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Ichor of the Forge

Only Obtainable By The Nightsister Class.   Can summon one of the following choice of weapons at the start of combat as a movement action. When you switch choices while in combat, it takes a full round action.   Cost: 5 force points+1 point/2 levels   Energy Bow - A two-handed ranged weapon.  
LevelDamageCritical ThreatCritical DamageExtra Effects
1 1d12+1 Energy 19-20 x2, +1d4 Energy Attack: -1
8 2d8+5 Energy 19-20 x2, +1d6 Energy Stun Chance on Hit: d100, 75-100, 1 Round, Will Save DC 14 to negate effect
15 2d12+10 Energy 19-20 x3, +1d8 Energy
Defense Damage on Hit: 1, 1d4+2 Rounds, Reflex Save DC 22 to negate effect
Stun Chance on Hit: d100, 75-100, 1 Round, Will Save DC 18 to negate effect
  Dual Sickle Knives - Two one-handed melee weapons. Affected by Two-Weapon Fighting Penalty.   Main Hand
LevelDamageCritical ThreatCritical DamageExtra Effects
1 1d8+1 Fire 19-20 x2, +1d8 Cold N/A
8 2d6+4 Fire 19-20 x2, +1d10 Cold N/A
15 2d10+9 Fire 18-20 x3, +2d6 Cold Keen
Off Hand (Balanced)
LevelDamageCritical ThreatCritical DamageExtra Effects
1 1d6+1 Cold 19-20 x2, +1d6 Cold N/A
8 1d10+3 Cold 19-20 x2, +1d8 Cold N/A
15 2d6+7 Cold 18-20 x3, +1d10 Cold Keen
Spear - A balanced two-handed melee weapon.  
LevelDamageCritical ThreatCritical DamageExtra Effects
1 1d10+1 Sonic 20-20 x3, +1d6 Electrical Attack: -1
8 2d8+5 Sonic 20-20 x3, +1d6 Electrical Defense Damage on Hit: 1, 1d4+1 Rounds, Reflex Save DC 15 to negate effect
15 2d12+10 Sonic 19-20 x3, +1d6 Electrical Keen Defense Damage on Hit: 1, 1d4+2 Rounds, Reflex Save DC 22 to negate effect
Ichor Scimitar - A weapon that can only be used as a single one-handed melee weapon.  
LevelDamageCritical ThreatCritical DamageExtra Effects
1 2d6+2 Physical 18-20 x2 Attack: +1 Poison Chance on Hit: d100, 75-100, 1d4 Rounds, Fortitude Save DC 10 to negate effect
8 2d8+6 Physical 18-20 x2 Attack: +2 Poison Chance on Hit: d100, 75-100, 1d4+1 Rounds, Fortitude Save DC 16 to negate effect
15 2d10+11 Physical 17-20 x2 Keen Attack: +3 Poison Chance on Hit: d100, 75-100, 1d4+2 Rounds, Fortitude Save DC 22 to negate effect

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