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|Adamantine Claws || 3,000 gp|| 1d6 || 1d8 || 1d10 || 18-20 X 2 3 || 6 lbs || Slashing or Piercing
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'''{{Anchor|Fast Healing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Weapon X regains hit points at an exceptionally fast rate, starting at 1 hit points per round at first level, which they call a "Healing Factor". Fast healing A Healing Factor is just like natural healing. At the beginning of each of the Weapon X's turns, he heals the amount of hit points shown on the table above. A Weapon X that has taken both nonlethal and lethal damage heals the nonlethal damage first. His This Healing Factor Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow him to regrow lost body parts and it does not allow lost body parts to be reattached. The Healing Factor does not increase the number of hit points regained when a creature the Weapon X polymorphs.
'''{{Anchor|Enhanced Senses}} {{Ex}}:''' A Weapon X's Healing Factor immediately starts improving the biological functions of his body. Starting at first level a Weapon X's senses become very enhanced granting him enhanced sight, hearing, smell, taste and touch. This grants the Weapon X a bonus equal to his class level on all balance, listen, search and spot checks. In addition he is aware all times at subtle change in the air like temperature and wind direction and can always discern northat will, even underground. A Weapon X can also taste when any food he's eating is poisoned. For some poisons (based on composition at DM's discretion) he may even be able to smell poisons in food before eating them. A weapon X also gains the [[#Alertness|Alertness]] feat as a bonus feat even if he doesn't meet the prerequisites. If the Weapon X already has this feat, he may instead choose any other feat for which he qualifies.
'''{{Anchor|Tireless}} {{Ex}}:''' At 2nd level and higher, a Weapon X reduces the effects of exhaustion and fatigue by one step. He cannot become exhausted. If he is exposed to an effect or condition that would normally make him exhausted (such as the spell ''waves of exhaustion''). he becomes fatigued instead. If an effect or condition (such as the end of a Barbarian's rage) would normally make you fatigued, that effect is negated completely. As such a Weapon X no longer becomes [[SRD:Fatigued|fatigued]] at the end of his [[#Rage|rage]].
'''{{Anchor|Darkvision}} {{Ex}}:''' Starting a 2nd level, a Weapon X's sight improves and he gains Darkvision allowing him to see in the dark within 120 feet . The Weapon X can see in complete [[SRD:Dim LightDarkness|dim lightdarkness]] within 120 feet as if it were [[SRD5:Bright Light|bright light]]. This allows the Weapon X to see with no light source at all. His Darkvision is black and white and shades of gray only (colors cannot be discerned). It does not allow him to see anything that he could not see otherwise—invisible objects are still invisible, and in [[SRD:Darkness|darkness]] illusions are still visible as if it were dim lightwhat they seem to be. The Likewise, Darkvision subjects the Weapon X cannot discern color in darkness, only shades to gaze attacks normally. The presence of graylight does not spoil Darkvision.
'''{{Anchor|Supreme Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Weapon X gains immunity to all [[SRD:Disease|diseases]], including supernatural and magical diseases.