Anarchic, Revised (3.5e Equipment)
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Anarchic
An anarchic weapon possess innate power which is baneful to lawful creatures and constructs. An anarchic weapon deals an extra 2d6 damage against lawful-aligned creature as well as constructs of all alignment (which stacks), outsiders with the [Lawful] subtype also take 4d6 damage. An anarchic weapon leaves wounds which boil and warp, forcing creatures damaged in the last round to make Concentration checks as if taking continuous damage. If a natural 20 is delivered against a lawful creature, it must make a Will save (DC 10 + 1/2 wielder's Bab + wielder's Charisma) or become confused for 1 round (ignoring immunities) as the weapon's chaotic nature warps their mind. The confused character is under no compulsion to attack their attacker, and rolls normally.
An anarchic weapon is dizzying, causing lawful creatures and constructs with 4 HD to suffer a 20% change of being hit, even if the attack was a miss.
An anarchic weapon do not function in the hand of an lawful creature, in fact upon being seized or otherwise touched (such as attempting to sunder it with an unarmed attack or natural weapon) the creature must make a DC 20 Will save or drop the weapon and become Dazed for 1 round. In the hand of an lawful outsider or fey it cause them to burn as long as they hold it in addition to the normal effect.
Moderate evocation [chaotic]; CL 7th; Craft Magical Arms and Armor, chaos hammer, creator must be chaotic; Price +2.
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