Epic Magic Items
While not truly an artifact, the epic magic item is a creation of
such power that it surpasses other magic items. Epic magic items
are objects of great power and value. The following are typical
characteristics of an epic magic item. In general, an item with
even one of these characteristics is an epic magic item.
- Grants a bonus on attacks or damage greater than +5.
- Grants an enhancement bonus to armor higher than +5.
- Has a special ability with a market price modifier greater
than +5.
- Grants an armor bonus of greater than +10 (not including
magic armor’s enhancement bonus).
- Grants a natural armor, deflection, or resistance bonus
greater than +5.
- Grants an enhancement bonus to an ability score greater than
+6.
- Grants an enhancement bonus on a skill check greater than
+30.
- Mimics a spell of an effective level higher than 9th.
- Has a caster level above 20th.
- Has a market price above 200,000 gp, not including material
costs for armor or weapons, material component- or experience
point-based costs, or additional value for intelligent
items.
An epic magic item that grants a bonus beyond those allowed
for normal magic items has a higher market price than indicated
by the formulas for non-epic items.
Epic magic items are not artifacts. They are not unique,
though they are certainly very rare, and anyone with the proper
item creation feats can build them. Even an epic magic item can
never grant a dodge bonus, and the maximum inherent bonus that
can be applied to an ability score is +5. An epic magic item
cannot be created that uses or mimics an epic spell. A major
artifact might be able to mimic such a spell, however.
CREATING EPIC MAGIC ITEMS
The process of creating an epic magic item is very similar to
creating a nonepic magic item. However, certain important
differences exist.
CASTER LEVEL
Spells with an effective level of 10th or higher are possible at
epic levels. Because these spell slots aren’t automatically
gained at a particular level like 0- to 9th-level spells are,
they don’t have a minimum caster level. For this reason,
the minimum caster level for any spell of 10th level or higher is
set at 11 + spell level.
PREREQUISITES
In addition to the materials and tools required for nonepic magic
items, any epic magic item requires at least two item creation
feats: the epic and nonepic version.
MARKET PRICE
Use the guidelines for nonepic magic items to determine the
market price of an epic magic item, with one addition: If the
item gives a bonus beyond the limit allowed in for normal,
nonepic magic items, multiply the portion of the market price
derived from that characteristic by 10. Some epic
characteristics, such as caster level, don’t trigger this
multiplier.
EXPERIENCE POINT COST
The experience point cost to create an epic magic item is
determined differently than for a normal magic item. For all epic
magic items other than scrolls, divide the market price by 100,
then add 10,000 XP to the result. The final number is the
experience point cost to create the item.
For epic scrolls, divide the market price by 25 (as normal for
creating a nonepic scroll), then add 1,000 XP to the result. The
final number is the experience point cost to create the epic
scroll.
MAGIC ITEM DESCRIPTIONS
In the following sections, each general type of magic item, such
as armor or scrolls, has an overall description, followed by
descriptions of specific items, if any. Each magic item
description and table follows the same format used for nonepic
magic items. Specific exceptions are noted as necessary.
ARMOR
Except when otherwise stated, epic magic armor and shields follow
the rules for nonepic magic armor and shields.
There is no limit to the enhancement bonus of epic magic armor
or shields, to the market price modifier of epic magic armor or
shield special abilities, or to the total enhancement bonus and
market price modifier of epic magic armor or shields.
EPIC ARMOR AND SHIELD BASE PRICE
To find the base price of an epic suit of magic armor or an epic
magic shield, roll on Table: Armor and Shields. Note that the +6
to +10 rows apply only to armor and shields that provide an
enhancement bonus of +6 to +10 or armor and shields with a single
special ability whose market price modifier is +6 to +10. Magic
armor and shields with a total effective bonus of +6 to +10 but
that have an enhancement bonus of +5 or less and special
abilities whose individual market price modifiers are +5 or less
use the table for nonepic magic armor to determine price.
Table: Armor and Shields
d%
|
Enhancement Bonus
|
Base Price |
01
|
+1 shield1 |
1,000 gp |
02
|
+1 armor2 |
1,000 gp |
03
|
+2 shield1 |
4,000 gp |
04
|
+2 armor2 |
4,000 gp |
05-06
|
+3 shield1 |
9,000 gp |
07-08
|
+3 armor2 |
9,000 gp |
09-12
|
+4 shield1 |
16,000 gp |
13-16
|
+4 armor2 |
16,000 gp |
17-21
|
+5 shield1 |
25,000 gp |
22-26
|
+5 armor2 |
25,000 gp |
27-30
|
+6 armor |
360,000 gp
|
31-34
|
+6 shield
|
360,000 gp
|
35-38
|
+7 armor
|
490,000 gp
|
39-42
|
+7 shield
|
490,000 gp
|
43-45
|
+8 armor
|
640,000 gp
|
46-48
|
+8 shield
|
640,000 gp
|
49-50
|
+9 armor
|
810,000 gp
|
51-52
|
+9 shield
|
810,000 gp
|
53-54
|
+10
shield
|
1,000,000 gp
|
55-56
|
+10 armor
|
1,000,000 gp
|
57-62 |
Specific armor or
shield3
|
63-75 |
Armor
with special ability and roll again4 ??? |
76-98 |
Shield with special ability and roll
again4 ?
|
99 |
Epic
shield5 |
100
|
Epic armor5 |
1 Roll also on
nonepic magic item Table: Shield Special Abilities.
???
2 Roll also on nonepic magic
item Table: Armor Special Abilities. ???
3 Roll on Table: Specific Epic
Magic Armor and Shields. ???
4 Roll on Table: Armor Special
Abilities or Table: Shield Special Abilities. ???
5 Roll on Table: Epic Armor and
Shields. ???
|
Table: Random Shield Type
d% |
Shield |
Shield Cost1 |
01–10 |
Buckler |
+165 gp |
11–15 |
Shield, light, wooden2 |
+153 gp |
16–20 |
Shield, light, steel3 |
+159 gp |
21–30 |
Shield, heavy, wooden2 |
+157 gp |
31–95 |
Shield, heavy, steel3 |
+170 gp |
96–100 |
Shield, tower2 |
+180 gp |
All magic shields are masterwork shields (with
an armor check penalty 1 lower than normal). ??? 1
Add to enhancement bonus on Table: Epic Armor and Shields to
determine total market price. ??? 2 Roll d% to
determine material: 01-70 wood; 71-99 dark-wood; 100 other.
Adjust price accordingly. ??? 3 Roll d% to determine
material: 01-70 steel; 71-90 mithral; 91-99 adamantine; 100
other. Adjust price accordingly.
|
Table: Shield Special Abilities
d% |
Special Ability |
Market Price Modifier1 |
01-06 |
Great invulnerability (10/magic)
|
+4 bonus |
07-12 |
Great invulnerability (15/magic) |
+5 bonus |
13-19 |
Acid warding |
+6 bonus |
20-26 |
Cold warding |
+6 bonus |
27-33 |
Fire warding |
+6 bonus |
34-37 |
Great invulnerability (5/epic) |
+6 bonus |
38-43 |
Great spell resistance (SR 21) |
+6 bonus |
44-46 |
Infinite arrow deflection
|
+6 bonus |
47-53 |
Lightning warding |
+6 bonus |
54-60 |
Sonic warding |
+6 bonus |
61-63 |
Great invulnerability (10/epic) |
+7 bonus |
64-68 |
Great spell resistance (SR 23) |
+7 bonus |
69-71 |
Exceptional arrow deflection |
+8 bonus |
72-75 |
Great spell resistance (SR 25) |
+8 bonus |
76-78 |
Great spell resistance (SR 27) |
+9
bonus
|
79 |
Great reflection |
+10 bonus
|
80-87
|
Roll on nonepic magic item Table:
Shield Special Abilities, then roll again on this
table.
|
88-95
|
Roll twice on nonepic magic item
Table: Shield Special Abilities.
|
96-100 |
Roll twice
again2
|
1 Add to enhancement bonus on Table: Epic
Armor and Shields to determine total market price.
??? 2 If you roll
a special ability twice, only one counts. If you roll two
versions of the same special ability, use the
better.
|
|
|
Table: Epic Armors and
Shields
d%
|
Enhancement Bonus
|
Base Price |
01-21 |
+11 |
+1,210,000 gp |
22-39 |
+12
|
+1,440,000 gp |
40-54 |
+13
|
+1,690,000 gp |
55-66 |
+14
|
+1,960,000 gp |
67-76 |
+15
|
+2,250,000 gp |
77-84 |
+16
|
+2,560,000 gp |
85-90 |
+17
|
+2,890,000 gp |
91-94 |
+18
|
+3,240,000 gp |
95-97 |
+19
|
+3,610,000 gp |
98-99 |
+20
|
+4,000,000 gp |
100 |
Roll again and add +10 to bonus1 |
2 |
1 This is cumulative if rolled multiple
times. ??? ???
2 For enhancement bonuses
higher than +20, the market price modifier is equal to the square
of the bonus x10,000 gp.
|
Table: Random Armor Type
d% |
Armor |
Armor Cost1 |
01 |
Padded |
+155 gp |
02 |
Leather |
+160 gp |
03–12 |
Hide |
+165 gp |
13-27
|
Studded leather |
+175 gp |
28-42
|
Chain shirts2 |
+250 gp |
43
|
Scale mail2 |
+200 gp |
44
|
Chainmail2 |
+300 gp |
45-57
|
Breastplate2 |
+350 gp |
58
|
Splint mail2 |
+350 gp |
59
|
Banded mail2 |
+400 gp |
60
|
Half-plate2 |
+750 gp |
61-100
|
Full plate2 |
+1,650 gp |
All magic armor is masterwork armor (with an
armor check penalty 1 lower than normal). ??? 1 Add
to enhancement bonus on Table: Epic Armor and Shields to
determine total market price. ??? 2 Roll d% to
determine material: 01-70 steel; 71-90 mithral; 91-99 adamantine;
100 other. Adjust price accordingly.
|
Table: Armor Special Abilities
d% |
Special Ability |
Market Price Modifier1 |
01-06 |
Great invulnerability (10/magic)
|
+4 bonus |
07-11 |
Great invulnerability (15/magic) |
+5 bonus |
12-19 |
Negating |
+5 bonus |
20-26 |
Acid warding |
+6 bonus |
27-33 |
Cold warding |
+6 bonus |
34-40 |
Fire warding |
+6 bonus |
41-44 |
Great invulnerability (5/epic) |
+6 bonus |
45-50 |
Great spell resistance (SR 21)? |
+6 bonus |
51-57 |
Lightning warding |
+6 bonus |
58-64 |
Sonic warding |
+6 bonus |
65-67 |
Great invulnerability (10/epic) |
+7 bonus |
68-72 |
Great spell resistance (SR 23)???? ??
|
+7 bonus |
73-76 |
Great spell resistance (SR 25) |
+8 bonus |
77-79 |
Great spell resistance (SR 27) |
+9 bonus |
80-87 |
Roll on nonepic magic item Table:
Armor Special Abilities, then roll again on this
table.
|
88-95 |
Roll twice on nonepic magic item
Table: Armor Special Abilities.
|
96-100 |
Roll twice
again2
|
1 Add to enhancement bonus on Table: Epic
Armor and Shields to determine total market price.
???
2 If a special ability is
rolled twice, only one counts. If two versions of the same
special ability are rolled, use the better.
|
|
EPIC ARMOR AND SHIELD SPECIAL ABILITY DESCRIPTIONS
Most magic armor and shields only have enhancement bonuses. Such
items can also have special abilities, such as those detailed
below and nonepic abilities. Armor or a shield with a special
ability must have at least a +1 enhancement bonus.
Acid Warding: The
armor absorbs the first 50 points of acid damage per round that
the wearer would normally take (similar to the resist energy
spell).
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Market
Price: +6 bonus.
Cold Warding: The
armor absorbs the first 50 points of cold damage per round that
the wearer would normally take (similar to the resist energy
spell).
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Market
Price: +6 bonus.
Exceptional Arrow
Deflection: This shield functions like a shield of arrow
deflection except that it can deflect any type of ranged attack
(including spells that require a ranged touch attack) as if it
were an arrow. Any time the bearer would normally be struck by a
ranged attack, he or she can make a Reflex saving throw (DC 20).
If the ranged attack has an enhancement bonus (or a spell level),
the DC increases by that amount. If he or she succeeds, the
shield deflects the attack. The bearer must be aware of the
attack and not flat-footed. Attempting to deflect a ranged attack
doesn’t count as an action.
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, shield,
wall of force; Market
Price: +8 bonus.
Fire Warding: The
armor absorbs the first 50 points of fire damage per round that
the wearer would normally take (similar to the resist energy
spell).
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Market
Price: +6 bonus.
Great Invulnerability:
This suit of armor or shield grants the wearer damage reduction.
The damage reduction can be 10/magic, 15/magic, 5/epic, or
10/epic, depending on the armor.
Caster Level: 19th
(10/magic), 20th (15/magic), 21st (5/epic), 22nd (10/epic);
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin,
wish, or miracle; Market
Price:+4 bonus (10/magic),+5 bonus (15/magic),+6 bonus
(5/epic),+7 bonus (10/epic).
Great Reflection: Any
time its bearer of this shield is targeted with a spell, it
automatically reflects the spell back at the caster (as the spell
turning spell). The wearer can lower or raise this effect as a
free action (thus allowing beneficial spells in as
desired).
Caster Level: 25th;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell
turning; Market Price:
+10 bonus.
Great Spell
Resistance: This suit of armor or shield grants the wearer
spell resistance. The spell resistance can be 21, 23, 25, or 27,
depending on the armor.
Caster Level: 21st (SR
21), 22nd (SR 23), 23rd (SR 25), 24th (SR 27); Prerequisites: Craft Magic Arms and
Armor, Craft Epic Magic Arms and Armor, spell resistance;
Market Price: +6 bonus
(SR 21), +7 bonus (SR 23), +8 bonus (SR 25), +9 bonus (SR
27).
Infinite Arrow
Deflection: This shield functions like a shield of arrow
deflection, though it can deflect any number of projectiles or
thrown weapons each round. Any time the bearer would normally be
struck by a ranged weapon, he or she can make a Reflex saving
throw (DC 20). If the ranged weapon has an enhancement bonus, the
DC increases by that amount. If he or she succeeds, the shield
deflects the weapon. The bearer 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 ranged spells, can’t
be deflected.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from arrows, shield; Market
Price: +6 bonus.
Lightning Warding: The
armor absorbs the first 50 points of lightning damage per round
that the wearer would normally take (similar to the resist energy
spell).
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Market
Price: +6 bonus.
Negating: Immediately
after the wearer of this armor is hit with a magic weapon, the
armor casts greater dispelling on the weapon. (In the case of
projectile weapons, the armor casts greater dispelling on the
weapon that fired the projectile if it is in range. If it is out
of range, the armor does nothing.) No weapon can be affected by
the armor more than once per day (regardless of the success of
the dispel check).
Caster Level: 20th;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater
dispelling; Market
Price: +5 bonus.
Sonic Warding: The
armor absorbs the first 50 points of sonic damage per round that
the wearer would normally take (similar to the resist energy
spell).
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Market
Price: +6 bonus.
SPECIFIC ARMORS AND SHIELDS
d% |
Specific Armor or Shield |
Market Price |
01-20 |
Shapeshifter’s armor
|
400,165 gp |
21-40 |
Warlord’s breastplate |
416,200 gp |
41-57 |
Dragonskin armor |
564,550 gp |
58-71 |
Armor of the celestial battalion |
616,300 gp |
72-82
|
Armor of the abyssal horde |
768,260 gp |
83-93 |
Antimagic armor |
871,500 gp |
94-100 |
Bulwark of the great dragon |
1,612,980 gp |
Antimagic Armor: This
+1 negating full plate armor of invulnerability is crafted of
adamantine (and thus has damage reduction 3/-). The armor
provides a -5 penalty on dispel checks made against it or its
wearer.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater
dispelling, stoneskin, wish or miracle; Market Price: 871,500 gp;
Cost to Create: 436,500
gp + 18,700 XP.
Armor of the Abyssal
Horde: This+6 full plate armor’s clawed gauntlets
are effectively +4 keen weapons (1d10/19-20) that afflict the
target as if she had been struck by an energy drain spell
(Fortitude negates DC 23). The armor bestows two negative levels
on any nonevil creature wearing it. These negative levels persist
as long as the armor is worn and disappear when the armor is
removed. The negative levels never result in actual level loss,
but they cannot be overcome in any way (including restoration
spells) while the armor is worn.
Caster Level: 20th;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator
must be evil, energy drain; Market Price: 768,260 gp;
Cost to Create: 385,260
gp + 17,660 XP.
Armor of the Celestial
Battalion: This+7 chainmail is so fine and light that it
can be worn under normal clothing without revealing its presence.
It has a maximum Dexterity bonus of +10, no armor check penalty,
and an arcane spell failure chance of 10%. It is considered light
armor, and it allows the wearer to fly at will (as the fly
spell). Furthermore, the wearer is at all times surrounded by a
magic circle against evil effect (as the spell) which, if
dispelled, can be created again as a free action.
Caster Level: 20th;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator
must be good, magic circle against evil; Market Price: 616,300 gp;
Cost to Create: 308,300
gp + 16,160 XP.
Bulwark of the Great
Dragon: This +6 heavy shield bears the image of a
dragon’s head. Three times per day, the bearer of the
shield can command it to belch forth a breath weapon of the
appropriate type. The range of this breath weapon is 80 feet (if
a line) or 40 feet (if a cone). Regardless of the type, the
breath weapon deals 20d6 points of damage. In addition, the
shield provides the bearer with resistance 50 to the energy type
that matches its breath weapon. To determine what type of dragon
shield is found, roll d% and consult the following
table:
d% |
Color |
Breath |
01-10 |
Black
|
Line of acid |
11-20 |
Blue |
Line of lightning |
21-30 |
Brass |
Line of fire |
31-40 |
Bronze |
Line of lightning |
41-50 |
Copper |
Line of acid |
51-60 |
Gold |
Cone of fire |
61-70 |
Green |
Cone of corrosive (acid) gas |
71-80 |
Red |
Cone of fire |
81-90 |
Silver |
Cone of cold |
91-100 |
White |
Cone of cold |
Caster Level: 20th;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Market
Price: 1,612,970 gp; Cost to Create: 806,570 gp + 26,128
XP.
Dragonskin Armor:
This+5 full plate armor is crafted from the hide of a great wyrm
dragon. At the wearer’s command, the armor sprouts enormous
dragon wings, allowing the wearer to fly at a speed of 90 feet
(clumsy) for a total of 4 hours each day. The armor also grants
immunity to a specific type of energy, based on the color of
dragon that supplied the armor. Roll d% on the following table to
determine the color and immunity.
d% |
Color |
Immunity |
01-10 |
Black
|
Acid |
11-20 |
Blue |
Lightning |
21-30 |
Brass |
Fire |
31-40 |
Bronze |
Lightning |
41-50 |
Copper |
Acid |
51-60 |
Gold |
Fire |
61-70 |
Green |
Acid |
71-80 |
Red |
Fire |
81-90 |
Silver |
Cold |
91-100 |
White |
Cold |
The wearer of the armor takes a -4 circumstance penalty on
Diplomacy checks with dragons, but gains a +4 circumstance bonus
on Intimidate checks against dragons.
Caster Level: 24th;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy, shapechange; Market Price: 564,550 gp;
Cost to Create: 283,250
gp + 15,629 XP.
Shapeshifter’s
Armor: This suit of +6 hide armor grants its full Armor
Class bonus regardless of any form the wearer takes (with
polymorph, shapechange, wild shape, or similar abilities).
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor,
shapechange or wild shape ability; Market Price: 400,165 gp;
Cost to Create: 200,165
gp + 14,000 XP.
Warlord’s
Breastplate: This +6 mithral breastplate has an armor
check penalty of -1, a maximum Dexterity bonus of +5, and an
arcane spell failure chance of 15%. It is considered light armor
and weighs 15 pounds. It grants the wearer a +4 enhancement bonus
to Charisma and allows the wearer to attract and lead a number of
followers as if he or she had the Leadership feat (though this
power doesn’t allow the wearer to attract a cohort). If the
wearer already has the Leadership feat, this armor has no
cumulative effect on his or her followers.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, charm
monster, sympathy; Market
Price: 416,200 gp; Cost
to Create: 210,200 gp + 14,120 XP.
WEAPONS
Except when otherwise stated, epic magic weapons follow the rules
for nonepic magic weapons.? There is no limit to an epic magic
weapon’s enhancement bonus, to the market price modifier of
an epic magic weapon special ability, or to the total of an epic
magic weapon’s enhancement bonus and market price
modifier.
EPIC WEAPON BASE PRICE
To find the base price of an epic magic weapon, roll on Table:
Weapons. Note that the +6 to +10 rows apply only to weapons that
provide an enhancement bonus of +6 to +10 or weapons with a
single special ability whose market price modifier is +6 to +10.
Magic weapons with a total effective bonus of +6 to +10 but that
have an enhancement bonus of +5 or less and special abilities
whose individual market price modifiers are +5 or less use the
table for nonepic magic weapons to determine price.
Table: Weapons
d% |
Enhancement Bonus |
Market Price1 |
01-03 |
+1
|
+2,000 gp |
04-07 |
+2
|
+8,000 gp |
08-13 |
+3
|
+18,000 gp |
14-20 |
+4
|
+50,000 gp |
21-28 |
+5
|
+32,000 gp |
29-36 |
+6
|
+720,000 gp |
37-43 |
+7
|
+980,000 gp |
44-49 |
+8
|
+1,280,000 gp |
50-53 |
+9
|
+1,620,000 gp |
54-56 |
+10
|
+2,000,000 gp |
57-61 |
Specific weapon2
|
|
62-80 |
Melee weapon with
special ability and roll again3 |
81-99 |
Ranged weapon with special ability and
roll again3 |
100 |
Roll on
Table: Epic Weapons |
1
This price is for 50 arrows,
crossbow bolts, or sling bullets. ???
2 See Table: Specific Weapons.
???
3 See Table: Melee Weapon
Special Abilities for melee weapons or Table: Ranged Weapon
Special Abilities for ranged weapons.
|
Table:
Epic Weapons
d% |
Enhancement Bonus |
Market Price |
01-21 |
+11
|
+2,420,000 gp |
22-39 |
+12
|
+2,880,000 gp |
40-54 |
+13
|
+3,380,000 gp |
55-66 |
+14
|
+3,920,000 gp |
67-76 |
+15
|
+4,500,000 gp |
77-84 |
+16
|
+5,120,000 gp |
85-90 |
+17
|
+5,780,000 gp |
91-94 |
+18
|
+6,480,000 gp |
95-97 |
+19
|
+7,220,000 gp |
98-99 |
+20
|
+8,000,000 gp |
100 |
Roll again and add +10 to bonus1 |
2
|
1This is cumulative if rolled multiple
times. ???
2 For enhancement bonuses
higher than +20, the market price modifier is equal to the square
of the bonus x20,000 gp.
|
Table: Ranged Weapons
d% |
Weapon |
Weapon Cost1 |
01–10 |
Ammunition (roll again): |
|
|
01–50 Arrows (50) |
+350 gp |
|
51–80 Bolts, crossbow (50) |
+350 gp |
|
81–100 Bullets, sling (50) |
+350 gp |
11–15 |
Axe, throwing |
+308 gp |
16–25 |
Crossbow, heavy |
+350 gp |
26–35 |
Crossbow, light |
+335 gp |
36–39 |
Dart |
+300 gp 5 sp |
40–41 |
Javelin |
+301 gp |
42–46 |
Shortbow |
+330 gp |
47–51 |
Shortbow, composite (+0 Str bonus) |
+375 gp |
52–56 |
Shortbow, composite (+1 Str bonus) |
+450 gp |
57–61 |
Shortbow, composite (+2 Str bonus) |
+525 gp |
62–65 |
Sling |
+300 gp |
66–75 |
Longbow |
+375 gp |
76–80 |
Longbow, composite |
+400 gp |
81–85 |
Longbow, composite (+1 Str bonus) |
+500 gp |
86–90 |
Longbow, composite (+2 Str bonus) |
+600 gp |
91–95 |
Longbow, composite (+3 Str bonus) |
+700 gp |
96–100 |
Longbow, composite (+4 Str bonus) |
+800 gp |
All magic weapons are masterwork
weapons.
1 Add to enhancement bonus on Table: Weapons to determine
total market price. |
|
|
Table: Weapon Type
Determination
d% |
Weapon Type |
01–70 |
Roll on Table: Common Melee Weapon
|
71–80 |
Roll on Table: Uncommon Melee Weapons |
81–100 |
Roll on Table: Ranged Weapons |
Table: Common Melee Weapons
d% |
Weapon1 |
Weapon Cost2 |
01–04 |
Dagger |
+302 gp |
05–14 |
Greataxe |
+320 gp |
15–24 |
Greatsword |
+350 gp |
25–28 |
Kama |
+302 gp |
29–41 |
Longsword |
+315 gp |
42–45 |
Mace, light |
+305 gp |
46–50 |
Mace, heavy |
+312 gp |
51–54 |
Nunchaku |
+302 gp |
55–57 |
Quarterstaff3 |
+600 gp |
58–61 |
Rapier |
+320 gp |
62–66 |
Scimitar |
+315 gp |
67–70 |
Shortspear |
+302 gp |
71–74 |
Siangham |
+303 gp |
75–84 |
Sword, bastard |
+335 gp |
85–89 |
Sword, short |
+310 gp |
90–100 |
Waraxe, dwarven |
+330 gp |
All magic weapons are masterwork weapons.
??? 1 For weapons normally made of steel, roll d% to
determine material: 01-85 steel; 86-99 adamantine; 100 other.
Adjust price accordingly. ??? 2 Add to enhancement
bonus on Table: Weapons to determine total market price.
??? 3 Masterwork double weapons incur double the
masterwork cost to account for each head (+300 gp masterwork cost
per head for a total of +600 gp). Double weapons have separate
bonuses for their different heads. If randomly determined, the
second head of a double weapon has the same enhancement bonus as
the main head (01-50 on d%), doubling the cost of the bonus, or
its enhancement bonus is one less (51-100 on d%) and it has no
special abilities.
|
Table: Uncommon Melee Weapons
d% |
Weapon1 |
Weapon Cost2 |
01–03 |
Axe, orc double3 |
+660 gp |
04–07 |
Battleaxe |
+310 gp |
08–10 |
Chain, spiked |
+325 gp |
11–12 |
Club |
+300 gp |
13–16 |
Crossbow, hand |
+400 gp |
17–19 |
Crossbow, repeating |
+550 gp |
20–21 |
Dagger, punching |
+302 gp |
22–23 |
Falchion |
+375 gp |
24–26 |
Flail, dire3 |
+690 gp |
27–31 |
Flail, heavy |
+315 gp |
32–35 |
Flail, light |
+308 gp |
36–37 |
Gauntlet |
+302 gp |
38–39 |
Gauntlet, spiked |
+305 gp |
40–41 |
Glaive |
+308 gp |
42–43 |
Greatclub |
+305 gp |
44–45 |
Guisarme |
+309 gp |
46–48 |
Halberd |
+310 gp |
49–51 |
Halfspear |
+301 gp |
52–54 |
Hammer, gnome hooked3 |
+620 gp |
55–56 |
Hammer, light |
+301 gp |
57–58 |
Handaxe |
+306 gp |
59–61 |
Kukri |
+308 gp |
62–64 |
Lance |
+310 gp |
65–67 |
Longspear |
+305 gp |
68–70 |
Morningstar |
+308 gp |
71–72 |
Net |
+320 gp |
73–74 |
Pick, heavy |
+308 gp |
75–76 |
Pick, light |
+304 gp |
77–78 |
Ranseur |
+310 gp |
79–80 |
Sap |
+301 gp |
81–82 |
Scythe |
+318 gp |
83–84 |
Shuriken |
+301 gp |
85–86 |
Sickle |
+306 gp |
87–89 |
Sword, two-bladed3 |
+700 gp |
90–91 |
Trident |
+315 gp |
92–94 |
Urgrosh, dwarven3 |
+650 gp |
95–97 |
Warhammer |
+312 gp |
98–100 |
Whip |
+301 gp |
All magic weapons are masterwork weapons.
??? 1 For weapons normally made of steel, roll d% to
determine material: 01-85 steel; 86-99 adamantine; 100 other.
Adjust price accordingly. ??? 2 Add to enhancement
bonus on Table: Weapons to determine total market price.
??? 3 Masterwork double weapons incur double the
masterwork cost to account for each head (+300 gp masterwork cost
per head for a total of +600 gp). Double weapons have separate
bonuses for their different heads. If randomly determined, the
second head of a double weapon has the same enhancement bonus as
the main head (01-50 on d%), doubling the cost of the bonus, or
its enhancement bonus is one less (51-100) and it has no special
abilities.
|
|
Table: Melee Weapon Special
Abilities
d% |
Special Ability |
Market Price Modifier1 |
01-08 |
Acidic blast
|
+6 bonus |
09-16 |
Fiery blast
|
+6 bonus |
17-24 |
Icy blast |
+6 bonus |
25-32 |
Lightning blast |
+6 bonus |
33-40 |
Mighty disruption |
+6 bonus |
41-48 |
Sonic blast |
+6 bonus |
49-56 |
Dread |
+7 bonus |
57-61 |
Anarchic power |
+8 bonus |
62-66 |
Everdancing |
+8 bonus |
67-71 |
Holy power |
+8 bonus |
72-76 |
Axiomatic power |
+8 bonus |
77-81 |
Unholy power |
+8 bonus |
82-89 |
Roll on nonepic magic item Table:
Melee Weapon Special Abilities, then roll again on this
table. |
90-97 |
Roll twice on nonepic magic item
Table: Melee Weapon Special Abilities. |
98-100 |
Roll twice again2 |
1 Add to enhancement bonus on Table: Epic
Weapons to determine total market price. ???
2 If a special ability is
rolled twice, only one counts. If two versions of the same
special ability are rolled, use the better. ???
|
Table: Specific Weapons
d% |
Specific Weapon
|
Market Price
|
01-18 |
Stormbrand
|
235,350 gp |
19-33 |
Quarterstaff of alacrity |
462,600 gp |
34-48 |
Souldrinker |
478,335 gp |
49-60
|
Backstabber |
770,310 gp |
61-68 |
Mace of ruin |
1,000,312 gp |
69-72 |
Gripsoul |
1,856,500 gp |
73-78 |
Elven greatbow |
2,900,400 gp |
79-64 |
Finaldeath |
3,580,308 gp |
85-90 |
Chaosbringer |
4,025,350 gp |
91-94 |
Holy devastator |
4,620,315 gp |
95-98 |
Unholy despoiler |
4,620,315 gp |
99-100 |
Everwhirling chain |
5,220,325 gp |
|
|
Table: Ranged
Weapon Special Abilities
d% |
Special Ability |
Market Price Modifier1 |
01-08 |
Acidic blast
|
+6 bonus |
09-16 |
Fiery blast
|
+6 bonus |
17-24 |
Icy blast |
+6 bonus |
25-32 |
Lightning blast |
+6 bonus |
33-40 |
Mighty disruption |
+6 bonus |
41-48 |
Sonic blast |
+6 bonus |
49-56 |
Dread |
+7 bonus |
57-61 |
Anarchic power |
+8 bonus |
62-66 |
Everdancing |
+8 bonus |
67-71 |
Holy power |
+8 bonus |
72-76 |
Axiomatic power |
+8 bonus |
77-81 |
Unholy power |
+8 bonus |
82-89 |
Roll on nonepic magic item Table:
Melee Weapon Special Abilities, then roll again on this
table. |
90-97 |
Roll twice on nonepic magic item
Table: Melee Weapon Special Abilities. |
98-100 |
Roll twice again2 |
1 Add to enhancement bonus on Table: Epic
Weapons to determine total market price. ???
2 If a special ability is
rolled twice, only one counts. If two versions of the same
special ability are rolled, use the better. ???
|
|
EPIC WEAPON SPECIAL ABILITY DESCRIPTIONS
Most magic weapons only have enhancement bonuses. They can also
have special abilities, such as those detailed below and nonepic
abilities. A weapon with a special ability must have at least a
+1 enhancement bonus.
Acidic Blast: On
command, an acidic blast weapon drips acid (though this deals no
damage to the wielder). On any hit, this acid splashes the
creature struck, dealing +3d6 points of bonus acid damage. On a
successful critical hit it instead deals +6d6 points of acid
damage (or +9d6 if the critical multiplier is x3, or +12d6 if the
critical multiplier is x4). Bows, crossbows, and slings with this
special ability bestow the bonus acid damage upon their
ammunition.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, acid fog;
Market Price: +6
bonus.
Anarchic Power: This
weapon is chaos-aligned and thus bypasses the corresponding
damage reduction. When a weapon of anarchic power strikes a
lawful target, this power deals +3d6 points of bonus chaotic
damage to the target, and the target gains one negative level
(Fortitude DC 23 to remove 24 hours later). On a successful
critical hit it instead deals +6d6 points of chaotic damage and
bestows two negative levels (or +9d6 and three negative levels if
the critical multiplier is x3, or +12d6 and four negative levels
if the critical multiplier is x4). The weapon bestows three
negative levels on any lawful creature attempting to wield it.
These negative levels remain as long as the weapon is in hand and
disappear when the weapon is no longer wielded. These negative
levels never result in actual level loss, but they cannot be
overcome in any way (including restoration spells) while the
weapon is wielded. Bows, crossbows, and slings with this special
ability bestow the anarchic power upon their ammunition. This
special ability does not stack with the nonepic anarchic special
ability.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, word of
chaos; Market Price: +8
bonus.
Axiomatic Power: This
weapon is lawful-aligned and thus bypasses the corresponding
damager reduction. When a weapon of axiomatic power strikes a
chaotic target, this power erupts forth and deals +3d6 points of
bonus lawful damage to the target, and the target gains one
negative level (Fortitude DC 23 to remove 24 hours later). On a
successful critical hit it instead deals +6d6 points of lawful
damage and bestows two negative levels (or +9d6 and three
negative levels if the critical multiplier is x3, or +12d6 and
four negative levels if the critical multiplier is x4). The
weapon bestows three negative levels on any chaotic creature
attempting to wield it. These negative levels remain as long as
the weapon is in hand and disappear when the weapon is no longer
wielded. These negative levels never result in actual level loss,
but they cannot be overcome in any way (including restoration
spells) while the weapon is wielded. Bows, crossbows, and slings
with this special ability bestow the lawful power upon their
ammunition. This special ability does not stack with the nonepic
axiomatic special ability.
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, dictum;
Market Price: +8
bonus.
Distant Shot: A
distant shot weapon can be used against any target within line of
sight at no penalty for range.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, discern
location; Market Price:
+6 bonus.
Dread: A dread weapon
excels at attacking one type of creature. Against its designated
foe, its effective enhancement bonus is +4 better than its normal
enhancement bonus. Further, it deals +4d6 points of bonus damage
against the foe, and if it scores a successful critical hit
against the foe, that creature must make a Fortitude save (DC 27)
or be destroyed instantly and turned to dust. (This even affects
creatures immune to critical hits or death magic.) To randomly
determine a dread weapon’s designated foe, roll on the
following table.
Caster Level: 22nd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon
monster IX; Market
Price: +7 bonus.
d% |
Designated Foe |
d% |
Designated
Foe |
01–05 |
Aberrations |
58–60 |
Humanoids, orc |
06–09 |
Animals |
61–65 |
Magical beasts |
10–16 |
Constructs |
66–70 |
Monstrous humanoids |
17–22 |
Dragons |
71–72 |
Oozes |
23–27 |
Elementals |
73
|
Outsiders, air |
28–32 |
Fey |
74-76
|
Outsiders, chaotic |
33–39 |
Giants |
77
|
Outsiders, earth |
40 |
Humanoids, aquatic |
78-80
|
Outsiders, evil |
41–42 |
Humanoids, dwarf |
81
|
Outsiders, fire |
43–44 |
Humanoids, elf |
82-84
|
Outsiders, good |
45 |
Humanoids, gnoll |
85-87
|
Outsiders, lawful |
46 |
Humanoids, gnome |
88
|
Outsiders, water |
47–49 |
Humanoids, goblinoid |
89-90
|
Plants |
50 |
Humanoids, halfling |
91-98
|
Undead |
51–54 |
Humanoids, human |
99-100
|
Vermin |
55–57 |
Humanoids, reptilian |
|
|
Everdancing: An
everdancing weapon is much like a dancing weapon, though it can
be loosed with a free action and will fight as long as desired.
It can move up to 60 feet away from its owner. Its owner can
instruct it to move to a different target as a move-equivalent
action. If its owner is rendered unconscious or otherwise unable
to direct it, it will fight the same opponent as long as that
opponent is conscious and within range. The owner of an
everdancing weapon can grasp it again as a free action (assuming
it is within reach).
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate
objects; Market Price:
+8 bonus.
Fiery Blast: On
command, a fiery blast weapon is sheathed in fire (though this
deals no damage to the wielder). On any hit, this fire engulfs
the creature struck, dealing +3d6 points of bonus fire damage. On
a successful critical hit it instead deals +6d6 points of fire
damage (or +9d6 if the critical multiplier is x3, or +12d6 if the
critical multiplier is x4). Bows, crossbows, and slings with this
special ability bestow the bonus fire damage upon their
ammunition.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball;
Market Price: +6
bonus.
Holy Power: This
weapon is good-aligned and thus bypasses the corresponding
damager reduction. When a weapon of holy power strikes an evil
target, this power erupts forth and deals +3d6 points of bonus
holy (good) damage to the target, and the target gains one
negative level (Fortitude DC 23 to remove 24 hours later). On a
successful critical hit it instead deals +6d6 points of holy
(good) damage and bestows two negative levels (or +9d6 and three
negative levels if the critical multiplier is x3, or +12d6 and
four negative levels if the critical multiplier is x4). The
weapon bestows three negative levels on any evil creature
attempting to wield it. These negative levels remain as long as
the weapon is in hand and disappear when the weapon is no longer
wielded. These negative levels never result in actual level loss,
but they cannot be overcome in any way (including restoration
spells) while the weapon is wielded. Bows, crossbows, and slings
with this special ability bestow the holy power upon their
ammunition. This special ability does not stack with the nonepic
holy special ability.
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy word;
Market Price: +8
bonus.
Icy Blast: On command,
an icy blast weapon is sheathed in icy cold (though this deals no
damage to the wielder). On any hit, this cold washes over the
creature struck, dealing??? +3d6 points of bonus cold damage. On
a successful critical hit it instead deals +6d6 points of cold
damage (or +9d6 if the critical multiplier is x3, or +12d6 if the
critical multiplier is x4). Bows, crossbows, and slings with this
special ability bestow the bonus cold damage upon their
ammunition.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of
cold; Market Price: +6
bonus.
Lightning Blast: On
command, a lightning blast weapon crackles with electrical energy
(though this deals no damage to the wielder). On any hit,
lightning coruscates around the creature struck, dealing??? ?+3d6
points of bonus electricity damage. On a successful critical hit
it instead deals +6d6 points of electricity damage (or +9d6 if
the critical multiplier is x3, or +12d6 if the critical
multiplier is x4). Bows, crossbows, and slings with this special
ability bestow the bonus electricity damage upon their
ammunition.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning
bolt; Market Price: +6
bonus.
Mighty Disruption: Any
undead creature struck in combat must succeed at a Fortitude save
(DC 21) or be destroyed. A weapon of mighty disruption must be a
bludgeoning weapon. (If this property is rolled for a piercing or
slashing weapon, reroll.)
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, true
resurrection; Market
Price: +6 bonus.
Sonic Blast: On
command, a sonic blast weapon emits a low thrumming hum (though
this deals no damage to the wielder). On any hit, this becomes a
thunderous roar that deals +3d6 points of bonus sonic damage to
the creature struck. On a successful critical hit it instead
deals +6d6 points of sonic damage (or +9d6 if the critical
multiplier is x3, or +12d6 if the critical multiplier is x4).
Bows, crossbows, and slings with this special ability bestow the
bonus sonic damage upon their ammunition.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, shout;
Market Price: +6
bonus.
Triple-Throw: This
special ability can only be placed on a weapon that can be
thrown. (If this property is rolled for a weapon that cannot be
thrown, reroll.) A triple-throw weapon creates two duplicates of
itself when thrown. Both the original and the duplicate weapons
attack separately (at the same attack bonus). Regardless of the
success of any of the attacks, the duplicates immediately
disappear after the attack is completed. Any bonuses on damage
due to accuracy or precision (including those from sneak attacks,
the Precise Shot feat, or the ranger’s favored enemy bonus)
apply only to the original weapon’s damage, not to the
duplicates.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, shades;
Market Price: +6
bonus.
Unerring Accuracy:
Ranged attacks made with this weapon negate the AC bonus granted
by any cover short of total cover.? The weapon’s ranged
attacks also ignore any miss chance from concealment (including
total concealment, but the must still aim his or her attacks at
the correct square).
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, true
seeing; Market Price: +6
bonus.
Unholy Power: This
weapon is evil-aligned and this bypasses the corresponding damage
reduction. When a weapon of unholy power strikes a good target,
this power erupts forth and deals +3d6 points of bonus unholy
(evil) damage to the target, and the target gains one negative
level (Fortitude DC 23 to remove 24 hours later). On a successful
critical hit it instead deals +6d6 points of unholy (evil) damage
and bestows two negative levels (or +9d6 and three negative
levels if the critical multiplier is x3, or +12d6 and four
negative levels if the critical multiplier is x4). The weapon
bestows three negative levels on any good creature attempting to
wield it. These negative levels remain as long as the weapon is
in hand and disappear when the weapon is no longer wielded. These
negative levels never result in actual level loss, but they
cannot be overcome in any way (including restoration spells)
while the weapon is wielded. Bows, crossbows, and slings with
this special ability bestow the unholy power upon their
ammunition. This special ability does not stack with the nonepic
unholy special ability.
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, unholy
word; Market Price: +8
bonus.
SPECIFIC WEAPONS
Backstabber: This +6
short sword adds +2d6 to the wielder’s sneak attack damage.
If the wielder does not have the sneak attack ability, this
weapon does not grant it.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, inflict
moderate wounds; Market
Price: 770,310 gp; Cost
to Create: 385,310 gp + 17,700 XP.
Chaosbringer: This +6
greataxe of anarchic power grants its wielder the ability to fly
into a rage (identical to a barbarian’s rage) once per day
(or one additional time per day if the wielder already has the
rage class feature). If the wielder has the greater rage class
feature, the weapon also grants the wielder the Incite Rage epic
feat.
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, rage, mass
charm monster; Market
Price: 4,025,350 gp; Cost to Create: 2,012,850 gp +
50,250 XP.
Elven Greatbow: In the
hands of any nonelf, this bow performs only as a +2 composite
longbow. In the hands of an elf, this weapon functions as a +5
composite longbow of unerring accuracy with a Strength bonus that
matches its elven wielder’s current Strength at all times.
Furthermore, any arrows loosed from the bow are considered keen,
regardless of the enhancement bonus of the arrow fired.
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor,
bull’s strength, keen edge, true seeing; Market Price: 2,900,400 gp;
Cost to Create:
1,450,400 gp + 39,400 XP.
Everwhirling Chain:
This +4 defending everdancing spiked chain of speed continuously
twitches in its wielder’s hands. The wielder of the
everwhirling chain can use it to make any number of attacks of
opportunity per round (as if he or she had the Improved Combat
Reflexes feat).
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate
objects, haste, shield (or shield of faith); Market Price: 5,220,325 gp;
Cost to Create:
2,610,325 gp + 52,200 XP.
Finaldeath: This +5
undead dread ghost touch morningstar also grants its wielder
immunity to energy drain attacks. Furthermore, if its wielder is
capable of turning undead, he or she gains the Positive Energy
Aura feat.
Caster Level: 22nd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, death
ward, plane shift, summon monster IX, creator must be able to
turn undead; Market
Price: 3,580,308 gp; Cost to Create: 1,790,308 gp +
45,800 XP.
Gripsoul: Gripsoul is
a +6 keen long-sword, but instead of dealing additional damage on
a critical hit, the weapon imprisons the victim in a gem set in
the pommel of the sword as per a binding spell heightened to 16th
level (DC 30). The same is true of any blow that would otherwise
kill a foe or knock him or her unconscious. Only one creature can
be so held, but the wielder can release the bound soul at any
time with a command word.
Caster Level: 27th;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, binding;
Market Price: 1,856,500
gp; Cost to Create:
934,500 gp + 28,440 XP.
Holy Devastator: In
the hands of any character other than a paladin, this sword
performs as a +3 holy longsword. In the hands of a paladin, this
weapon functions as a +7 longsword of holy power and grants a +5
sacred bonus on the wielder’s saving throws against spells
with the evil descriptor or spells cast by evil characters. If
the paladin wielder smites evil with the holy devastator, he or
she adds twice his or her paladin level to damage (rather than
his or her paladin level).
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy aura,
holy smite, holy word; Market
Price: 4,620,315 gp; Cost to Create: 2,310,315 gp +
56,200 XP.
Mace of Ruin: This +7
heavy mace ignores the hardness or damage reduction of any object
or creature it strikes. Furthermore, the weapon can deal critical
hits to objects and constructs as if they were living
creatures.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor,
disintegrate; Market
Price: 1,000,312 gp; Cost to Create: 500,312 gp + 20,000
XP.
Quarterstaff of
Alacrity: Both ends of this +5 quarterstaff of speed have
equal enhancement and special powers, meaning that it allows an
additional attack with each end every round. While the
quarterstaff of alacrity is held, it grants its wielder a +5
resistance bonus on Reflex saves. It also deflects ranged weapons
as if the wielder had the Deflect Arrows and Infinite Deflection
feats.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from arrows, shield; Market
Price: 462,600 gp; Cost
to Create: 231,600 gp + 14,620 XP.
Souldrinker: This +5
bastard sword bestows 2d4 negative levels on its target whenever
it deals damage, just as if its target had been struck by the
energy drain spell. Each negative level bestowed grants the
wielder 5 temporary hit points. One day after being struck, the
subject must make a Fortitude save (DC 25) for each negative
level or lose a level. If this sword’s power causes a
character to have negative levels at least equal to his or her
current level, the character is instantly slain and the wielder
gains an additional 10 temporary hit points. Temporary hit points
gained from this weapon last for a maximum of 1 hour.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell
Focus (Necromancy), energy drain; Market Price: 478,335 gp;
Cost to Create: 239,315
gp + 14,780 XP.
Stormbrand: This +4
thundering shocking burst greatsword allows its wielder to fly at
will (as the fly spell). Furthermore, the wielder can move
normally (including flying) even in the strongest winds. When the
weapon is drawn, the wielder gains electricity resistance 30 and
sonic resistance 30.
Caster Level: 21st;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, blindness/
deafness, call lightning or lightning bolt, control winds, fly,
protection from energy; Market
Price: 235,350 gp; Cost
to Create: 117,850 gp + 12,350 XP.
Unholy Despoiler: In
the hands of any character other than a blackguard, this sword
performs as a +3 unholy longsword. In the hands of a blackguard,
this weapon functions as a +7 longsword of unholy power and
grants a +5 profane bonus on the wielder’s saving throws
against spells with the good descriptor or spells cast by good
characters. If a blackguard wielder smites good with the unholy
despoiler, he or she adds twice his or her blackguard level to
damage (rather than his or her blackguard level).
Caster Level: 23rd;
Prerequisites: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, blasphemy,
unholy aura, unholy blight; Market Price: 4,650,315 gp;
Cost to Create:
2,325,315 gp + 56,500 XP.
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