html PUBLIC "-//W3C//DTD XHTML 1.1//ES" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd" SRD - Armadura mágica épica y armas

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.