![]() Stainless Skin: The primary subject of stainless skin gains a +4 natural armor bonus to AC and a +4 bonus to AC against touch attacks. Magic missiles and similar abilities can bypass it. It grants the wearer a +4 shield bonus to AC. Once per day, the wielder can activate one of five enhancements for a number of rounds equal to half the wielder's level.įiber Muscles: The primary subject of fiber muscles gains a +4 enhancement bonus to Dexterity and Strength scores, and a +4 enhancement bonus to Mobility skill checks.Īugmented Heart: The primary subject of augmented heart gains a +6 enhancement bonus to constitution score and fortification 25.įorce Shield: This shield is supported by some generator in this dungeon. This +3 greatsword is merged with Numerian technology. If the weapon's critical multiplier is x3, add an extra 2d10 points of holy damage instead, and if the multiplier is x4, add an extra 3d10 points of holy damage. This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical hit. This extra enhancement bonus goes away upon switching the target, if the opponent dies or when the battle ends. Whenever the wielder of this +3 speed heavy flail damages an opponent with this weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +8). This weapon also has an 18-20 critical threat range. Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered, stunned, petrified, or entangled, they suffer the weapon's damage and immediately remove such effect. Whenever you or your party members attack using the Rpaid Shot feat, they don't suffer a -2 penalty to attack but gain a +2 bonus to damage instead. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Wielding this +2 bleed scythe allows you to feel almost any heartbeat in a 15 foot area. While some Magical or Unique Weapons may have unique bonuses, their basic stats are tied to their Weapon Type. Weapons come in all types and shapes and their main differences are Reach, Damage, Critical Hit Damage and Proficiency. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.įor purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.Pathfinder: Wrath of the Righteous features 56 different types of Weapons. Each point of Strength bonus granted by the bow adds 100 gp to its cost. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. ![]() If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. You can use a composite longbow while mounted.Īll composite bows are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency). You need at least two hands to use a bow, regardless of its size. Cost 100 gp (or more, see text) Weight 3 lbs.ĭamage 1d6 (small), 1d8 (medium) Critical x3 Type piercing
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