Objetos mágicos épicos
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.
- Otorga una bonificación a los ataques o al daño superior a +5.
- Otorga una bonificación de mejora a la armadura superior a +5.
- Tiene una habilidad especial con un modificador de precio de mercado mayor
que +5.
- Otorga una bonificación de armadura superior a +10 (sin incluir
Bonificación de mejora de la armadura mágica).
- Otorga una bonificación de armadura natural, desvío o resistencia
mayor que +5.
- Otorga una bonificación de mejora a una puntuación de habilidad superior a
+6.
- Otorga una bonificación de mejora en una prueba de habilidad mayor que
+30.
- Imita un hechizo de un nivel efectivo superior al 9º.
- Tiene un nivel de lanzador superior al 20º.
- Tiene un precio de mercado superior a 200.000 gp, sin incluir material
Costos de armadura o armas, componentes materiales o experiencia
costos basados en puntos, o valor adicional para la inteligencia
Artículos.
Un objeto mágico épico que otorga una bonificación más allá de las permitidas
para los objetos mágicos normales tiene un precio de mercado más alto que el indicado
por las fórmulas de los objetos no épicos.
Los objetos mágicos épicos no son artefactos. No son únicos,
aunque ciertamente son muy raros, y cualquiera con el
Las hazañas de creación de objetos pueden construirlos. Incluso un objeto mágico épico puede
nunca otorgue una bonificación de esquivar, y la bonificación inherente máxima que
se puede aplicar a una puntuación de habilidad es +5. Un objeto mágico épico
No se puede crear un hechizo que use o imite un hechizo épico. Un gran
Sin embargo, el artefacto podría ser capaz de imitar un hechizo de este tipo.
CREACIÓN DE OBJETOS MÁGICOS ÉPICOS
The process of creating an epic magic item is very similar to
creating a nonepic magic item. However, certain important
differences exist.
NIVEL DE CÁSTER
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.
PRERREQUISITOS
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.
PRECIO DE MERCADO
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.
COSTE DE LOS PUNTOS DE EXPERIENCIA
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.
DESCRIPCIONES DE OBJETOS MÁGICOS
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.
ARMADURA
Except when otherwise stated, epic magic armor and shields follow
the rules for nonepic magic armor and shields.
No hay límite para la bonificación de mejora de la armadura mágica épica
o escudos, al modificador de precio de mercado de la armadura mágica épica o
habilidades especiales de escudo, o a la bonificación de mejora total y
Modificador de precio de mercado de armaduras mágicas épicas o escudos.
PRECIO BASE DE ARMADURA Y ESCUDO ÉPICOS
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.
Tabla: Armaduras y escudos
d%
|
Bonificación de mejora
|
Precio base |
01
|
+1 de escudo1 |
1.000 GP |
02
|
+1 de armadura2 |
1.000 GP |
03
|
+2 de escudo1 |
4.000 GP |
04
|
+2 de armadura2 |
4.000 GP |
05-06
|
+3 de escudo1 |
9.000 GP |
07-08
|
+3 de armadura2 |
9.000 GP |
09-12
|
+4 de escudo1 |
16.000 GP |
13-16
|
+4 de armadura2 |
16.000 GP |
17-21
|
+5 de escudo1 |
25.000 GP |
22-26
|
+5 de armadura2 |
25.000 GP |
27-30
|
+6 de armadura |
360.000 GP
|
31-34
|
+6 de escudo
|
360.000 GP
|
35-38
|
+7 de armadura
|
490.000 GP
|
39-42
|
+7 de escudo
|
490.000 GP
|
43-45
|
+8 de armadura
|
640.000 GP
|
46-48
|
+8 de escudo
|
640.000 GP
|
49-50
|
+9 de armadura
|
810.000 GP
|
51-52
|
+9 de escudo
|
810.000 GP
|
53-54
|
+10
escudo
|
1,000,000 gp
|
55-56
|
+10 de armadura
|
1.000.000 de GP
|
57-62 |
Armadura específica o
escudo3
|
63-75 |
Armadura
con habilidad especial y vuelve a rodar4 |
76-98 |
Escudo con habilidad especial y rodar
otra vez4
|
99 |
Epopeya
escudo5 |
100
|
Armadura épica5 |
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.
|
Tabla: Tipo de escudo aleatorio
d% |
Escudo |
Coste de escudo1 |
01–10 |
Escudo |
+165 GP |
11–15 |
Escudo, ligero, de madera2 |
+153 GP |
16–20 |
Escudo, ligero, de acero3 |
+159 GP |
21–30 |
Escudo, pesado, de madera2 |
+157 GP |
31–95 |
Escudo, pesado, de acero3 |
+170 GP |
96–100 |
Escudo, torre2 |
+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 Tira d% para determinar
Material: acero 01-70; 71-90 mitral; 91-99 adamantino; 100
Otro. Ajusta el precio en consecuencia.
|
Tabla: Habilidades especiales de escudo
d% |
Habilidad especial |
Modificador de precio de mercado1 |
01-06 |
Gran invulnerabilidad (10/magia)
|
Bonificación de +4 |
07-12 |
Gran invulnerabilidad (15/magia) |
+5 de bonificación |
13-19 |
Protección de ácido |
+6 de bonificación |
20-26 |
Protección contra el frío |
+6 de bonificación |
27-33 |
Protección contra incendios |
+6 de bonificación |
34-37 |
Gran invulnerabilidad (5/épico) |
+6 de bonificación |
38-43 |
Gran resistencia a hechizos (SR 21) |
+6 de bonificación |
44-46 |
Desviación infinita de la flecha
|
+6 de bonificación |
47-53 |
Protección contra rayos |
+6 de bonificación |
54-60 |
Protección sónica |
+6 de bonificación |
61-63 |
Gran invulnerabilidad (10/épico) |
+7 de bonificación |
64-68 |
Gran resistencia a hechizos (SR 23) |
+7 de bonificación |
69-71 |
Desvío excepcional de la flecha |
+8 de bonificación |
72-75 |
Gran resistencia a hechizos (SR 25) |
+8 de bonificación |
76-78 |
Great spell resistance (SR 27) |
+9
sobresueldo
|
79 |
Gran reflexión |
+10 de bonificación
|
80-87
|
Tira sobre la mesa de objetos mágicos no épicos:
Escudo de Habilidades Especiales, luego tira de nuevo en este
mesa.
|
88-95
|
Tira dos veces con un objeto mágico no épico
Tabla: Habilidades especiales de escudo.
|
96-100 |
Rueda dos veces
otra vez2
|
1 Add to enhancement bonus on Table: Epic
Armor and Shields to determine total market price.
2 Si tiras
Una habilidad especial dos veces, solo una cuenta. Si sacas dos
versiones de la misma habilidad especial, usa el método
mejor.
|
|
|
Tabla: Armaduras épicas y
Escudos
d%
|
Bonificación de mejora
|
Precio base |
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 de GP |
100 |
Tira de nuevo y añade +10 a la bonificación1 |
2 |
1 This is cumulative if rolled multiple
times.
2 Para bonificaciones de mejora
superior a +20, el modificador del precio de mercado es igual al cuadrado
de la bonificación x10.000 GP.
|
Tabla: Tipo de armadura aleatoria
d% |
Armadura |
Coste de armadura1 |
01 |
Acolchado |
+155 GP |
02 |
Cuero |
+160 GP |
03–12 |
Esconder |
+165 GP |
13-27
|
Cuero con tachuelas |
+175 GP |
28-42
|
Camisas de cadena2 |
+250 GP |
43
|
Correo de escala2 |
+200 GP |
44
|
Cota de malla2 |
+300 GP |
45-57
|
Peto2 |
+350 GP |
58
|
Férula de malla2 |
+350 GP |
59
|
Correo en bandas2 |
+400 GP |
60
|
Medio plato2 |
+750 GP |
61-100
|
Plato completo2 |
+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 Tira d% a
Determinar el material: acero 01-70; 71-90 mitral; 91-99 adamantino;
100 otros. Ajusta el precio en consecuencia.
|
Tabla: Habilidades especiales de armadura
d% |
Habilidad especial |
Modificador de precio de mercado1 |
01-06 |
Gran invulnerabilidad (10/magia)
|
Bonificación de +4 |
07-11 |
Gran invulnerabilidad (15/magia) |
+5 de bonificación |
12-19 |
Negando |
+5 de bonificación |
20-26 |
Protección de ácido |
+6 de bonificación |
27-33 |
Protección contra el frío |
+6 de bonificación |
34-40 |
Protección contra incendios |
+6 de bonificación |
41-44 |
Gran invulnerabilidad (5/épico) |
+6 de bonificación |
45-50 |
Gran resistencia a hechizos (SR 21) |
+6 de bonificación |
51-57 |
Protección contra rayos |
+6 de bonificación |
58-64 |
Protección sónica |
+6 de bonificación |
65-67 |
Gran invulnerabilidad (10/épico) |
+7 de bonificación |
68-72 |
Great spell resistance (SR 23)
|
+7 de bonificación |
73-76 |
Gran resistencia a hechizos (SR 25) |
+8 de bonificación |
77-79 |
Gran resistencia a hechizos (SR 27) |
+9 de bonificación |
80-87 |
Tira sobre la mesa de objetos mágicos no épicos:
Habilidades especiales de armadura, luego vuelve a tirar en este
mesa.
|
88-95 |
Tira dos veces con un objeto mágico no épico
Tabla: Habilidades especiales de armadura.
|
96-100 |
Rueda dos veces
otra vez2
|
1 Add to enhancement bonus on Table: Epic
Armor and Shields to determine total market price.
2 Si una habilidad especial es
Tirado dos veces, solo cuenta uno. Si dos versiones de la misma
habilidad especial se rueda, use el mejor.
|
|
DESCRIPCIONES DE HABILIDADES ESPECIALES DE ARMADURA Y ESCUDO ÉPICO
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.
Conservación de ácidos: The
armor absorbs the first 50 points of acid damage per round that
the wearer would normally take (similar to the resist energy
spell).
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Mercado
Precio: +6 bonus.
Protección contra el frío: The
armor absorbs the first 50 points of cold damage per round that
the wearer would normally take (similar to the resist energy
spell).
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Mercado
Precio: +6 bonus.
Flecha excepcional
Deflexión: 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.
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, shield,
wall of force; Mercado
Precio: +8 bonus.
Protección contra incendios: The
armor absorbs the first 50 points of fire damage per round that
the wearer would normally take (similar to the resist energy
spell).
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Mercado
Precio: +6 bonus.
Gran invulnerabilidad:
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.
Nivel de lanzador: 19th
(10/magic), 20th (15/magic), 21st (5/epic), 22nd (10/epic);
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin,
wish, or miracle; Mercado
Precio:+4 de bonificación (10/magia),+5 de bonificación (15/magia),+6 de bonificación
(5/épico),+7 de bonificación (10/épico).
Gran reflexión: 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).
Nivel de lanzador: 25th;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell
turning; Precio de mercado:
+10 bonus.
Gran hechizo
Resistencia: 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.
Nivel de lanzador: 21st (SR
21), 22nd (SR 23), 23rd (SR 25), 24th (SR 27); Prerrequisitos: Craft Magic Arms and
Armor, Craft Epic Magic Arms and Armor, spell resistance;
Precio de mercado: +6 bonus
(SR 21), +7 bonus (SR 23), +8 bonus (SR 25), +9 bonus (SR
27).
Flecha infinita
Deflexión: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from arrows, shield; Mercado
Precio: +6 bonus.
Protección contra rayos: The
armor absorbs the first 50 points of lightning damage per round
that the wearer would normally take (similar to the resist energy
spell).
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Mercado
Precio: +6 bonus.
Negando: 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).
Nivel de lanzador: 20th;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater
dispelling; Mercado
Precio: +5 bonus.
Protección sónica: The
armor absorbs the first 50 points of sonic damage per round that
the wearer would normally take (similar to the resist energy
spell).
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Mercado
Precio: +6 bonus.
ARMADURAS Y ESCUDOS ESPECÍFICOS
d% |
Armadura o escudo específico |
Precio de mercado |
01-20 |
Armadura de metamórfico
|
400.165 gp |
21-40 |
Coraza del señor de la guerra |
416.200 GP |
41-57 |
Armadura de piel de dragón |
564.550 GP |
58-71 |
Armadura del batallón celestial |
616.300 GP |
72-82
|
Armadura de la horda abisal |
768.260 GP |
83-93 |
Armadura antimágica |
871.500 GP |
94-100 |
Baluarte del gran dragón |
1.612.980 GP |
Armadura antimágica: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater
dispelling, stoneskin, wish or miracle; Precio de mercado: 871,500 gp;
Costo de creación: 436,500
gp + 18,700 XP.
Armadura del Abisal
Horda: 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.
Nivel de lanzador: 20th;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator
must be evil, energy drain; Precio de mercado: 768,260 gp;
Costo de creación: 385,260
gp + 17,660 XP.
Armadura de lo celestial
Batallón: 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.
Nivel de lanzador: 20th;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator
must be good, magic circle against evil; Precio de mercado: 616,300 gp;
Costo de creación: 308,300
gp + 16,160 XP.
Baluarte del Grande
Dragón: 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 |
Aliento |
01-10 |
Negro
|
Línea de ácido |
11-20 |
Azul |
Línea de relámpagos |
21-30 |
Latón |
Línea de fuego |
31-40 |
Bronce |
Línea de relámpagos |
41-50 |
Cobre |
Línea de ácido |
51-60 |
Oro |
Cono de fuego |
61-70 |
Verde |
Cono de gas corrosivo (ácido) |
71-80 |
Rojo |
Cono de fuego |
81-90 |
Plata |
Cono de frío |
91-100 |
Blanco |
Cono de frío |
Nivel de lanzador: 20th;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy; Mercado
Precio: 1,612,970 gp; Costo de creación: 806,570 gp + 26,128
XP.
Armadura de piel de dragón:
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 |
Inmunidad |
01-10 |
Negro
|
Ácido |
11-20 |
Azul |
Relámpago |
21-30 |
Latón |
Fuego |
31-40 |
Bronce |
Relámpago |
41-50 |
Cobre |
Ácido |
51-60 |
Oro |
Fuego |
61-70 |
Verde |
Ácido |
71-80 |
Rojo |
Fuego |
81-90 |
Plata |
Frío |
91-100 |
Blanco |
Frío |
El portador de la armadura recibe una penalización de -4 circunstancia en
La diplomacia pasa con los dragones, pero obtiene una bonificación de circunstancia de +4
en Intimidar cheques contra dragones.
Nivel de lanzador: 24th;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from energy, shapechange; Precio de mercado: 564,550 gp;
Costo de creación: 283,250
gp + 15,629 XP.
Cambiaformas
Armadura: 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).
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor,
shapechange or wild shape ability; Precio de mercado: 400,165 gp;
Costo de creación: 200,165
gp + 14,000 XP.
Del señor de la guerra
Peto: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, charm
monster, sympathy; Mercado
Precio: 416,200 gp; Costar
crear: 210,200 gp + 14,120 XP.
ARMAS
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.
PRECIO BASE DE ARMAS ÉPICAS
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.
Tabla: Armas
d% |
Bonificación de mejora |
Precio de mercado1 |
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 de GP |
57-61 |
Arma específica2
|
|
62-80 |
Arma cuerpo a cuerpo con
habilidad especial y vuelve a rodar3 |
81-99 |
Arma a distancia con habilidad especial y
Rueda de nuevo3 |
100 |
Seguir adelante
Tabla: Armas épicas |
1
This price is for 50 arrows,
crossbow bolts, or sling bullets.
2 See Table: Specific Weapons.
3 Ver tabla: Arma cuerpo a cuerpo
Habilidades especiales para armas cuerpo a cuerpo o Mesa: Arma a distancia
Habilidades especiales para armas a distancia.
|
Mesa:
Armas épicas
d% |
Bonificación de mejora |
Precio de mercado |
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 de GP |
100 |
Tira de nuevo y añade +10 a la bonificación1 |
2
|
1This is cumulative if rolled multiple
times.
2 Para bonificaciones de mejora
superior a +20, el modificador del precio de mercado es igual al cuadrado
de la bonificación x20.000 GP.
|
Tabla: Armas a distancia
d% |
Arma |
Coste de arma1 |
01–10 |
Munición (tirar de nuevo): |
|
|
01–50 Flechas (50) |
+350 GP |
|
51–80 Flechas, ballesta (50) |
+350 GP |
|
81–100 balas, honda (50) |
+350 GP |
11–15 |
Hacha, lanzamiento |
+308 GP |
16–25 |
Ballesta, pesada |
+350 GP |
26–35 |
Ballesta, ligera |
+335 GP |
36–39 |
Dardo |
+300 GP 5 SP |
40–41 |
Jabalina |
+301 GP |
42–46 |
Arco corto |
+330 GP |
47–51 |
Arco corto, compuesto (+0 Str bonus) |
+375 GP |
52–56 |
Arco corto, compuesto (+1 Str bonus) |
+450 GP |
57–61 |
Arco corto, compuesto (+2 Str bonus) |
+525 GP |
62–65 |
Honda |
+300 GP |
66–75 |
Longbow |
+375 GP |
76–80 |
Arco largo, compuesto |
+400 GP |
81–85 |
Arco largo, compuesto (+1 Str bonus) |
+500 GP |
86–90 |
Arco largo, compuesto (+2 Str bonus) |
+600 GP |
91–95 |
Arco largo, compuesto (+3 Str bonus) |
+700 GP |
96–100 |
Arco largo, compuesto (+4 Str bonus) |
+800 GP |
Todas las armas mágicas son obras maestras
armas.
1 Añadir a la bonificación de mejora en la Tabla: Armas a determinar
precio total de mercado. |
|
|
Tabla: Tipo de arma
Determinación
d% |
Tipo de arma |
01–70 |
Roll on Table: Arma cuerpo a cuerpo común
|
71–80 |
Roll on Table: Armas cuerpo a cuerpo poco comunes |
81–100 |
Roll on Table: Armas a distancia |
Tabla: Armas cuerpo a cuerpo comunes
d% |
Arma1 |
Coste de arma2 |
01–04 |
Daga |
+302 GP |
05–14 |
Gran hacha |
+320 GP |
15–24 |
Espadón |
+350 GP |
25–28 |
Kama |
+302 GP |
29–41 |
Espada larga |
+315 GP |
42–45 |
Maza, ligera |
+305 GP |
46–50 |
Maza, pesada |
+312 GP |
51–54 |
Nunchaku |
+302 GP |
55–57 |
Quarterstaff3 |
+600 GP |
58–61 |
Estoque |
+320 GP |
62–66 |
Cimitarra |
+315 GP |
67–70 |
Lanza corta |
+302 GP |
71–74 |
Siangham |
+303 GP |
75–84 |
Espada, bastardo |
+335 GP |
85–89 |
Espada corta |
+310 GP |
90–100 |
Hacha de guerra, enano |
+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 Las armas dobles de obra maestra incurren en el doble de
Coste de la obra maestra para tener en cuenta cada cabeza (+300 GP coste de la obra maestra
por cabeza para un total de +600 GP). Las armas dobles tienen armas separadas
bonificaciones para sus diferentes cabezas. Si se determina al azar, el
La segunda cabeza de un arma doble tiene la misma bonificación de mejora que
la cabeza principal (01-50 en d%), duplicando el costo de la bonificación, o
Su bonificación de mejora es una menos (51-100 en D%) y no tiene
habilidades especiales.
|
Tabla: Armas cuerpo a cuerpo poco comunes
d% |
Arma1 |
Coste de arma2 |
01–03 |
Hacha, orco doble3 |
+660 GP |
04–07 |
Hacha de batalla |
+310 GP |
08–10 |
Cadena, con púas |
+325 GP |
11–12 |
Club |
+300 GP |
13–16 |
Ballesta, de mano |
+400 GP |
17–19 |
Ballesta, repetición |
+550 GP |
20–21 |
Puñal, puñetazo |
+302 GP |
22–23 |
Falchion |
+375 GP |
24–26 |
Mayal, terrible3 |
+690 GP |
27–31 |
Mayal, pesado |
+315 GP |
32–35 |
Mayal, ligero |
+308 GP |
36–37 |
Guantelete |
+302 GP |
38–39 |
Guantelete, con púas |
+305 GP |
40–41 |
Glaive |
+308 GP |
42–43 |
Gran club |
+305 GP |
44–45 |
Guisarme |
+309 GP |
46–48 |
Alabarda |
+310 GP |
49–51 |
Media lanza |
+301 GP |
52–54 |
Martillo, gnomo enganchado3 |
+620 GP |
55–56 |
Martillo, ligero |
+301 GP |
57–58 |
Hacha de mano |
+306 GP |
59–61 |
Kukri |
+308 GP |
62–64 |
Lanza |
+310 GP |
65–67 |
Lanza larga |
+305 GP |
68–70 |
Morningstar |
+308 GP |
71–72 |
Red |
+320 GP |
73–74 |
Pico, pesado |
+308 GP |
75–76 |
Pico, luz |
+304 GP |
77–78 |
Ranseur |
+310 GP |
79–80 |
Savia |
+301 GP |
81–82 |
Guadaña |
+318 GP |
83–84 |
Shuriken |
+301 GP |
85–86 |
Hoz |
+306 GP |
87–89 |
Espada de dos hojas3 |
+700 GP |
90–91 |
Tridente |
+315 GP |
92–94 |
Urgrosh, enano3 |
+650 GP |
95–97 |
Martillo de guerra |
+312 GP |
98–100 |
Látigo |
+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 Las armas dobles de obra maestra incurren en el doble de
Coste de la obra maestra para tener en cuenta cada cabeza (+300 GP coste de la obra maestra
por cabeza para un total de +600 GP). Las armas dobles tienen armas separadas
bonificaciones para sus diferentes cabezas. Si se determina al azar, el
La segunda cabeza de un arma doble tiene la misma bonificación de mejora que
la cabeza principal (01-50 en d%), duplicando el costo de la bonificación, o
Su bonificación de mejora es una menos (51-100) y no tiene ninguna bonificación especial
Habilidades.
|
|
Tabla: Especial de armas cuerpo a cuerpo
Habilidades
d% |
Habilidad especial |
Modificador de precio de mercado1 |
01-08 |
Explosión ácida
|
+6 de bonificación |
09-16 |
Explosión ardiente
|
+6 de bonificación |
17-24 |
Explosión helada |
+6 de bonificación |
25-32 |
Ráfaga de relámpagos |
+6 de bonificación |
33-40 |
Poderosa disrupción |
+6 de bonificación |
41-48 |
Explosión sónica |
+6 de bonificación |
49-56 |
Temor |
+7 de bonificación |
57-61 |
Poder anárquico |
+8 de bonificación |
62-66 |
Baile eterno |
+8 de bonificación |
67-71 |
Poder sagrado |
+8 de bonificación |
72-76 |
Poder axiomático |
+8 de bonificación |
77-81 |
Poder profano |
+8 de bonificación |
82-89 |
Tira sobre la mesa de objetos mágicos no épicos:
Habilidades especiales de armas cuerpo a cuerpo, luego vuelve a tirar en este
mesa. |
90-97 |
Tira dos veces con un objeto mágico no épico
Tabla: Habilidades especiales de armas cuerpo a cuerpo. |
98-100 |
Rueda dos veces más2 |
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.
|
Tabla: Armas específicas
d% |
Arma específica
|
Precio de mercado
|
01-18 |
Marca de tormenta
|
235.350 GP |
19-33 |
Bastón de presteza |
462.600 GP |
34-48 |
Bebedor de almas |
478.335 GP |
49-60
|
Puñalada por la espalda |
770.310 GP |
61-68 |
Maza de la ruina |
1.000.312 GP |
69-72 |
Alma de agarre |
1.856.500 GP |
73-78 |
Gran arco élfico |
2.900.400 GP |
79-64 |
Muerte final |
3.580.308 GP |
85-90 |
Caosbringer |
4.025.350 GP |
91-94 |
Santo devastador |
4.620.315 GP |
95-98 |
Despojador impío |
4.620.315 GP |
99-100 |
Cadena giratoria |
5.220.325 gp |
|
|
Tabla: A distancia
Habilidades especiales de armas
d% |
Habilidad especial |
Modificador de precio de mercado1 |
01-08 |
Explosión ácida
|
+6 de bonificación |
09-16 |
Explosión ardiente
|
+6 de bonificación |
17-24 |
Explosión helada |
+6 de bonificación |
25-32 |
Ráfaga de relámpagos |
+6 de bonificación |
33-40 |
Poderosa disrupción |
+6 de bonificación |
41-48 |
Explosión sónica |
+6 de bonificación |
49-56 |
Temor |
+7 de bonificación |
57-61 |
Poder anárquico |
+8 de bonificación |
62-66 |
Baile eterno |
+8 de bonificación |
67-71 |
Poder sagrado |
+8 de bonificación |
72-76 |
Poder axiomático |
+8 de bonificación |
77-81 |
Poder profano |
+8 de bonificación |
82-89 |
Tira sobre la mesa de objetos mágicos no épicos:
Habilidades especiales de armas cuerpo a cuerpo, luego vuelve a tirar en este
mesa. |
90-97 |
Tira dos veces con un objeto mágico no épico
Tabla: Habilidades especiales de armas cuerpo a cuerpo. |
98-100 |
Rueda dos veces más2 |
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.
|
|
DESCRIPCIONES DE HABILIDADES ESPECIALES DE ARMAS ÉPICAS
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.
Explosión ácida: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, acid fog;
Precio de mercado: +6
bonus.
Poder anárquico: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, word of
chaos; Precio de mercado: +8
bonus.
Poder axiomático: 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.
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, dictum;
Precio de mercado: +8
bonus.
Disparo lejano: A
distant shot weapon can be used against any target within line of
sight at no penalty for range.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, discern
location; Precio de mercado:
+6 bonus.
Temor: 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.
Nivel de lanzador: 22nd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon
monster IX; Mercado
Precio: +7 bonus.
d% |
Enemigo designado |
d% |
Señalado
Enemigo |
01–05 |
Aberraciones |
58–60 |
Humanoides, orcos |
06–09 |
Animales |
61–65 |
Bestias mágicas |
10–16 |
Construcciones |
66–70 |
Monstruosos humanoides |
17–22 |
Dragones |
71–72 |
Rezuma |
23–27 |
Elementales |
73
|
Forasteros, aire |
28–32 |
Fey |
74-76
|
Forasteros, caóticos |
33–39 |
Gigantes |
77
|
Forasteros, tierra |
40 |
Humanoides acuáticos |
78-80
|
Forasteros, malvados |
41–42 |
Humanoides enanos |
81
|
Forasteros, fuego |
43–44 |
Humanoides, elfos |
82-84
|
Forasteros, buenos |
45 |
Humanoides, gnoll |
85-87
|
Forasteros, lícitos |
46 |
Humanoides, gnomo |
88
|
Forasteros, agua |
47–49 |
Humanoides, goblinoides |
89-90
|
Plantas |
50 |
Humanoides, medianos |
91-98
|
No-muerto |
51–54 |
Humanoides humanos |
99-100
|
Alimaña |
55–57 |
Humanoides reptilianos |
|
|
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).
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate
objects; Precio de mercado:
+8 bonus.
Explosión ardiente: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball;
Precio de mercado: +6
bonus.
Poder Sagrado: 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.
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy word;
Precio de mercado: +8
bonus.
Explosión helada: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of
cold; Precio de mercado: +6
bonus.
Explosión de relámpagos: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning
bolt; Precio de mercado: +6
bonus.
Disrupción poderosa: 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.)
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, true
resurrection; Mercado
Precio: +6 bonus.
Explosión sónica: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, shout;
Precio de mercado: +6
bonus.
Triple lanzamiento: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, shades;
Precio de mercado: +6
bonus.
Precisión infalible:
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).
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, true
seeing; Precio de mercado: +6
bonus.
Poder profano: 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.
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, unholy
word; Precio de mercado: +8
bonus.
ARMAS ESPECÍFICAS
Puñalada por la espalda: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, inflict
moderate wounds; Mercado
Precio: 770,310 gp; Costar
crear: 385,310 gp + 17,700 XP.
Caosbringer: 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.
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, rage, mass
charm monster; Mercado
Precio: 4,025,350 gp; Costo de creación: 2,012,850 gp +
50,250 XP.
Gran arco élfico: 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.
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor,
bull’s strength, keen edge, true seeing; Precio de mercado: 2,900,400 gp;
Costo de creación:
1,450,400 gp + 39,400 XP.
Cadena giratoria:
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).
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate
objects, haste, shield (or shield of faith); Precio de mercado: 5,220,325 gp;
Costo de creación:
2,610,325 gp + 52,200 XP.
Muerte final: 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.
Nivel de lanzador: 22nd;
Prerrequisitos: 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; Mercado
Precio: 3,580,308 gp; Costo de creación: 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.
Nivel de lanzador: 27th;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, binding;
Precio de mercado: 1,856,500
gp; Costo de creación:
934,500 gp + 28,440 XP.
Devastador Sagrado: 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).
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy aura,
holy smite, holy word; Mercado
Precio: 4,620,315 gp; Costo de creación: 2,310,315 gp +
56,200 XP.
Maza de la ruina: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor,
disintegrate; Mercado
Precio: 1,000,312 gp; Costo de creación: 500,312 gp + 20,000
XP.
Quarterstaff de
Alacridad: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection
from arrows, shield; Mercado
Precio: 462,600 gp; Costar
crear: 231,600 gp + 14,620 XP.
Bebedor de almas: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell
Focus (Necromancy), energy drain; Precio de mercado: 478,335 gp;
Costo de creación: 239,315
gp + 14,780 XP.
Marca de tormenta: 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.
Nivel de lanzador: 21st;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, blindness/
deafness, call lightning or lightning bolt, control winds, fly,
protection from energy; Mercado
Precio: 235,350 gp; Costar
crear: 117,850 gp + 12,350 XP.
Despojo impío: 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).
Nivel de lanzador: 23rd;
Prerrequisitos: Craft
Magic Arms and Armor, Craft Epic Magic Arms and Armor, blasphemy,
unholy aura, unholy blight; Precio de mercado: 4,650,315 gp;
Costo de creación:
2,325,315 gp + 56,500 XP.
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