Excerpts Archive | 8/19/2008
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Excerpts: Weapons
Adventurer's Vault

In today’s Adventurer's Vault preview, we look at four new weapons that all fit a particular theme.



The line that separates a novice from a skilled weapon master is defined by a simple realization—that the weapon and body are one. Treat your weapon as an extension of your body, and nothing can stop you.



Weapons are perhaps the most utilitarian piece of gear that an adventurer carries. A dwarf paladin might use his +3 righteous warhammer to unleash holy retribution upon a lich, or a tiefling rogue might sneak up behind a pair of marut guards and quietly dispatch them with her +6 assassin’s short sword. Each weapon represents a different tool in an adventurer’s hand—and a very potent tool once magic is added.

Like enchanted armors, a magic weapon has an enhancement bonus that corresponds to the item’s level. Some magic weapons are available at the lowest levels, with improved versions of the weapon available every five levels up until the highest levels. Other weapons are of such power that they are not even available until a PC has achieved epic greatness.

Assassin’s Weapon
Level 8+
A favored weapon of rogues and assassins, this plain-looking blade contains the power to afflict victims with a deadly poison.
Lvl 8 +2 3,400 gp
Lvl 13 +3 17,000 gp
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Weapon: Light Blade
Enhancement: Attack rolls and damage rolls
Critical: Ongoing 5 poison damage (save ends)
Level 13: Ongoing 7 poison damage (save ends)
Level 18: Ongoing 10 poison damage (save ends)
Level 23: Ongoing 12 poison damage (save ends)
Level 28: Ongoing 15 poison damage (save ends)
Power (Daily Poison): Free Action. Use this power when you hit with this weapon. The target takes ongoing 5 poison damage and is slowed (save ends both).
Level 13 or 18: Ongoing 10 poison damage.
Level 23 or 28: Ongoing 15 poison damage.


Gambler’s Weapon
Level 2+
Favored by scoundrels and rogues, this unpredictable blade is not for the faint of heart.
Lvl 2 +1 520 gp
Lvl 7 +2 2,600 gp
Lvl 12 +3 13,000 gp
Lvl 17 +4 65,000 gp
Lvl 22 +5 325,000 gp
Lvl 27 +6 1,625,000 gp
Weapon: Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, and you can shift 1 square.
Power (Encounter): Free Action. Use this power before you make an attack roll. Roll 1d6 and subtract 3; the result is a power bonus or a penalty to your attack roll.


Opportunistic Weapon
Level 4+
An enemy quickly regrets turning its back to the wielder of this weapon.
Lvl 4 +1 840 gp
Lvl 9 +2 4,200 gp
Lvl 14 +3 21,000 gp
Lvl 19 +4 105,000 gp
Lvl 24 +5 525,000 gp
Lvl 29 +6 2,625,000 gp
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d12 damage per plus with opportunity attacks.
Power (Daily): Immediate Reaction. Use this power when an enemy provokes an opportunity attack. Make an additional opportunity attack against the provoking creature.


Thieving Weapon
Level 5+
This weapon adds insult to injury by stealing away its victim’s possessions.
Lvl 5 +1 1,000 gp
Lvl 10 +2 5,000 gp
Lvl 15 +3 25,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Weapon: Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when you hit with the weapon. Make a Thievery check to pick the target’s pockets, ignoring the –10 penalty for using the skill in battle. In addition, you gain a power bonus equal to the weapon’s enhancement bonus to the check.

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