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Occult (3.5e Equipment)

535 bytes added, 21:10, 29 April 2016
It was boring, remade it
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==Occult==
[[Summary::An occult Occult weapon draw it powers from strange unseen forces which are powered by the wielder's mental state, in the hand of an enlightened user it is attuned to also capable of a creature's magical abilities rather than their abilitiespowerful charge up attack.]] An Firstly the wielder of an occult weapon does not add any may use her highest mental ability score to attack instead of [[Strength]] or damage. When wielding an occult weapon you add 3/4 (rounded down) [[Dexterity]] for the purpose of your highest caster level to your attack roll , damage and deal an extra 1d6 magic damage per 3 point of caster level you have. Items that increase your caster level do not increase an combat maneuvers with the occult weapon attack and damage.
If the wielder possess a [[Dark Insight (3.5e Variant Rule)|Dark Insight]] score she may charge the weapon as a swift action, dealing an additional 2d6 magic damage with each strike but also taking a single points of [[Mindbreak (3.5e Variant Rule)|madness]] with each attack. The extra damage damage dealt with the charged weapon increase by 1d6 per 2 points of [[Dark Insight (3.5e Variant Rule)|Dark Insight]] the character has, to a maximum of the wielder's CR or ECL (whichever is applicable) in d6s. Strong transmutationDivination; CL 15th; [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], [[Dark Scholar's Insight (3.5e Spell)|''dark scholar's insight'']]; Price: [[Cost::+23]].
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