WEAPONS & ARMOR- Lists
Magic Item Master List Weapons and Armor, Price, Descriptions:
Magic Items- Armor and Shields Descriptions
Magic Items- Weapons
Armor and Shields
Armor and Shield, Gold only Enhancements:
- Agile +500 gp (armor) +1 resistance to reflex
- Stamina, +500 gp, +1 resistance to fortitude saves
- Adamant, +1000 gp (heavy) 1/D as swift gain DR 3/- for 9 R
- Blue Shine +1500 gp (metal armor or shield only)- +2 to hide, immune to acid and rust
- Easy Travel, +1500 gp- carry medium load as if it were light
- Benevolent +2,000
- Called, +2000 gp- as standard armor or shield is suddenly donned.
- Commander +2000 gp +2 diplomacy, allies in 30' +1 morale on saves vs. fear, -5 to hide
- Heartening, +2000 gp (shield only)2/D gain 5 temp HP for 5 M as immediate
- Staunching, +2000 gp (armor only)reduces bleed damage by enhancement bonus
- Poison-resistant +2,250 +3 resistance bonus to poison saves
- Glamered +2,700- continuous illusion to look like clothes
- Daylight +3000 gp- 30M per day, daylight spell,
- Mindarmor, +3000 gp +5 to will saves 3/D
- Balance +3750 gp (armor) +5 balance compentency bonus
- Shadow +3,750 (armor only) +5 to hide
- Slick +3,750 (armor only) +5 to escape artist
- Acidic +4000 gp- those that grapple you take 2d4 acid
- Agility, Improved +4000 gp (armor) +3 resistance to reflex
- Buoyant, +4000 gp (armor only)- no - to swim, armor floats, +2 swim
- Expeditious +4,000 (armor only)- 3/D as swift gain +10 speed 1 R
- Landing +4000 gp (armor only) ignore first 60' o fany fall, land on feet
- Stamina, +4000 gp, +3 resistance to fort saves
- Amorphous + 4500 GP +5 escape artist, CMd vs grapple, 1/D flow like mud
- Advancing +5000 gp (heavy) 1/R when foe falls, move 10' as free
- Anchoring +5000 gp +5 to resist bull rush, overrun, trip
- Balanced +5000 gp (non-heavy armor)
- Creeping +5,000- No - to hide or move silent, 1/D gain enhancement to those skills
- Quickness, +5000 gp (armor only)- +5' enhancement to speed
- Rallying +5,000 increases allies morale bonus vs fear from class to +6
- Wyrm's Breath, +5000 gp (shield only)- when hit by specific energy, gain CH, then use for breath weapon
- Displacement +6000 gg (armor) 1/D for 5R displacement
- Gilled, +6000 gp water breathers can breath and speak in air
- Linked, +6000 gp 3/D for 1 H, telepathy with any other linked items
- Manifester, +6000 gp (shield only) 1/D gain 3 power points
- Speed, +6000 gp, 3/as swift haste for 1 R
- Agility, Greater +8000 gp (armor) +5 resistance to reflex
- Healing, +8000 gp (armor only) 1/D heals 2d8+5, heals auto if reduced to -1
- Mirrored, +8000 gp (shield only)+enhancement vs rays, roll miss % twice when averting gaze, deal precision through concealment
- Stamina, Greater, +8000 gp
- Woodwalk, +9000 gp (armor only)- 3/D for 1 R if you have woodland stride, gain woodwalk
- Anchoring, Greater +10000 gp +10 to resist bull rush, overrun, trip
- Magic Eating, +10000 gp heals 1HP/SL when you save against spell
- Balance, Improved +11250 gp +10 to balance
- Deepdweller +12000 gp- breath water, immune to pressure, swim speed x2, speak to aquatics
- Averter +13000 gp (shield) 3/D will save or foes avoid you for 3 R
- Bane Blind, 15000 gp (armor) keyed to creature type, 3/D for 10R you are imperceptable to that subtype
- Blinking +15000 gp 1/D for 1M as blink spell
- Blurring +15000 gp 3/D for 5 R as swift gain blur effect
- Ectoplasmic Feedback, +15000 gp Deals 2d6 damage if hit by incorporeal touch attack
- Fearsome, +15000 gp- aura of terror causes panic in 20' 3/D
- Harmonizing +15,000 (armor only)- Vulnerable to sonic, +5 perform, -5 move silent, +1 R to bard performances
- Shadow, improved +15,000 (armor only) +10 to hide
- Slick, improved +15,000 (armor only) +10 to escape artist
- Energy resistance +18,000 10 resist to one energy type.
- Balance, Greater +18750 gp +15 to balance
- Aporter +20000 gp (shield) 2/D dimension door 800'
- Time Buttress, +5 bonus (shield only)
- Healing, Greater, +24000 gp (armor only)- heals 3d8+15, auto if -1 or lower
- Righteous +27,000 (armor only)1/D for 10 R righteous might
- Determination +30,000- 1/D when 0 HP, breath of life spell
- Shadow, greater +33,750 (armor only) +15 to hide
- Slick, greater +33,750 (armor only) +15 to escape artist
- Masking, +40000 gp (armor only)- continuous nondetection
- Energy resistance, improved +42,000
- Etherealness +49,000 (armor only)- 1/D turn ethereal for as long as desired
- Energy resistance, greater +66,000
+1 Armor Bonuses and Least Enchantments
- Arrow Catching, +1 bonus (shield) +1 vs ranged, range that target 5' away veer to you
- Bashing, +1 bonus (shields only)- Deals damage as shield +2 sizes, treated as +1 weapon when bashing
- Blinding +1 (shield only)- sheds light, 2/D DC 14+ CHA wil save or those in 20' blind 1d4+1R
- Bolstering +1 bonus (no light armor or buckler)- after damaging in melee, +2 on saves vs that creature
- Deathless +1 bonus (armor only) resist positive & negative energy 10, 25% ignore negative levels
- Deathward +1 bonus- 1/D ignore any death or negative energy effect.
- Defiant +1 bonus- against chosen enemy (as bane) +2 AC and DR 2/-
- Dragon-Dodge, +1 bonus (light armor only) evasion vs. breath weapons
- Fortification (light) +1 bonus Ignore critical hit or sneak attack 25%
- Energy Defense, +1 bonus3/D for 5 R, wreathed in its energy type, deals 1d6+10 to those that hit you
- Ghost Ward, +1 bonus- adds enhancement bonus vs touch attacks
- Impervious +1 bonus gains double enhancement bonus to hardness and HP
- Mobility, +1 bonus (light armor only) grants mobility fear
- Nimbleness, +1 bonus max DEX +1, armor check -2
- Radiant, Lesser, +1 bonus (armor only) resist 5 to all energies, radiates light with the energy
- Ramming, +1 bonus (shield only) add enhancement to bashing, can bull rush at +2 with bash
- Ranged, +1 bonus (non-tower shield only) as a return throwing weapon, 1d6 or 1d8 for medium shield
- Spell storing +1 bonus, stores touch spell 3rd or lower, cast on foe when hit
- Twilight, +1 bonus (armor)reduces arcane spell failure by 10
- Variable, +1 bonus (shield only) can become any size or type of shield
+2 Armor Special Abilities
- Animated +2 bonus (non-tower shield only) as move animates 4R, then wait 4 R, as if wielding it
- Arrow deflection +2 bonus (shield only) as deflect arrow feat 1/R w/ DC 20 reflex save
- Axe Block, +2 bonus DR 5/Blugeoning or piercing
- Beastskin, +2 bonus- armor changes form to match your wildshape
- Brawler, +2 bonus (Light armor only) +2 to hit and damage with unarmed & grapple, counts as magic
- Energy Immunity, +2 bonus 1/D for 1 M immune to the chosen energy type
- Hammerblock, +2 bonus- gain DR 5/Piercing or slashing
- Radiant, +2 bonus (armor only) resist 10 to all energies and radiates light
- Retaliation, +2 bonus (armor only)- strikes foe that deal you 10+ for 1d
- Spearblock, +2 bonus, DR 5/bludegoning or slashing
- Spell resistance (15) +2 bonus
+3 Armor and Shield Abilities
- Fortification (moderate) +3 bonus, resist crits and sneak attack 50%
- Ghost touch +3 bonus armor & enhancement applies to incorporeal
- Invulnerable, +3 bonus (armor only) DR 5/magic
- Roaring, +3 bonus (armor only)- returns nonmagical ranged attacks, +4 initiative, +4 intimidate, 1/D good hope
- Spell resistance (17) +3 bonus, gain SR 17
- Vanishing, +3 bonus (armor only) 2/D for 3 Mins you can't be perceived.
- Wild, +3 bonus. provides armor and enhancement bonuses when wildshaped
+4 Armor Special Abilities
- Freedom, +4 bonus continuous freedom of movement
- Radiant, Greater, +4 bonus (armor only) resist 30 all energy, radiates light with absorbed
- Spell resistance (19) +4 bonus, gain SR 19
+5 Armor Special Abilities
- Fortification (heavy) +5 bonus, resist crits and sneak attack 75%
- Spell resistance (21) +5 bonus, gain SR 21
- Reflecting, +5 bonus, 3/D as free reflect spell
- Time Buress, +5 bonus (shield)1/D as standard, until the end of your next turn completely invulnerable.
Specific Magic Armor and Shields
Lesser Minor Specific Magic Armor
- Mithral shirt 1,100
- Darkwood Buckler 203 gp
- Darkwood shield 257 gp
- Mithral heavy shield 1,020 gp
- Zombie Skin Shield, 2159 gp, +1 light shield, 1/D gain zombie
- Shield of Mercey 2160 gp +1 heavy shield, use smite to heal,
Greater Minor Specific Magic Armor
- Mistmail 2,250 +1 chain shift, 1/D gain concealment 3M
- Dragonhide plate 3,300- nonmetallic full plate
- Zombie skin shield 2,159
- Caster’s shield 3,153 +1 light wooden shield, can scribe 3rd or lower spell at 50% cost
- MithralMist Shirt, 3400 gp +1 mithral chain shirt, 7/D gain concealment from mist
- Barricade Buckler, 4165 gp
- Burglar’s Buckler 4,655 +1 buckler 3/D 5x5 vertical wall of force for 1 M
- Shield of the Severed Hand (Gruumsh relic) 4660 gp +2 heavy wooden shield, bull rushes,
- Elven chain 5,150- treated as light armor
- Rhino hide 5,165 +2 hide armor, -1 Armor check, +2d6 w/charge
- Shield of the Resolute (Moradin Relic) 5150 gp +1 light fort heavy mithral shield cause fear in goblins and giants
- Spined shield 5,580 gp, +1 heavy spiked shield, 3/D fire spine
- Wrapped Tower, 6180 gp +1 tower shield, 1/D with full cover cause fear
- Millennial Mail (Corelleon Relic) 8150 gpv+1 mithral chain shirt, max dex 8, fast heal 3 in sunlight
- Collapsible Tower Shield, 8170 gp, +2 heavy shield, 3/D +2 tower shield
- Owlfeather Armor, 8160 gp +1 leather, +2 listen & move silently, 1/D +4 WIS, 2/D +5 spot, 3/D fly
- Lion’s shield 9,170 gp, +2 heavy shield, 3/D can attack as free for 2d6.
- Wight Hide Shield, 91 59 gp +1 light steel shield 3/D bestow negative level with bash,
Greater Medium Specific Magic Armor
- Adamantine breastplate 10,200
- Ghoul Hide Armor 10500 gp +1 leather, 3/D ghoul touch attacks
- Foxhide Armor 10650 +1 leather, +2 hide & move silently, 1/D +4 INT 9 M, 2/D scent, 3/D pass without trace,
- Equestrian plate 10,650- +2 full plate, becomes banded mail+2 and banded barding+1,
- Enchanted eelskin 11,160 +1 slick leather armor, in water gains shadow, swim 30, water breathing, full round during surprise
- Boneless leather 12,160 +1 leather, +5 escape artist, +5 tumble (w/fall), +5 CMD, DR 5/pierce or slash
- Serpent Armor, 12160 gpb+1 leather, +1 reflex, combat reflexes,
- Hawkfeather Armor 12175 gp +1 studded leather armor, +5 to spot, 1/D +9 CHA for 9m, 3/D fly for 5 R,
- Murderer’s blackcloth 12,405 gp +1 shadow padded armor, sneak attack +1d6, +1 bleed, coup de grace DC +1
- Folding plate 12,650 +1 full plate, transforms into a broach
- Kyton Armor 13100 gp- +1 mithral shirt, makes extra melee chain attacks,
- Breastplate of vanishing 15,200 +1 mithral breastplate, disappear into the armor
- Caster’s shield, greater 10,153 +3 light wooden shield can have 5th or lower spell scribed,
- Celestial shield 13,170 +2 blinding heavy shield, no ASF, featherall at will
- Electric Eel Armor 14125 gp
- Electric Eel Hide 14165 gp +1 buoyant slick hide armor, electrical field deals 1d6 3/D for 5 R
- Maelstrom shield 14,170 +1 bashing heavy shield, trips, create water, hydraulic push spell
- Volcanic shield 14,170 gp, +1 bashing heavy shield, flaming w/bash, smokes, 1/D burning hands,
- Wight Armor, 14175 gp +1 shadow studded leather, hide from undead, darkvision,
- Bearskin Armor, 14350 gp +1 breastplate, +2 grappe 1/D +4 CON, 2/D scent, 3/D gain claws
- Tempest shield 15,170 gp, +1 bashing heavy shield, bull rush with bash, 1/D gust of wind,
Lesser Major Specific Magic Armor
- Armor of insults 16,175 gp-+1 studded leather, 1/D will save or all foes in 60' have to attack wearer
- Zombie Hide Armor, 16175 gp +1 hide, DR 5/Slashing
- Tigerskin Armor, 17100 gp, +1 mithral shirt, +2 climb, hide, jump, move silent, 1/D +4 CHA, 2/D scent, 3/D gain claws,
- Armor of the Fallen Leaves (druid relic), 17350 gp-+1 wild breatplate 1/D gaseous form,
- Dragonrider Armor, 18300 gp +1 dragonhide fullplate, resist 10, +5 to ride dragons
- Banded mail of luck 18,900 +3 banded mail 1/D reroll attack that hit you.
- Catskin leather 18,910- +1 shadow leather, no max dex, +5 tumble, 1/2 damage from fall, destroyed to save wearer
- Exoskeleton Armor 21350 gp +1 breastplate, DR 5/bludgeoning
- Celestial armor 22,400 +3 chainmail, max dex +8, ASF 15%, considered light, 1/D fly
- Buccaneer’s breastplate 23,850- +1 breastplate, water walk, buoyant,
- Plate armor of the deep 24,650
- Tigerskin Armor, 17100 gp
- Fortress shield 19,180 gp, +1 tower shield, as FR cube of iron,
Greater Major Specific Magic Armor
- Overhead Shield, 24500
- Plate Armor of the Deep, 24600 gp +1 full plate, unarmed for swim, breath water,
- Spell Ward Tower Shield, 25180 gp +2 spell resistance tower shield, +4 reflex saves vs spells, evasion vs spells
- Breastplate of command 25,400- +2 breastplate, +2 CHA check, +2 leadership
- Forsaken banded mail 25,400 +1 banded mail SR 19 + CHA vs. divine magics,
- Mithral full plate of speed 26,500 +1 mithral full plate, haste 10 R/D, ASF 25, max dex 3, medium
- Scarab breastplate 32,350 pg +3 breastplate, 1/2 damage from vermin swarms, turns into a swarm to attack
- Quick Block Buckler, 36155 gp +3 arrow deflection buckler, 1/R gain +2 vs one attack,
- Earthplate Armor, 41650 +1 full plate, 1/D stoneskin & tremorsense,
- Hamatula hide 44,215 gp, +2 spiked hide armor, w/rage fire resist 20 and 1d10+6 to those that hit you.
- Force Tower, 46150 gp +1 arrow deflection ghost touch mithral tower shield, immune to magic missile, deflect rays,
- Demon armor 52,260- +4 full plate, claws that cause contagion
- Mail of malevolence 61,300 evil only +3 chainmail, SR 21 vs. good, heals with negative channels
- Daystar half-plate 81,250- +1 half plate, daylight 10M/D, 1D sunburst
- (The) Invincible armor 137,650 +2 impervious moderate fortification full plate, resist all 5, gain DR's
- Prismatic plate 160,650 +3 full plate, pick a color to gain a benefit
- Force tower 46,030
- Absorbing shield 50,170- +1 heavy shield, 2/D disintegrate object with bash
- Elysian shield 52,620 gp, +2 ghost touch tower shield, 1/D negate undead effect, 1/D turn undead
Armor & Shields Special Materials:
Adamantine
Armor: armor check penalty -1, hardness 20, +33% normal HP, provide the DR below.- Shield: Cost +1000 gp
- Light: DR 1/- Cost: +5000 gp
- Medium DR 2/- Cost +10,000 gp
- Heavy DR 3/- Cost +15,000 gp
Darkwood Shields:
Shields: Cost +300 gp, no armor check penaltyDragon Hide:
DRAGONHIDE PLATE Cost: +2000 gp. As normal Mwk full plate but not metal.
Mithral
Armor: for all armors increases max dex +1 and armor check penalty -1, arcane spell failure -10%., hardness 15 and +20% HP, armor counts as one step less.- Light armor or shield: +1000 gp
- Medium Armor: +4000 gp; counts as light armor,
- Heavy Armor: +10000 gp, counts as medium armor
Weapon Pricing by Bonus
WEAPON BONUS BASE PRICE
- +1 2,000 gp
- +2 8,000 gp
- +3 18,000 gp
- +4 32,000 gp
- +5 50,000 gp
- +6 72,000 gp
- +7 98,000 gp
- +8128,000 gp
- +9 162,000 gp
- +10 200,000 gp
Weapon Special Abilities
Additions for Gold Cost:
- Illuminating, +500 gp- sheds light as a torch
- Adaptive, +1000 gp (composite Bows only)- adjusts STR needed for composite bow.
- Aquatic, +2000 gp- no penalties for use underwater.
- Changling, +2000 gp (spears only)- can change from short spear, to regular, to long spear.
- Everbright, +2000 gp- 2/D flash, save or blind, immune to acid & rust.
- Hide Away, +2000 gp- folds up small, +2 sleight of hand to hide.
- Charge Breaking, +2500 gp- anyone hit when charging, Fort save or knocked prone.
- Courageous, +2500 gp- +enhancement as morale to fear saves, half stacks with other bonuses.
- Impervious +3,000 gp- gains double hardness and HP per enhancement point
- Glammered +4,000 gp- can appear to be any similar sized object
- Shadow Strike, +5000 gp- 1/D add 5' to reach for 1 attack
- Sizing, +5000 gp- can become any sized weapon
- Slow Burst, +5000 gp- w/crit, save or slowed 3 R
- Vanishing, +8000 gp- 1/D with hit, dimension door 60
- Transformative +10,000 gp
- Manifesting, +12000 gp - 1/D gain 5 power points
- Dueling, +14000 gp (finesse only) +4 initiative, +2 disarm & feint, +2 avoid same
- Prismatic Burst, +30000 go- with critical hit, prismatic spray at foe.
+1 WEAPON BASE PRICE
- Acidic Burst, +1 bonus (requires acidic/corrosive)- extra acid damage on a crit.
- Arcane Might, +1 bonus (bows but not crossbows)- sacrifice spells to add +1/SL to next damage.
- Bane +1 bonus- +2 to hit and +2d6 damage against specific creature type.
- Berserker, +1 bonus- +1d8 damage when ragin
- Binding, +1 bonus, 2/D with hit, enemy can't teleport 10 minutes
- Blessed, +1 bonus- counts as good, 3/D auto confirms critical hits for 1 R
- Blood Feeding, +1 bonus- Each hit gain 1 blood pt, up to 10, spend 1 pt to do +2 damage.
- Blood Stone, +1 bonus- Can store vampiric touch, uses it as empowered.
- Brutal Surge, +1 bonus, 1+ CON/D with hit, bull rush
- Called +1 bonus, weapon teleports back to your hand.
- Charging, +1 bonus- when mounted and charging, deals +2d6 damage
- Corrosive +1 bonus- +1d6 aci damage.
- Countering +1 bonus (melee only), +2 CMD vs. disarm & sunder, free attempt to counter
- Cruel +1 bonus- if hits frightened, shaken, panicked then sickened 1 R, +5 temp HP on kill
- Deadly +1 bonus- weapon that deals nonlethal now deals lethal
- Deadly Precision, +1 bonus- +1d6 sneak attack or sudden strike
- Defending +1 bonus- add any of enhancement bonus to AC instead
- Defensive Surge, +1 bonus- if you hit with combat expertise or fighting defensive, extra +2 AC
- Desiccating, +1 bonus, +1d4 desiccating damage to living
- Desiccating Burst, +1 bonus, +damage on crit
- Disarming, +1 bonus- can't be disarmed, +2 to disarm
- Dislocator, +1 bonus, after hit, next hit that round teleports 10',
- Dislocator, Greater, +1 bonus after hit, next hit that round teleports 30',
- Dispelling +1 bonus- can store dispel magic, +enhancement to dispel check
- Distance, +1 bonus (ranged only) doubles range increment
- Divine Wrath, +1 bonus use channel to deal +1d6xCHA to undead
- Dragon Hunter, +1 bonus (projectile only)- vs dragons 1 STR damage per hit, crit multiplier +1
- Dragon Doom, +1 bonus (melee only)- 3/D smite dragon
- Eager, +1 bonus (melee only) +2 initiative, +2 damage in surprise or 1st R
- Energy Surge, +1 (melee only) 1+ CON/D on hit, +3d6 energy damage
- Flaming +1 bonus- +1d6 fire damage
- Fierce Bane, +1 bonus- detects type of enemy and +damage on crit
- Frost +1 bonus- +1d6 cold damage
- Furious +1 bonus- +2 higher enhancement when raging
- Ghost touch +1 bonus- can hit immaterial creature.
- Ghost Strike, +1 bonus- add to ghost touch, crits and sneak attack work on undead
- Grayflame +1 bonus (melee) charge with channel attempts, +1 7 +1d6, lasts 1R per 1d6 of channel
- Guardian +1 bonus- transfer enhancement to saves
- Harmonizing, +1 bonus (Melee only)- +2 sing, can continue bard song up to 10 R
- Heartseeker +1 bonus- ignores miss chance from concealment vs. those with hearts.
- Heavenly Burst, +1 bonus- on crit vs. evil +3d6 & save or blind 1 R
- Holy Surge, +1 bonus, 1+ CHA/D when hitting evil foe, +3d6
- Hunting, +1 bonus- +4 damage vs. favored enemy
- Huntsman +1 bonus- +enhancement to track anyone its hit, +1d6 vs. anyone its tracked.
- Illusion Bane, +1 bonus- ignores miss % due to illusions, can dispel illusions
- Impact, +1 bonus- doubles crit range of a blunt weapon
- Impaling, +1 bonus
- Keen +1 bonus- doubles crit range of piercing or slashing weapons
- Ki focus +1 bonus (melee) use ki abilities through weapon as if unarmed strikes
- Knockback, +1 bonus- 3/D with hit, DC 19+ CHA or knock them back 5'
- Mage Bane, +1 bonus- +2 extra & +2d6 vs. arcane casters
- Maiming, +1 bonus - deals extra damage on crit
- Menacing +1 bonus (melee)- gives flanking allies extra +2
- Merciful +1 bonus- +1d6 damage but all is nonlethal
- Mighty Smiting, +1 bonus- +1 Smite/D, smites deal +2 and hit +2
- Mindfeeding, +1 bonus- each hit gives 1 temp PP for each 5 damage done, last 1 M
- Morphing, +1 bonus- can become any melee or thrown weapon of same size/type
- Ominous +1 bonus- + intimidate, w/crit save or shaken 1 M
- Paralytic Burst, +1 bonus, holds on a crit
- Paralyzing, +1 bonus: 1/D with hit, save or paralyzed 10 R
- Parrying +1 bonus- +1 insight to AC & saves
- Planar +1 bonus- vs. outsiders ignores 5 DR
- Power Storage, +1 bonus- can store 1 5PP power
- Precise, +1 bonus (ranged) no -4 for firing into melee
- Profane, +1 bonus- evil aligned, +1d6 vs living, +2d6 vs good outsider
- Profane burst, +1 bonus- extra negative damage with crit
- Psychokinetic. +1 bonus- +1d4 force damage
- Psychokinetic Burst, +1 bonus- extra force damage on crit
- Quenching +1 bonus, quench normal fires, +2 saves vs fire, +1d6 vs fire
- Quick Loading, +1 bonus (crossbows only)- load quicker by 1 step
- Returning, +1 bonus (thrown) weapon returns to you at start of next turn.
- Sacred, +1 bonus- good aligned, +1d6 vs evil
- Sacred Burst, +1 bonus- extra damage vs evil with crit
- Screaming, +1 bonus +1d4 sonic damage
- Screaming Burst, +1 bonus- extra sonic damage with crit
- Seaborne +1 bonus- no combat penalties for being in water, x2 enhancement to swim
- Seeking, +1 bonus, ranged- ignores miss chances
- Shattermantle, +1 bonus- each hit reduces SR by 2 for 1 R
- Shielding, +1 bonus- weapon becomes a heavy shield with same enhancement bonus
- Shock +1 bonus- +1d6 electrical
- Soul Drinking, +1 bonus- with enervating, +5 temp hit and +2 damage rolls 10 M
- Spell storing +1 bonus- hold 1 3rd or lower spell, discharged on hit.
- Stunning, +1 bonus- add to screaming, w/crit save or stun 1 R
- Stunning Surge, +1 bonus- 1+CHA/D with hit, save or stun 1 R
- Stygian, +1 bonus, 3/D bestow negative level with hit.
- Sundering, +1 bonus (melee) as improved sunder, +1d6
- Throwing +1 bonus (melee), weapon can be thrown
- Thundering +1 bonus- deals extra sonic on a crit, x2 is 1d8
- Unholy Surge, +1 bonus, add to unholy, extra 3d6 on crit, 1+CHA/D
- Valiant +1 bonus- +1d6 and +2 maneuvers against for you challenged
- Venomous, +1 bonus- 3/D coats with poison
- Vicious +1 bonus- deals +2d6 to foe, +1d6 to wielder
- Warning, +1 bonus- +5 to initiatve while held
- Weakening, +1 bonus- with crit, -4 to STR for 10 M, doesn't stack
- Whirling, +1 bonus- 3/D make whirlwind attack
+2 WEAPON BASE PRICE
- Advancing +2 bonus (melee only)- 1R after damaging foe, take extra 5' step.
- Anarchic +2 bonus- +2d6 damage vs. lawful
- Anchoring +2 bonus (melee or thrown)- enemy hit can't move
- Aquan, +2 bonus- extra 2d6 damage vs. fire subtype
- Auran, +2 bonus- extra +2d6 vs. earth subtype
- Axiomatic +2 bonus- +2d6 damage vs. chaotic creatures
- Banishing, +2 bonus, 3/D when hitting foe, Will save or banished
- Blindsighted, +2 bonus, 3/D for 1 M have blindsight 30.
- Blur Strike, +2 bonus, 10/D next attack is considered flat footed.
- Collision, +2 bonus- +5 damage
- Consumptive, +2 bonus, +1d6 damage
- Corrosive burst +2 bonus- +1d6 acid damage, + bonus acid damage on a crit.
- Designating, Lesser (ranged only)- with each hit, allies gain +2 morale to melee attack same, 1R
- Dispelling burst +2 bonus- store greater or dispel magic, discharge on crit, +enchancement to check
- Disruption +2 bonus- When hit undead, will save 14 + CHA or destroyed
- Doomburst, +2 bonus- with crit chance, auto shaken 5 R
- Endless Ammunition, +2 bonus (ranged only) , supplies endless nonmagical ammo
- Energy Aura, +2 bonus- +1d6 energy of your choice.
- Enervating, +2 bonus- with crit, bestows 1 negative level
- Ethereal Reaver, +2 bonus- ghost touch and see invisibility
- Flaming burst +2 bonus- +1d6 fire damage, more on a crit
- Furyborn +2 bonus (melee) +1 higher each hit on same creature, max+5
- Glorious +2 bonus- sheds light, dazzles on hit, save or blind on crit
- Holy +2 bonus- good alignment, +2d6 vs. evil
- Icy burst +2 bonus- Extra cold damage on a crit
- Igniting +2 bonus- +1d6 fire damage, plus sets on fire
- Illusion Theft, +2 bonus- ignores miss % due to illusions, can dispel illusions or steal them
- Impactful +2 bonus- treated as 1 size larger, +enhancement to bull rushes
- Invigorating +2 bonus (melee)- when dropping living foe, fix exhaustion/fatigue or +2 attacks, +10 speed 1 R
- Ki intensifying +2 bonus- as ki weapon, w/hit spend 1 Ki to combat maneuver
- Lifesurge +2 bonus (melee) vs undead + to saves & temp HP, doubles crit range, + Dam on crit.
- Metalline, +2 bonus- change metal type to overcome DR.
- Negating +2 bonus- with hit, reduce DR 5 (magic or alignment) for 1 R
- Paralytic Burst, +2 bonus. With crit, save or paralyzed 1 R
- Phase locking +2 bonus- With hit, can't teleport 1 R
- Psi-bane, +2 bonus- +2 higher and +2d6 vs. any psionics using creature
- Shocking burst +2 bonus- +1d6 electrical, +damage on crit
- Second Chance (ranged) 1/D reroll missed attack
- Stalking +2 bonus- +1d6 per round studying foe, up to enhancement value
- Unholy +2 bonus- evil and +2d6 vs. good
- Vampiric, +2 bonus- +1d6 vs living and you heal that
- Wounding +2 bonus- deals 1 bleed damage
+3 WEAPON BASE PRICE
- Bodyfeeding, +3 bonus- on critical hit, gain 1/2 damage as temp HP for 1 M.
- Curse Spewing, +3 bonus- w/Crit curse -4 on rolls for 1M
- Necrotic Focus, +3 bonus- your ability or energy drain attacks function through weapon.
- Nullifying +3 bonus- reduce SR by 1 each hit for 1 M, by multiplier with crit
- Speed +3 bonus- make extra attack as if hasted
- Spellstealing +3 bonus (melee) forgo crit to steal a spell
- Transmuting, +3 bonus- changes to overcome foe's DR
+4 OR- +5 WEAPON BASE PRICE
- Brilliant energy +4 bonus- passes through nonliving matter, hits as touch.
- Dancing +4 bonus- fights on own for 4R
- Designating, Greater (ranged only) after hit, allies +4 melee attack, +6 damage vs. same foe, 1R
- Nimble Shot, +4 bonus- ranged attacks don't provoke
- Vorpal +5 bonus- natural 20's can decapitate
Specific Weapons
- Sleep arrow 132 gp +1 arrow, deals nonlethal, will or sleep
- Dustburst bullet 196 gp +1 sling bullet explodes into dust, DC 13+CHA fort or sickened and blind 1 R
- Tangle bolt 226 gp +1 seeking bolt entangles enemies
- Screaming bolt 267 gp- +2 bolt, all in 20' save or shaken 1 R
- Fountain Head arrow, 306 gp- hits ground, gyser of acid for 3 R for 2d8 in 10'
- Masterwork silver dagger 322 gp
- Alchemist’s bullet 330 gp
- Cold iron masterwork longsword 330 gp
- Arrow of Biting, 506 gp- +1 arrow delivers poison DC 16, 1d6/1d6 Con
- Hushing arrow 547 gp0+1 arrow, hit save or silenced
- Hushing arrow, greater 1,047 gp Save DC is higher
- Javelin of lightning 1,500 gp- becomes 5d6 lightning bolt
- Searing arrow 1,516 gp +1 flaming arrow, 1d6 fire for 3R,
- Sizzling arrow 1,516 gp +1 corrosive arrow, deals 1d6 acid for 3 R,
- Burrowing bullet, lesser 1,722 gp
- Dust bolt 1,730 gp- +1 water outsizer bane bolt, living save or sickened 1d4.
- Slaying arrow 2,282 gp +1 arrow, vs specific type DC 20 fort save or die.
GREATER MINOR
- Meteoric Knife 2802 gp +1 dagger 3/day deals +3d6 fire, 1/2 to adj
- Adamantine dagger 3,002 gp- dagger made of adamantine
- Adamantine battleaxe 3,010 gp
- Bow of the Winter Moon, 3400 gp (Corelleon Relic)- +1 composite bow, frost & drow bane if relic activated
- Slaying arrow, greater 4,057 gp
- Crystal Echoblade, 4310 gp
- Lance of jousting 4,310 gp- +1 lance, dismounts opponents
- Shatterspike 4,315 gp +1 long sword, improved sunder at +4,
- Living Chain, 4325 gp- +1 spiked chain, +2 to trip
- Bow Staff, 4,600 gp- +1 long bow and +1/MWK quarter staff
- Bladed Crossbow, 4660 gp- both a +1 heavy crossbow and +1 battle axe
- Assassin Whip, 5301 gp- +1 whip, 2/D vegetation entangles & 2d6 for 3 R
- Spider Fang 5302 gp- +1 dagger, cuts webs, 1/D 10x10 wall of acid webs
- Galeb Duhr Hammer 5312 gp- +1 warhammer, if stone cunning 3/D earth holds foe in place
- Trident of Serenity 5315 gp +1 trident, calm emotions 3/D
- Manticore Greatsword, 5350 gp +1 greatsowrd, shots spikes
LESSER MEDIUM
- Rod of Surprises 6000 gp Multiple weapon forms +1, lengthens, holds message
- Spectral Dagger 6000 gp- hits as touch, as chill touch
- Whip of Webs, 6301 gp +1 whip, 3/D can entangle for 3 R
- Dagger of Defiance, 6302 gp- +1 dagger, +3 resistance vs fear & enchantments
- Viper Blade 6302 gp +1 dagger 5/D poison
- Death Spike 6304 gp- +1 cold iron spear, death knell effect
- Bloodletting kukri 6,308 gp- +1 kukri deals 2 bleed & gains 2 temp HP
- Stone Reaver 6320 gp- +1 greataxe, for a dwarf earth bane,
- Boulderhead mace 6,812 gp +1 heavy mace, 1/D boulder rolls 60' for 3d8+5 reflex 1/2
- The Fist, 7005 gp- +1 adamantine spiked gauntlet, 1/D +2d6, prone, immune to heat/chill metal
- Beaststrike club 7,300 gp- +1 club, change damage type, use wildshape + damage
- Fighter’s fork 7,315 gp-+1 trident can shorten to be thrown
- Rod of Defiance 7312 gp- +1 heavy mace, easier to turn/rebuke undead
- Stun Shot Sling 7800 gp- +1 sling, 3/d fort save or stunned
- Everflowing aspergillum 7,805 gp-+1 mace, splashes holy water endless, throw holy water, good
- Hurricane quarterstaff 7,840 gp-+1/+1 staff, gust of wind 1/D, more with Ki
- Mace of the Dark Children 8012 gp0 +1 adamantine heavy mace, +3 rebuke undead
- Dagger of venom 8,302 gp-+1 dagger that can poison 1/D DC 14+ CHA
- Warlock's Scepter 8305 gp +1 light mace, +1 ranged touch, 5 CH/D to + eldritch blasts
- Blazing Skylance, 8310 gp +1 lance 3/day 15 cone of fire 5d4, reflex for half.
- Forceful Skylance 8310 gp- +1 lance 3/D magic missile x3
- Ghost Net 8320 gp- caught creatures consider corporeal
- Axe of Ancestral Virtue (Moradin), 8530 gp- +1 keen adamantine intelligent waraxe
- Gloom blade 8,810 gp- +1 short sword, +2 in darkness, blindfight in magic darkness
- Dwarf Crusher, 9010 gp- +1 large adamantine club, 3/D if 21 STR and -5 PA, touch attack
- Spear of Retribution 9303 gp (Gruumsh Relic) +1 returning spear, +3 vs. anyone already hit you
- Rod of the Recluse 9305 (Llolth Relic)-+2 light mace, 5/D poison
- Dawnstar 9308 gp (Pelor- Relic)-+1 adamantine morning star, brilliant energy 10R/D
- Frostbite Sling, 9380 gp, +1 frost sling, 3/D 1d6+6 nonlethal and fatigue
- Pick of Piercing 9308 gp- +1 heavy pick 3/D dispels force effects
- Rod of Cats 10600 gp- +1/Mwk staff, +5 hide, move silent, low light vision, 1/D spider climb or darkness
- Assassin's Dagger, 10,302 gp- +2 dagger, +1 to DC of death attacks
- Doubling Dagger, 10302 gp- +1 dagger, becomes a second +1 dagger to throw.
- Earthen Flail, 11315 gp, +1 heavy flail, ignores hardness less 20, ignores cover of stone or earth
- Swift Obsidian Greataxe, 11320 gp, +1 keen greataxe, +10' w/ charge, 1/D +10' to allies
- Chromatic Rod, 12308 gp (Relic of Tiamat)- +1 morning star, SLA 1/D: insect plauge, veil, dominate, find path, wall ice,
- Axe of the Sea Reavers, 10320 gp- +1 greataxe, buoyant, morale to allies, panic foes
- Bow of Songs, 12330 gp +1 shortbow, use bardic music to add CHA to hit and damage
SPECIFIC WEAPONS PRICE
- Rogue Blade 12320 gp- +1 rapier, blinks for 6 Rs 2/D
- Blade of Binding, 12350 gp- +1 greatsword turns into a chain to grapple
- Shifter's Sorrow, 12780 gp, +1/+1 silver two bladed sword, +2d6 vs. shapechangers, return to natural form,
- Dragoncatch guisarme 13,308 gp- +1 dragon bane guisarme, can trip flying creatures
- Tentacle Rod 14000 gp- Attacks on own three times, if all three hit slowed
- Ten-ring sword 14,315 gp +2 broadsword, use extra ring or change metal type
- Rod of Whips 15000 gp 3/D for 10 R, +1 dancing force whip.
- Triton’s trident 15,065 gp +1 monstrous humanoid bane trident, hydraulic push 3/D
- Mace of smiting, lesser 16,012 gp- +1 adamantine heavy mace, +3 & crits x 4 vs constructs, Crits 3 vs outsiders
- Disarming blade 17,820 gp-+1 dueling rapier, w/disarm direct weapon 5'
- Lash of the howler 18,305 gp- +1 vicious whip, hit save or sickened
- Shieldsplitter lance 18,310 gp- +1 keen lance, deals equal damage to shield
- Rod of Enervating Strike 18312 gp-+1 heavy mace, inflict light wounds w/hit, serious wounds w/ crit
- Rod of Freedom 18402 gp +1 silver heavy mace, +4 saves vs. charm, dispel charms, deal nonlethal,
- Trident of fish command 18,650 gp- +1 trident can charm fish
- Quarterstaff of vaulting 19,100 gp- +1/+1 staff, +5 tumble, balance, jump, vault over enemy
- Dagger of Denial, 20302 gp (Vecna- Relic)- +1 unholy dagger, intelligent, great dispel 1/D
- Ricochet hammer 20,301 gp- +1 returning light hammer, strikes multiple targets
- Water Whip 20301 gp +1 whip, can't be disarmed, flaming or frost
- Chain of Obeisance, 20400 gp (Asmodeus Relic)- +1 unholy spiked chain, dominates with pin, can be used in grapple
- Flame tongue 20,715 gp- +1 flaming burst long sword, 1/D fire ray for 4d6
- Sparkwake knife 21,324 gp +1 shock knife, 1/D lightning bolt 8 CL,
- Luck blade (0 wishes) 22,060 gp +2 short sword, +1 luck to save, 1/D reroll
- Lash of Sands 22301 gp- +1 desiccating burst whip, 1/D entangle & desiccate
- Sword of subtlety 22,310 gp +1 short sword, +4 with sneak attacks,
- Sword of the planes 22,315 gp-+1 longsword, increases bonuses on other planes
LESSER MAJOR
- Nine lives stealer 23,057 gp- +2 long sword, 9x save or die with crit
- Undercutting axe 23,310 gp +1 gaint bane battle axe, 1/D maximized ray of enfeeblement
- Quarterstaff of Battle 24600 gp +1/+1 staff, improved disarm, deflect ranged, speed, knock prone
- Spirit caller 25,302 gp +1 ghost touch club, captures spirits & gains undead bane,
- Dwarfbond hammer 25,312 gp-+1 warhammer (+2 returning if dwarf), +1d8 vs giants
- Oathbow 25,600 gp +2 composite longbow, 1/D slaying arrow, +5 +2d6 vs sworn enemy
- Sword of life stealing 25,715 gp-+2 longsword, negative level with crit, gain 1d6 temp HP,
- Scourge of Pain 26320 gp- +1 scourge, +1d8 nonlethal, fort save or -14 rolls
- Cutthroat’s apprentice 33,910 gp +1 dancing shortsword, dances 2/D for 8 R, flanks for you
GREATER MAJOR
- Ghoul’s lament 35,312 gp +1 ghost touch disrupting warhammer 3/D vs undead save or knock prone
- Tentacle Rod, Greater 36000 gp attacks on own 6 times, if 3 hit, fatigue, if 6 hit exhausts
- Explosive Sling, 36300 gp- +1 sling, bullets explode 2d6, 10' 2d6 fire REF 1/2
- Mace of terror 38,552 gp- +2 heavy mace 3/D fear spell
- Rod of Celestial Might 38600 gp- +1/+1 staff, 3/D holy smite if hit evil outsider, summon avoral
- Hellscourge 39,305 gp- +1 unholy whip, +5 intimidate, Shaken foes hit save or frightened,
- Dragon’s doom 40,310 gp- +2 dragon bane halberd, glows when dragons near, 3/D ignore their DR.
- Life-drinker 40,320 gp- +1 greataxe, negative levels to those hit and wielder
- Valor’s minion 41,335 gp +2 holy bastard sword, use challenge or smite at +3
- Summoner’s sorrow 42,816 gp +2 cold iron glaive, +2d6 vs summoned, dispels summoned creatures
- Sylvan scimitar 47,315 gp- +3 scimitar gives cleave feat at +3
- Spirit blade 48,502 gp +3 ghost touch dagger, 1/D dispel magic
- Heartswood spear 50,302 gp-+2 undead bane spear, can be used as blunt and disruption
- Rapier of puncturing 50,320 gp +2 wounding rapier, 3/D touch attack 1d6 CON
- Sun blade 50,335 gp- Short sword deals as bastard, +2, +4 vs evil, double damage vs undead, 1/D shed light
- Blade of the rising sun 51,850 gp- +1 glorious undead bane katana, faerie fire, retributive strike
- Frost brand 54,475 gp-+3 frost greatsword, absorbs 10 fire, dispels fire
- Dwarven thrower 60,312 gp- +2 warhammer, +3 returning for dwarf, thrown +1d8, +2d8 vs giants.
- Bloodthirst dagger 60,802 gp +2 wounding dagger deals +1 damage per bleed wound, more on crit
- Warbringer 61,375 gp +3 keen vicious falchion, rages with a crit,
- Luck blade (1 wish) 62,360 gp, +2 short sword, +1 luck to save, 1/D reroll, 1 wish
- Guarding blade 65,310 gp-+1 dancing shortsword guards asleep,
- Mace of smiting 75,312 gp- +3 adamantine heavy mace, +5 & destroys vs constructs, Crits x4 vs outsiders
- Blade of the sword-saint 75,350 gp +3 ki intesifying katana, treated as unarmed
- Scimitar of the spellthief 75,815 gp- +1 keen heartseeking spell stealing scimitar, detects magic
- Spider’s fang 79,102 gp- +2 keen wounding punching dagger, 2/D poison, +2 tumble
- Demonsorrow curved blade 90,469 gp-+3 cold iron holy demon bane, dimensional anchor
- Void scythe 95,318 gp- +1 brilliant energy scythe, fueled by channel negative energy to give neg levels.
- Luck blade (2 wishes) 102,660 gp, +2 short sword, +1 luck to save, 1/D reroll, 2 wishes,
- Holy avenger 120,630 gp- +2 cold iron longsword is +5 holy for paladin, SR 5 + CL, greater dispel
- Bastard’s sting 123,035 gp- +5 unholy adamantine bastard sword, +2d6 vs living, fast heal 5
- Luck blade (3 wishes) 142,960 gp. +2 short sword, +1 luck to save, 1/D reroll, +3 wishes
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