Difference between revisions of "Maul of the Skull King (3.5e Equipment)"
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|bslot=Held | |bslot=Held | ||
|cl=10 | |cl=10 | ||
− | |aura=Moderate Necromancy, Faint Evocation and Universal | + | |aura=Moderate [[SRD:Necromancy School|Necromancy]], Faint [[SRD:Evocation School|Evocation]] and [[SRD:Universal School|Universal]] |
|act=Use-activated, Swift, and -- (see text) | |act=Use-activated, Swift, and -- (see text) | ||
|weight=12 lbs | |weight=12 lbs | ||
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''At the end of the dark steel staff, the petrified hand of a giant holds a human skull. Flickering in its eyes are twin pricks of blue flames.'' | ''At the end of the dark steel staff, the petrified hand of a giant holds a human skull. Flickering in its eyes are twin pricks of blue flames.'' | ||
− | This +1 Knockback Maul is topped by a skull. As a swift action usable every 1d4+1 rounds, the wielder can alight the skull in ghostly flames, giving the Maul the Ghost Touch enhancement and the effect of the Chill Touch spell on the next attack. After striking with ghostly flames, the skull vanishes. Every successful hit with the Maul reduces the cooldown by 1 round, and when the cooldown ends the skull reappears. | + | This +1 [[Knockback (3.5e Equipment)|Knockback]] Maul is topped by a skull. As a [[SRD:Swift Action|swift action]] usable every 1d4+1 rounds, the wielder can alight the skull in ghostly flames, giving the Maul the [[SRD:Ghost Touch (Weapon Enhancement)|Ghost Touch]] enhancement and the effect of the ''[[SRD:Chill Touch|chill touch]]'' spell on the next attack. After striking with ghostly flames, the skull vanishes. Every successful hit with the Maul reduces the cooldown by 1 round, and when the cooldown ends the skull reappears. |
− | When the Maul kills a creature with at least Int 5, | + | When the Maul kills a creature with at least [[SRD:Intelligence|Int]] 5, allows the Maul to glow as a [[Ghostlight (3.5e Equipment)|Ghostlight]] for an hour. Finally, when the Maul is glowing and the skull is present, anyone hit by the Maul is made [[SRD:Shaken|shaken]] for 1 round on hit, 3 rounds on a critical threat, or [[SRD:Frightened|frightened]] for 1 round and [[SRD:Shaken|shaken]] for 3 rounds on a confirmed critical hit. Fear from the Maul overlaps and does not stack. |
− | Prerequisites: Craft Magic Arms and Armor, CL 10 ,chill touch, shout, sanctuary, a humanoid skull.<br/> | + | Prerequisites: [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], CL 10, ''[[SRD:Chill Touch|chill touch]]'', ''[[SRD:Shout|shout]]'', ''[[SRD:Sanctuary|sanctuary]]'', a humanoid skull.<br/> |
Cost to Create: 10,000 gp, 800 EXP, 20 days. | Cost to Create: 10,000 gp, 800 EXP, 20 days. | ||
</onlyinclude> | </onlyinclude> |
Latest revision as of 23:14, 30 October 2016
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Maul of the Skull King[edit]
Price: | 20,000 gp |
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Body Slot: | Held |
Caster Level: | 10 |
Aura: | Moderate Necromancy, Faint Evocation and Universal |
Activation: | Use-activated, Swift, and -- (see text) |
Weight: | 12 lbs |
At the end of the dark steel staff, the petrified hand of a giant holds a human skull. Flickering in its eyes are twin pricks of blue flames.
This +1 Knockback Maul is topped by a skull. As a swift action usable every 1d4+1 rounds, the wielder can alight the skull in ghostly flames, giving the Maul the Ghost Touch enhancement and the effect of the chill touch spell on the next attack. After striking with ghostly flames, the skull vanishes. Every successful hit with the Maul reduces the cooldown by 1 round, and when the cooldown ends the skull reappears.
When the Maul kills a creature with at least Int 5, allows the Maul to glow as a Ghostlight for an hour. Finally, when the Maul is glowing and the skull is present, anyone hit by the Maul is made shaken for 1 round on hit, 3 rounds on a critical threat, or frightened for 1 round and shaken for 3 rounds on a confirmed critical hit. Fear from the Maul overlaps and does not stack.
Prerequisites: Craft Magic Arms and Armor, CL 10, chill touch, shout, sanctuary, a humanoid skull.
Cost to Create: 10,000 gp, 800 EXP, 20 days.
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