.

Moderate Evocation; CL5; Craft Magic Arms and Armor, enlarge; Price 6560gp; Weight Variable.

Wight Shield: This is a +1 light steel shield wrapped in the hide of a wight. You can use this sheld with a bash attack (treat as light weapon), a successful hit causes the target to make a DC14 Fortitude save or take one negative level. Strong Necromancy; CL 12; Craft Magic Arms and Armor; Knowledge (religion) 5+ ranks, create undead; price 16309gp; Weight 6lb.

Winged Shield: This round heavy wooden shield has a +3 enhancement bonus. Small, feathered wings encircle the shield.

Once per day it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.

Faint transmutation; CL 5th; Craft Magic Arms and Armor, fly; Price 17,257 gp; Cost 8,628 gp and 5 sp + 690 XP.

Wrapped Tower: This is a +2 Tower Shield wrapped in the funerary wrappings of an undead mummy. Once per day, the bearer can take complete cover and cause all creatures viewing the shield to make a DC16 will save or be paralyzed with fear for 1d4 rounds. Strong Necromancy; CL 12; Craft Magic Arms and Armor; Knowledge (religion) 5+ ranks, animate dead; price 6330gp; Weight 45lb.

 

 

 

 


Magic Weapon Special Ability Descriptions

In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.

Acidic Burst: This weapon works in all ways like a weapon with the Corrosive template except when the wielder scores a critical hit. When this occurs the weapon bursts forth with a gout of acid. Depending on the critical multiplier, the hit does extra damage: 2X: 1d10, 3X:2d10, 4X:3d10. Strong Conjuration; CL12; Craft Magic Arms and Armor, Acid Fog / Acid Storm / Melf’s Acid Arrow or Storm of Vengeance; Price: +2 bonus.

Air Elemental Power (Synergy): This ability can only be added to a weapon that already has the Shock or Shocking burst ability. Using this weapon, the wielder can summon an Air elemental once per day, the size depending on the type of enchantment to the weapon. The wielder can communicate with the elemental summoned as if he spoke it’s language. The amount of time the elemental will stay depends on it’s size: Large: 11rnds, Huge: 13rnds, Greater: 15rnds, Elder: 17rnds. Moderate or Strong Conjuration; CL 11 (Large), 13 (Huge), 15 (Greater), 17 (Elder); Craft Magic Arms and Armor, Call Lightning or Lightning Bolt, Summon Monster (VI, VII, VIII, IX); Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (Greater), +4 bonus (Elder).

Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.

Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Price +2 bonus.

Aquatic: This enchantment grants the wielder Freedom of Movement for purposes of using the weapon underwater. Moderate Transmutation; CL 5; Craft Magic Arms and Armor, freedom of movement; Price: +1 Bonus.

Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.

Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order’s wrath, creator must be lawful; Price +2 bonus.

Bane: A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.

Binding: A weapon with this special ability prevents extradimensional travel by the target on a successful hit for 13 rounds. This ability can be used once per day and its use must be declared before the roll, a miss on the attack wastes the use for the day.

Strong Abjuration; CL 13; Craft Magic Arms and armor, Dimensional Anchor; Price +1 Bonus.

Blood Seeking: This enchantment can only be placed on weapons that shoot ammunition. Ammunition fired from one of these weapons flies around cover if necessary to strike its target. It negates any bonus to AC the target gains from cover. The shooter must know the target is there and there must be a clear path for the ammunition to reach the target. The blood seeking ability does not work against plants, oozes, undead and constructs. Moderate divination; CL 9; Craft magic arms and armor; arcane eye; price +1 bonus.

Blurstrike: On command (Free Action), A weapon with this ability fades partially from view, appearing as only a faint outline, though the wielder can see it normally. When used in an attack, an activated Blurstrike weapon (along with the wielders hand and arm,) appears as nothing but an amorphous blur near the wielders body. The blurring effect prevents the target from knowing exactly where the weapon is aimed. The first attack made with a blurstrike weapon each round is made as if the target were flat-footed. Foes that don’t rely on sight for combat, and creatures with the uncanny dodge class feature retain their dexterity bonus against these attacks. A blurstrike weapon can remain blurry for up to 10 rnds per day. The duration need not be in consecutive rounds: deactivating the effect is also a free action. This property can only be applied to melee weapons. Faint Illusion; CL 3rd; Craft Magic Arms and Armor, Blur or Invisibility; Price +2 Bonus

Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.

Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 bonus.

Brutal Surge: Once per day the wielder can activate this ability as a swift action in response to a successful melee hit on their part. It initiates a Bullrush attempt against the target. This Bullrush invokes no attack of opportunity and uses the wielder’s strength and size for the bullrush modifier along with a +2 bonus from the weapon. If successful, it pushes the target back the maximum amount allowed by the results but the wielder does not follow the target, he stays in his original square. Moderate Evocation; CL 7; Craft Magic Arms and Armor, Bigby’s Forceful Hand; Price: +2000gps

Caustic Surge: One time per day, per Constitution bonus of the wielder,  the wielder can activate this ability as a swift action in response to a successful melee hit on his part. The weapon does an additional 2d6 Acid damage. Moderate Evocation; CL 5; Craft Magic Arms and Armor, Melf’s Acid Arrow; Price +2000gps

Chargebreaker: Only weapons that can be set against a charge (Like a spear) can be enchanted this way. Any charging creature struck by a weapon with this property must make a DC14 Fort save or be knocked prone. Faint Evocation; CL 5; Craft Magic Arms and Armor, daze monster, Price +1 bonus

Corrosive: As a standard action the magic of this weapon can become activated. It coats the length of the weapon with a corrosive liquid that does an additional 1d6 damage on a successful hit. Moderate Conjuratrion; CL 10; Craft Magic Arms and Armor, Acid fog, acid storm, melf’s acid arrow or storm of vengeance; Price: +1 bonus.

Crushing: Weapons with this enhancement are the bludgeoning equivalent to a vorpal weapon. On a confirmed critical hit, the weapon crushes the targets head to dust. Creatures without a head or immmune to critical hits are immune tothis effect. Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, bigby’s forceful hand; Price +5 bonus.

Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price +4 bonus.

Deadly Precision: A deadly precision weapon does an additional 2d6 points of damage when it’s wielder does a successful sneak attack. It does not bestow the abiltiy if you do not have it. Moderate transformation; CL 12; Craft magic arms and armor; keen edge; price +2 bonus.

Defending: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.

Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.

Defensive Surge: Activating a weapon with this quality is a swift action that must occur immediately after the wielder makes a successful melee attack. During any round the the wielder uses the Combat Expertise feat or fights defensively, he can trigger the weapons magic and gain an additional +2 bonus to his AC. This ability is usable a number of time equal to his charisma bonus each day. Moderate abjuration; CL 5; Craft Magic Arms and Armor, Shield; Price: +2000gps.

Deflecting: If you are wielding a deflecting weapon of your size or one size larger, you can try to knock projectiles aimed at you out of the air. Once per round, when you would normally be hit by a projectile, you may make a DC20 reflex check (if the weapon has a magical bonus add that to the DC). If you succeed, the projectile deflects away harmlessly. You must be aware of the attack and not flat footed. Only melee weapons have this ability. Faint transmutation; CL 5; Craft magic arms and armor; entropic shield; price +1 bonus.

Dessicating: A dessicating weapon destroys water in any living creature it hits. It deals an extra 1d6 dessication damage (1d8 on water based or plant based). Moderate necromancy; CL 8; Craft Magic Arms and Armor; dessicate, wither, or horrid wilting; price +2 bonus.

Dessicating Burst: This is the same as a dessicating weapon but on a critical hit, it explodes with a burst of dessicating energy. The wielder is not affected. It deals an extra 1d10 (2d10 vs water based or plant based) points of dessicating damage (+2d10 if the multiplier is x3, +3d10 if it is x4). Strog necromancy; CL 12; Craft Magic Arms and Armor; dessicate, wither, or horrid wilting; price +3 bonus.

Disruption: A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.)

Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price +2 bonus.

Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.

Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.

Earth Elemental Power (Synergy): This ability can only be added to a weapon that already has the Corrosive or Acidic burst ability. Using this weapon, the wielder can summon an Earth elemental once per day, the size depending on the type of enchantment to the weapon. The wielder can communicate with the elemental summoned as if he spoke it’s language. The amount of time the elemental will stay depends on it’s size: Large: 11rnds, Huge: 13rnds, Greater: 15rnds, Elder: 17rnds. Moderate or Strong Conjuration; CL 11 (Large), 13 (Huge), 15 (Greater), 17 (Elder); Craft Magic Arms and Armor, Acid Fog / Acid Storm / Melf’s Acid Arrow or Storm of Vengeance, Summon Monster (VI, VII, VIII, IX); Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (Greater), +4 bonus (Elder).

Exit Wound: Projectile weapons with this ability propel their ammunition entirely through the living body they strike. This effect deals an extra 1d6 damage. The projectile continues on the same path once it passes through the body, and targets in line with it are affected by the same to hit roll, although they get a +4 to AC. If the projectile hits an object, it stops. This ability can only be applied to ranged weapons. Moderate transmutation; CL 8; Craft magic arms and armor; Melf’s acid arrow; price +2 bonus.

Explosive: This ability can only be added to ammunition. When the ammuntion hits, all creatures within 10’ rad take 1d6 fire damage. Reflex sv vs DC14 negates. Faint Evocation; CL 5; Craft Magic Arms and Armor, fireball; Price +2 bonus

Fiercebane (Synergy): This ability can only be added to a weapon that already has the Bane template applied to it. In addition to the normal Bane effect the weapon also does the following: When the weapon’s bane creature gets within 100ft of it, the weapon begins to glow. Upon a successful critical hit, the weapon does even more damage depending on the critical multiplier: 2X: +1d10, 3X:+2d10, 4X:+3d10. Strong Conjuration; CL12; Craft Magic Arms and Armor, Summon Monster I; Price +2 bonus.


Fire Elemental Power (Synergy): This ability can only be added to a weapon that already has the Flaming or Flaming burst ability. Using this weapon, the wielder can summon a Fire elemental once per day, the size depending on the type of enchantment to the weapon. The wielder can communicate with the elemental summoned as if he spoke it’s language. The amount of time the elemental will stay depends on it’s size: Large: 11rnds, Huge: 13rnds, Greater: 15rnds, Elder: 17rnds. Moderate or Strong Conjuration; CL 11 (Large), 13 (Huge), 15 (Greater), 17 (Elder); Craft Magic Arms and Armor, Flame Blade / Flame Strike or Fireball, Summon Monster (VI, VII, VIII, IX); Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (Greater), +4 bonus (Elder).

Flaming: Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.

Flaming Burst: A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.

Flaming Surge: : One time per day, per Constitution bonus of the wielder,  the wielder can activate this ability as a swift action in response to a successful melee hit on his part. The weapon does an additional 2d6 Fire damage. Moderate Evocation; CL 5; Craft Magic Arms and Armor, Flame Blade, Flame Strike or Fireball; Price +2000gps

Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.

Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus.

Fury: A weapon with this enchantment does an additional 1d6 damage if its wielder is raging. Faint enchantment; CL 5; Craft Magic Arms and Armor, rage; Price +1 bonus

Ghost Strike: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. In addition, this weapon can be used to deliver sneak attacks or critical hits to incorporeal creatures. Only melee weapons can have this feature. Moderate Conjuration; CL 11; Craft Magic Arms and Armor; ghost touch weapon, undeath to dead; Price +2 bonus.

Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.

Hexburst: When a Hexblade is wielding this weapon and he scores a critical hit, he may expend one of his daily hexblade curses to deal an additional 2d6 damage.

Faint Evocation; CL 5th; Craft Magic Arms and Armor, creator must be a Hexblade; Price +1 bonus.

Hideaway: Hideaway weapons can collapse and fold up simply by pressing a button on the handle or haft. They are easy to conceal when folded and not easily recognizable as weapons, making them very popular with rogues. When folded, the hideaway weapon collapses into a small cylinder that fits comfortably into the owners hand. Pressing the stud to fold or unfold is a free action. When you use sleight of hand to conceal a folded weapon, you gain a +2 bonus to the check. Faint transmutation; CL 5th; Craft Magic Arms and Armor, Shrink Item; Price +7500gp

Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.

Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus.

Holy Surge: One time per day, per Charisma bonus of the wielder,  the wielder can activate this ability as a swift action in response to a successful melee hit on his part. The weapon does an additional 2d6 Holy damage against evil aligned targets. Moderate Evocation; CL 11; Craft Magic Arms and Armor, Holy Smite or Holy Word; Price +2000gps

Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.

Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.

Icy Surge: One time per day, per Charisma bonus of the wielder,  the wielder can activate this ability as a swift action in response to a successful melee hit on his part. The weapon does an additional 2d6 Cold damage. Moderate Evocation; CL 5; Craft Magic Arms and Armor, Chill Metal or Ice Storm; Price +2000gps


Illusion Bane: The special ability of this weapon can only be activated once per day. It can be activated only after touching an item or creature covered by an illusion or similar magic. The wielder of an illusion bane weapon has no miss chance with it against a creature affected by any illusion magic that would normally grant a miss chance (Blur, displacement, etc). In addition, a successful hit allows the wielder to attempt to dispel the illusion (1d20 + 10). This effect is a targeted dispel but it functions only against illusion magic. Other illusions can be dispelled by toucj=hing the weapon to it and attempting a dispel (1d20+10) roll. Moderate Abjuration and Divination; CL 10; Craft Magic Arms and Armor, True Seeing, Dispel Magic; Price: +7000gps.

Illusion Theft (Synergy): This ability can only be applied to a weapon that already has the Illusion Bane template applied to it. The last illusion spell dispelled by the weapon (due to the illusion bane ability) is stored within the weapon and can be used by the wielder, activated with a standard action. Only one spell can be stored at a time. The duration of the illusion is equal to the duration left on the original spell when it was stored. The wielder is aware of how much time is left on the illusion when it is activated. Strong Evocation; CL 17; Craft Magic Arms and Armor, True Seeing, Dispel Magic; Price: +3 bonus.

Incorporeal Binding (Synergy): This ability can only be applied to a weapon that already has the Ghost Touch template applied to it. This ability activates automatically whenever the weapon touches an incorporeal creature. Incorporeal creature hit by a weapon with this ability lose their 50% miss chance for one round as well as their 50% chance of not being affected by spells originating from corporeal sources. All other abilities remain the same. Moderate Abjuration; CL 9; Craft Magic Arms and Armor, Plane shift, Dimensional anchor; Price: +3 bonus.

Intercepting: This weapon grants you one extra attack in a round, if a foe attempts to charge, bulrush, overrun, or grapple you. You make a single melee attack against this foe before he attempts his action. This attack is not an attack of opportunity, which means it functions against action that do not provoke attacks of opportunity. If you make a successful intercepting attack against a charging, bullrushing or overrunning opponent, the weapon deals double damage. In addition, if the attack lands against a charging opponent, that foe loses the +2 bonus to hit but retains the AC penalty.

Moderate Transmutation; CL 8; Craft Magic Arms and Armor; cat’s grace: Price: +1 Bonus.

Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.

Ki Focus: The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk’s stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only melee weapons can have the ki focus ability.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price +1 bonus.

Last Resort: A melee weapon (usually a dagger) with the last resort ability is particularly effective in a grapple. It’s wielder doesn’t take the –4 penalty for attacking while in a grapple, and the weapon deals an extra 1d6 damage in a grapple for each size category the target is bigger than the wielder. Moderate transmutation; CL 7; Craft magic arms and armor; freedom of movement; price +1 bonus.

Lightning Surge: One time per day, per Charisma bonus of the wielder,  the wielder can activate this ability as a swift action in response to a successful melee hit on his part. The weapon does an additional 2d6 Electrical damage. Moderate Evocation; CL 5; Craft Magic Arms and Armor, Call lightning or  Lightning bolt; Price +2000gps

Magebane: When used against a creature that prepares arcane spells, spontaneously casts arcane spells, or uses arcane spell like abilities, the enchantment on the weapon is 2 points higher and it deals an additional 2d6 damage. Moderate conjuration; CL 8; Craft magic arms and armor; dispel magic; price +1 bonus.

Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.

Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.

Mighty Cleaving: A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price +1 bonus.

Necrotic Focus: This magic weapon serves as a focus for the wielders ability drain or energy drain ability. Upon a successful hit, the target must make a save against the energy or ability drain + the weapons bonus. Moderate Necromancy; CL 7; Craft Magic arms and Armor; enervation, spectral hand; price +3 bonus.

Profane: Upon command a profane weapon is sheathed in negative energy. A living creature that wields an activated profane weapon take 1 point of Con damage per round. The weapon remains activated until it is commanded to deactivate. Living creatures struck by the weapon take an additional 1d6 damage (2d6 vs good outsiders). The weapon is considered evil aligned for the purposes of damage reduction. Moderate conjuration; CL 7; Craft Magic arms and Armor; inflict light wounds; price +1 bonus.

Profane Burst: This type of weapon functions exactly as a profane weapon but explodes with negative energy upon a successful critical hit. This burst does 1d4 Con damage to a living wielder, and does extra damage to the target depending on the weapon bonus (1d10 for +1 or +2, 2d10 for +3, 3d10 for +4, etc). Strong Conjuration; CL 12; Craft Magic arms and Armor; inflict critical wounds; price +2 bonus.

Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).

Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.


Sacred: : Upon command a profane weapon is sheathed in positive energy. An undead creature that wields an activated sacred weapon take 1 point of Chr damage per round. The weapon remains activated until it is commanded to deactivate. Undead creatures struck by the weapon take an additional 1d6 damage (2d6 vs evil outsiders). The weapon is considered good aligned for the purposes of damage reduction. Moderate conjuration; CL 7; Craft Magic arms and Armor; cure light wounds; price +1 bonus.

Sacred Burst: This type of weapon functions exactly as a sacred weapon but explodes with positive energy upon a successful critical hit. This burst does 1d4 Chr damage to an undead wielder, and does extra damage to the target depending on the weapon bonus (1d10 for +1 or +2, 2d10 for +3, 3d10 for +4, etc). Strong Conjuration; CL 12; Craft Magic arms and Armor; cure critical wounds; price +2 bonus.

Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)

Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price +1 bonus.

Shock: Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus.

Shocking Burst: A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.

Sizing: The wielder of a sizing weapon can change the weapons size category as a standard action. Moderate transmutation; CL 9; Craft magic arms and armor; enlarge person, reduce person; price +1 bonus.

Skillful: This special ability can only be added to melee weapons. It allows the wielder to use the weapon, even if he is not proficient in it. In addition, his Base attack bonus improves to a maximum of ¾ the amount of class levels he has(if BAB is already higher, there is no bonus). Moderate transmutation; CL 11; Craft magic arms and armor; tenser’s transformation; price +2 bonus.

Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.

Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.

Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

Sudden Stunning: One time per day, per Charisma bonus of the wielder,  the wielder can activate this ability as a swift action in response to a successful melee hit on his part. The weapon emits a surge of energy that causes the target to make a successful Reflex save vs DC (10+1/2 wielder lvl+wielders Cha bonus) or be stunned for 1d4+1 rounds. Moderate Evocation; CL 9; Craft Magic Arms and Armor, Hold Monster; Price +2000gps

Thundering: A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.

Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.

Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.

Unholy: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.

Moderate evocation [evil]; CL 7th; Craft Magic Arms and Armor, unholy blight, creator must be evil; Price +2 bonus.

Unholy Surge: One time per day, per Charisma bonus of the wielder,  the wielder can activate this ability as a swift action in response to a successful melee hit on his part. The weapon does an additional 2d6 Unholy damage against good aligned targets. Moderate Evocation; CL 11; Craft Magic Arms and Armor, Unholy Blight or Unholy Word; Price +2000gps


Vexing: When this weapon is wielded by a hexblade, he can turn some or all of the weapon’s enchantment into a penalty on his opponent. As a free action, the hexblade determines before his attack how he wishes to apply the weapon’s bonus. He must then succeed on a touch attack against his intended target. If he makes the touch attack, he deals no damage but applies the penalty to his target until the end of the hexblades next turn. This penalty affects ALL rolls that the target makes during the effect.

Strong Necromancy; CL 14th; Craft Magic Arms and armor, bestow curse; Price +1 bonus.

Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.

Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.

Water Elemental Power (Synergy): This ability can only be added to a weapon that already has the Frost or Icy burst ability. Using this weapon, the wielder can summon a Water elemental once per day, the size depending on the type of enchantment to the weapon. The wielder can communicate with the elemental summoned as if he spoke it’s language. The amount of time the elemental will stay depends on it’s size: Large: 11rnds, Huge: 13rnds, Greater: 15rnds, Elder: 17rnds. Moderate or Strong Conjuration; CL 11 (Large), 13 (Huge), 15 (Greater), 17 (Elder); Craft Magic Arms and Armor, Chill Metal or Ice Storm, Summon Monster (VI, VII, VIII, IX); Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (Greater), +4 bonus (Elder).

Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price +2 bonus.

 

 


Specific Weapons

The following specific weapons usually are preconstructed with exactly the qualities described here.

Arrow, Burrowing: This +1 arrow sticks into its target on any successful hit  and embeds itself in the wound. A burrowing arrow must be pulled out manually before natural healing can occur, and this removal deals a further 1d8hps damage. If the target receives magical healing, the arrow does an immediate 1d8 damage as the magic forces the arrow from the wound. Faint necromancy; CL 4; Craft magic arms and armor; inflict light wounds; price 167pgs; cost 87gp+6xp.

Assassin’s Dagger: This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, slay living; Price 18,302 gp; Cost 9,302 gp + 720 XP.

Bullet of Sound: If this +1 sling bullet strikes a foe, it explodes in a sonic burst doing 1d8 hps of sonic damage to all creatures in a 10’ radius. Those affected must make a DC13 fort save or be stunned for 1 rnd. Faint Evocation; CL 3; Craft Magic arms and Armor; sound burst; 196gp.

Bow of the Mighty Dragon Hunter: This +2 Dragon Bane Composite Longbow (+4 Str) is carved from the thigh bone of a huge or larger dragon. If an arrow fired from this bow hits a dragon, the dragon takes 1 point of Str damage. Furthermore, any critical hit inflicted on a dragon by an arrow fired from this bow deals x5 rahter than x3. Keen edge and bless weapon do not work on this weapon or projectiles fired from this bow. Moderate transmutation and necromancy; CL 9; Craft Magic arms and armor; keen edge, ray of enfeeblement; price 36900gp; cost 18900gp+1440xp; Weight 3lbs.

Bowstaff: As the name implies it can switch between and +2 longbow and a +2 quarterstaff as a move action. Strong transmutation; CL 15; Craft magic arms and armor; polymorph any object; price 10975gp; cost 5975gp + 400xp.

Claws of the Leopard: These +2 spiked gauntlets give the wearer the following abilities: low light vision, +10 to climb. If the wielder charges an opponent, he can make a full attack with the claws. Moderate transmutation; CL 6; Craft magic arms and armor; cat’s grace, creator must have 5+ ranks in climb; price 38305gp; cost 19305gp + 1520xp.

Crossbow of Reloading: +1 Light crossbow, reloading it is a free action instead of a move action. Moderate Transmutation; CL 7; Craft Magic Arms and Armor; Haste; Price 6335gp.

Dagger of Defense: This +4 defending dagger has a long thin blade and a broad guard making it an excellent defensive weapon. In addition, if the wielder has this weapon in his off hand, he cannot be flanked. Moderate abjuration; CL 12; Craft magic arms and armor; shield; price 58302gp; cost 29302gp + 2320xp.

Dagger of Denial: A +2 unholy dagger, AL: NE, Int 18, Wis 10, Cha 18, Speech, Telepathy, 120’ darkvision, blindsense and hearing, ego 26. Lesser Powers: Detect magic at will (14 in spellcraft and bluff) Greater Powers: Continuous Detect Scrying, Arcane Eye 1x/day. Dedicated Powers: can cast dispel magic as 10th level caster. Special Purpose: Defeat/slay Divine Spellcasters. The dagger takes great glee in disrupting other spellcaster, giggling and cackling with glee as its wielder counters their spells.  It will ready an action (dispel magic) and use spell craft to determine if the casters spell is worth dispelling. Moderate Abjuration; CL 10; Craft magic arms and armor, creator must be evil; Detect scrying, arcane eye, dispel magic; price 77902gps; cost 39102gp+3104xp.

Dagger of Lifekeeping: Once per 24 hour period, when this dagger is drawn from it’s scabbard it grants an additional 1d10+10 temporary hit points that last for the next 10 hours. In addition, when the dagger is actively wielded, it grants the wielder a +2 bonus to all saves.Strong Necromancy; CL 11; Craft Magic Arms and Armor, Resistance, False Life and Shield or Shield of Faith; Cost: 19351gps,1548xps,20days; Price: 38702gps: Weight 1lb.

Dagger of Venom: This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.

Demonward: +1 Holy greatsword made of cold Iron. Moderate Evocation: CL 7; Craft Magic Arms and Armor; holy smite, creator must be good; Price 20400gp.

Devilward: +1 holy greatsword made with alchemical silver. It takes a –1 to damage because of its softness. Moderate Evocation: CL 7; Craft Magic Arms and Armor; holy smite, creator must be good; Price 18480gp.

Dragondoom Blade: The wielder of this +3 greatsword can as a free action, choose to deliver a smite attack on a dragon. For every size category above medium the dragon takes an extra 1d6 damage. The smite function can be used up to 3x/day, but no more than once per round. The wieldermust declare his smite attack before he rolls, if he misses the smite is wasted. Moderate transmutation; CL 7; Craft magic arms and armor; fell the greatest foe; price 34350gp; cost 17305gp+1360xp; weight 15lbs.

Dwarven Thrower: This weapon commonly functions as a +2 warhammer. In the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, it deals an extra 2d8 points of damage against giants or an extra 1d8 points of damage against any other target.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; Price 60,312 gp; Cost 30,312 gp + 2,400 XP.

Flame Tongue: This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.

Moderate evocation; CL 12th; Craft Magic Arms and Armor, scorching ray, and flame blade, flame strike, or fireball; Price 20,715 gp; Cost 10,515 gp + 816 XP.

Frost Brand: This +3 frost greatsword sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.

A frost brand extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.

Strong evocation; CL 14th; Craft Magic Arms and Armor, ice storm, dispel magic, protection from energy; Price 54,475 gp; Cost 27,375 gp and 5 sp + 2179 XP.


Ghost Gauntlet: Any weapon gripped by a hand wearing a ghost gauntlet gains the ghost touch ability. It allows you to make portions of the gauntlets and your hands incorporeal andthus grants a +5 bonus to disable device and open locks checks.  Once per day you can also move one item from the material plane to the ethereal plane using the gauntlets. Strong Conjuration; CL 13; Craft Magic Arms and Armor, plane shift, teleport object; Cost: 34391gps, 2751xps, 35 days: Price: 68782gps: Weight: 1lb.

Holy Avenger: This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.

It provides spell resistance of 5 + the paladin’s level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.)

Strong abjuration; CL 18th; Craft Magic Arms and Armor, holy aura, creator must be good; Price 120,630 gp; Cost 60,630 gp + 4,800 XP.

Javelin of Lightning: This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half ). It is consumed in the attack.

Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP.

Life-Drinker: This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.

Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.

Strong necromancy; CL 13th; Craft Magic Arms and Armor, enervation; Price 40,320 gp; Cost 20,320 gp + 1,600 XP.

Living Chain: +2 spiked Chain, when used in a trip attempt, it coils itself around the target adding +4 to the users trip roll. This bonus is in addition to the normal advantages of using a chain to trip. Moderate Transmutation; CL 7; Craft Magic Arms and Armor; bulls strength; price 12325.

Luck Blade: This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.

Strong evocation; CL 17th; Craft Magic Arms and Armor, wish or miracle; Price 22,060 gp (0 wishes), 62,360 gp (1 wish), 102,660 gp (2 wishes), 142,960 gp (3 wishes); Cost 11,030 gp + 882 XP (0 wishes), 31,180 gp + 2,494 XP (1 wish); 51,330 gp + 4,106 XP (2 wishes), 71,480 gp + 5,718 XP (3 wishes).

Mace of Smiting: This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.

Moderate transmutation; CL 11th; Craft Magic Arms and Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 XP.

Mace of Terror: On command, this +2 heavy mace causes the wielder’s clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell (Will DC 16 partial). They take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day.

Strong necromancy; CL 13th; Craft Magic Arms and Armor, fear; Price 38,552 gp; Cost 19,276 gp + 1,542 XP.

Nine Lives Stealer: This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a hint of evil about it). A critical hit must be dealt for the sword’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword’s death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword 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 sword is wielded.

Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor, finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp + 922 XP.

Oathbow: Of elven make, this white +2 composite longbow (+2 Str bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.

The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath.

Strong evocation; CL 15th; Craft Magic Arms and Armor, creator must be an elf; Price 25,600 gp; Cost 13,100 gp + 1,000 XP.

Rapier of Desperate Measures: It has only the faintest magic aura and written on the hilt is ‘Don’t be Careful!’. It is a +2 Keen Rapier, until the user loses ½ his hit points, it then becomes a +4 Keen Rapier. If the user drops to ¼ hit points it becomes a +6 Vicious Keen Rapier. Faint transmutation; CL 9; Craft magic arms and armor; keen edge; price 23920gps.

Rapier of Puncturing: Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.

Strong necromancy; CL 13th; Craft Magic Arms and Armor, harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.

Reaver’s Cutlass: This +1 wounding cutlass seems to sing for blood when it is used. If it attaches to an opponent, it twists into the wound as though alive and continues to deal Constitution damage each round it is attached. To remove it, an opponent must achieve a pin and spend one full round wrenching it free. The weapon uses the wielder’s grapple check, even though he is not toughing it, and it takes no size penalty. Strong Evocation; CL 12, Craft Magic Arms and armor, animate objects, mordenkainen’s sword; Price: 26310gp; Cost: 13310gp + 1040xp.

Screaming Bolt: One of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.

Faint enchantment; CL 5th; Craft Magic Arms and Armor, doom; Price 267gp; Cost 128 gp and 5 sp + 10 XP.

Self Flining Spear: Kobold socerers are often gifted with these weapons for consistently protecting their lair. This is a Small +1 Returning, Spell Storing Spear. As a swift action the spear can be activated by voice commands (In Draconic), it can become a longspear, short spear or a normal spear (all small sized), at will and can be thrown mentally (but only one of these actions can be done as a swift action). Strong Evocation and Transmutation; CL 12; Craft Magic Arms and Armor, shrink item, telekinesis; (Variants: Some more powerful versions increase the distance thrown (+14000), add Gnome Bane (+14000gp) or both (+32000gps)). Price; 21300gps; Cost; 10820gps, 840xps, 11 days: Weight; 3lbs.

Shatterspike: Wielders without the Improved Sunder feat use Shatterspike as a +1 longsword only; wielders with the Improved Sunder feat add a +4 bonus (including the sword’s +1 enhancement bonus) to the opposed roll when attempting to strike a foe’s weapon. If successful, Shatterspike deals 1d8+4 points of damage plus the wielder’s Strength modifier to the target weapon (the target weapon’s hardness must still be overcome with each hit). Shatterspike can damage weapons with an enhancement bonus of +4 or lower.

Strong evocation; CL 13th; Str 13, Craft Arms and Armor, Power Attack, Improved Sunder, shatter; Price 4,315 gp; Cost 2,315 gp + 160 XP; Weight 4 lb.

Shifter’s Sorrow: This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.

Strong transmutation; CL 15th; Craft Arms and Armor, baleful polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.

Slaying Arrow: This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below.

A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23.

Strong necromancy; CL 13th; Craft Magic Arms and Armor, finger of death (slaying arrow) or heightened finger of death (greater slaying arrow); Price 2,282 gp (slaying arrow) or 4,057 gp (greater slaying arrow); Cost 1,144 gp 5 sp + 91 XP (slaying arrow) or 2,032 gp + 162 XP (greater slaying arrow).

Sleep Arrow: This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.

Faint enchantment; CL 5th; Craft Magic Arms and Armor, sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP.

Sling Boulder: These +1 Sling Bullets transform the second they are thrown into a large boulder that deals 2d6+1 (+Str Mod) damage.

Faint Transmutation; CL 3rd; Craft Magic Arms and Armor, shrink item; Price: 367gps each; Cost: 184gps, 15xps, 1 day; Weight: 1/2lb each.

Sun Blade: This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.

In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2).

The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, daylight, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.


Sword of Life Stealing: This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.

Strong necromancy; CL 17th; Craft Magic Arms and Armor, enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 1,029 XP.

Sword of the Planes: This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals.) It operates as a +3 longsword on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.

Strong evocation; CL 15th; Craft Magic Arms and Armor, plane shift; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.

Sword of Subtlety: A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder’s attack and damage rolls when he is making a sneak attack with it.

Moderate illusion; CL 7th; Craft Magic Arms and Armor, blur; Price 22,310 gp; Cost 11,155 gp + 892 XP.

Swordbow: The magical swordbow takes the concept of the elvencraft bow and does it one better. As the name implies, the weapon can transform from a sword to a bow and vice versa, upon a mere thought by the wielder (a free action). A wielder can even interchange bow and sword attacks as part of the same full attack action. In either form the weapon has the same bonus, however increasing the bonus costs the same as increasing two weapons. There are 3 kinds of Swordbow: Light: Switches between Rapier and Shortbow (+1), Normal: Longsword/Longbow (+1). Great: Greatsword, Composite Longbow (+1, Str bonus determined upon Creation). Faint Transmutation; CL 5th; Craft arms and Armor; shrink item; creator must be an elf. Price 6650 (light), 6690gp (Swordbow), 7150gp (Great) Cost: 3650gp+240xp (light), 3690gp+240xp(swordbow), 4150gp+240xp (great).

Sylvan Scimitar: This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.

Moderate evocation; CL 11th; Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid; Price 47,315gp; Cost 23,657 gp and 5 sp + 1,893 XP.

Trident of Fish Command: The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the trident. The trident can be used up to three times per day.

Moderate enchantment; CL 7th; Craft Magic Arms and Armor, speak with animals; Price 18,650 gp; Cost 9,325 gp + 746 XP.

Trident of Warning: A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident.

Moderate divination; CL 7th; Craft Magic Arms and Armor, locate creature; Price 10,115 gp; Cost 5,057 gp and 5 sp + 405 XP.

Twinblade Scourge: This is a Great Two Bladed Sword, one side is a +2 Steel Goblinoid Bane blade, the other is a +2 Adamantine Keen blade. Once per day, the weilder can activate the weapon to grant them a Quickened Rage ability (as the Spell). Strong Enchantment; CL 5; Craft Magic Arms and Armor, quicken spell, keen edge, rage, summon monster I. Price: 55400gps; Cost: 29400gps, 2080xps, 52 days; Weight: 12lbs.

Weapon of Transmutation: +1 longsword, after first successful hit, the weapon alters itself to overcome all damage reduction that the target has. This transformation lasts for 10 rounds. If the target’s DR changes, the blade must again hit first and then change again. The weapon does not gain any other benefits of the properties it takes on and always deals its normal damage. Strong Transmutation; CL 13; Craft Magic Arms and armor; limited wish; price 50315gp.