Weapons
Table: Weapons
Minor | Medium | Major | Weapon | Bonus Base Price1 |
---|---|---|---|---|
01–70 | 01–10 | — | +1 | 2,000 gp |
71–85 | 11–29 | — | +2 | 8,000 gp |
— | 30–58 | 01–20 | +3 | 18,000 gp |
— | 59–62 | 21–38 | +4 | 32,000 gp |
— | — | 39–49 | +5 | 50,000 gp |
— | — | — | +62 | 72,000 gp |
— | — | — | +72 | 98,000 gp |
— | — | — | +82 | 128,000 gp |
— | — | — | +92 | 162,000 gp |
— | — | — | +102 | 200,000 gp |
86–90 | 63–68 | 50–63 | Specific weapon3 | — |
91–100 | 69–100 | 64–100 | Special ability and roll again4 | — |
1 For ammunition, this price is for 50 arrows, bolts, or bullets. | ||||
2 A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special abilities are added in. | ||||
3 See Table: Specific Weapons. | ||||
4 See Table: Melee Weapon Special Abilities for melee weapons and Table: Ranged Weapon Special Abilities for ranged weapons. |
Table: Melee Weapon Special Abilities
Minor | Medium | Major | Special Ability | Base Price Modifier1 |
---|---|---|---|---|
01–10 | 01–06 | 01–03 | Bane | +1 bonus |
11–17 | 07–12 | — | Defending | +1 bonus |
18–27 | 13–19 | 04–06 | Flaming | +1 bonus |
28–37 | 20–26 | 07–09 | Frost | +1 bonus |
38–47 | 27–33 | 10–12 | Shock | +1 bonus |
48–56 | 34–38 | 13–15 | Ghost touch | +1 bonus |
57–67 | 39–44 | — | Keen2 | +1 bonus |
68–71 | 45–48 | 16–19 | Ki Focus | +1 bonus |
72–75 | 49–50 | — | Merciful | +1 bonus |
76–82 | 51–54 | 20–21 | Mighty cleaving | +1 bonus |
83–87 | 55–59 | 22–24 | Spell storing | +1 bonus |
88–91 | 60–63 | 25–28 | Throwing | +1 bonus |
92–95 | 64–65 | 29–32 | Thundering | +1 bonus |
96–99 | 66–69 | 33–36 | Vicious | +1 bonus |
— | 70–72 | 37–41 | Anarchic | +2 bonus |
— | 73–75 | 42–46 | Axiomatic | +2 bonus |
— | 76–78 | 47–49 | Disruption3 | +2 bonus |
— | 79–81 | 50–54 | Flaming burst | +2 bonus |
— | 82–84 | 55–59 | Icy burst | +2 bonus |
— | 85–87 | 60–64 | Holy | +2 bonus |
— | 88–90 | 65–69 | Shocking burst | +2 bonus |
— | 91–93 | 70–74 | Unholy | +2 bonus |
— | 94–95 | 75–78 | Wounding | +2 bonus |
— | — | 79–83 | Speed | +3 bonus |
— | — | 84–86 | Brilliant energy | +4 bonus |
— | — | 87–88 | Dancing | +4 bonus |
— | — | 89–90 | Vorpal2 | +5 bonus |
100 | 96–100 | 91–100 | Roll again twice4 | — |
1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||||
2 Piercing or slashing weapons only (slashing only for vorpal). Reroll if randomly generated for a bludgeoning weapon. | ||||
3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon. | ||||
4 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivalents can't total more than +10. |
Table: Ranged Weapon Special Abilities
Minor | Medium | Major | Special Ability | Base Price Modifier1 |
---|---|---|---|---|
01–12 | 01–08 | 01–04 | Bane2 | +1 bonus |
13–25 | 09–16 | 05–08 | Distance | +1 bonus |
26–40 | 17–28 | 09–12 | Flaming2 | +1 bonus |
41–55 | 29–40 | 13–16 | Frost2 | +1 bonus |
56–60 | 41–42 | — | Merciful2 | +1 bonus |
61–68 | 43–47 | 17–21 | Returning | +1 bonus |
69–83 | 48–59 | 22–25 | Shock2 | +1 bonus |
84–93 | 60–64 | 26–27 | Seeking | +1 bonus |
94–99 | 65–68 | 28–29 | Thundering2 | +1 bonus |
— | 69–71 | 30–34 | Anarchic2 | +2 bonus |
— | 72–74 | 35–39 | Axiomatic2 | +2 bonus |
— | 75–79 | 40–49 | Flaming burst2 | +2 bonus |
— | 80–82 | 50–54 | Holy2 | +2 bonus |
— | 83–87 | 55–64 | Icy burst2 | +2 bonus |
— | 88–92 | 65–74 | Shocking burst2 | +2 bonus |
— | 93–95 | 75–79 | Unholy2 | +2 bonus |
— | — | 80–84 | Speed | +3 bonus |
— | — | 85–90 | Brilliant energy | +4 bonus |
100 | 96–100 | 91–100 | Roll again twice2 | — |
1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||||
2 Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition. | ||||
3 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivalents can't total more than +10. |
Table: Specific Weapons
Minor | Medium | Major | Specific Weapon | Market Price |
---|---|---|---|---|
01–15 | — | — | Sleep arrow | 132 gp |
16–25 | — | — | Screaming bolt | 267 gp |
26–45 | — | — | Silver dagger, masterwork | 322 gp |
46–65 | — | — | Cold iron longsword, masterwork | 330 gp |
66–75 | 01–09 | — | Javelin of lightning | 1,500 gp |
76–80 | 10–15 | — | Slaying arrow | 2,282 gp |
81–90 | 16–24 | — | Adamantine dagger | 3,002 gp |
91–100 | 25–33 | — | Adamantine battleaxe | 3,010 gp |
— | 34–37 | — | Slaying arrow (greater) | 4,057 gp |
— | 38–40 | — | Shatterspike | 4,315 gp |
— | 41–46 | — | Dagger of venom | 8,302 gp |
— | 47–51 | — | Trident of warning | 10,115 gp |
— | 52–57 | 01–04 | Assassin's dagger | 10,302 gp |
— | 58–62 | 05–07 | Shifter's sorrow | 12,780 gp |
— | 63–66 | 08–09 | Trident of fish command | 18,650 gp |
— | 67–74 | 10–13 | Flame tongue | 20,715 gp |
— | 75–79 | 14–17 | Luck blade (0 wishes) | 22,060 gp |
— | 80–86 | 18–24 | Sword of subtlety | 22,310 gp |
— | 87–91 | 25–31 | Sword of the planes | 22,315 gp |
— | 92–95 | 32–37 | Nine lives stealer | 23,057 gp |
— | 96–98 | 38–42 | Oathbow | 25,600 gp |
— | 99–100 | 43–46 | Sword of life stealing | 25,715 gp |
— | — | 47–51 | Mace of terror | 38,552 gp |
— | — | 52–57 | Life-drinker | 40,320 gp |
— | — | 58–62 | Sylvan scimitar | 47,315 gp |
— | — | 63–67 | Rapier of puncturing | 50,320 gp |
— | — | 68–73 | Sun blade | 50,335 gp |
— | — | 74–79 | Frost brand | 54,475 gp |
— | — | 80–84 | Dwarven thrower | 60,312 gp |
— | — | 85–91 | Luck blade (1 wish) | 62,360 gp |
— | — | 92–95 | Mace of smiting | 75,312 gp |
— | — | 96–97 | Luck blade (2 wishes) | 102,660 gp |
— | — | 98–99 | Holy avenger | 120,630 gp |
— | — | 100 | Luck blade (3 wishes) | 142,960 gp |
A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.
Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.
Weapons or ammunition can be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material (see Equipment).
Caster Level for Weapons
The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Additional Damage Dice
Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon.
Magic Ammunition and Breakage
When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.
Light Generation
Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
Hardness and Hit Points
Each +1 of a magic weapon's enhancement bonus adds +2 to its hardness and +10 to its hit points.
Activation
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.
Magic Weapons and Critical Hits
Some weapon special abilities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.
Weapons for Unusually Sized Creatures
The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). The cost of the masterwork quality and any magical enhancement remains the same.
Special Qualities
Roll d%. A 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon's function, and 46–100 indicates no special qualities.
Magic Weapon Special Ability Descriptions
A weapon with a special ability must also have at least a +1 enhancement bonus.
An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Price +2 bonus.
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order's wrath, creator must be lawful; Price +2 bonus.
Bane
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe. To randomly determine a weapon's designated foe, roll on the following table.
d%
d% | Designated Foe |
---|---|
01–05 | Aberrations |
06–09 | Animals |
10–16 | Constructs |
17–22 | Dragons |
23–27 | Fey |
28–60 | Humanoids (pick one subtype) |
61–65 | Magical beasts |
66–70 | Monstrous humanoids |
71–72 | Oozes |
73–88 | Outsiders (pick one subtype) |
89–90 | Plants |
91–98 | Undead |
99–100 | Vermin |
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.
Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 bonus.
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. The weapon is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can't dance (attack on its own) again for 4 rounds.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price +4 bonus.
A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon.
Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price +2 bonus.
Distance
This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.
Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.
Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.
A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage.
Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.
Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus.
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.
Holy
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.
Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus.
Icy Burst
An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.
Keen
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this property randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.
Ki Focus
The magic weapon serves as a channel for the wielder's ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk's ki strike, quivering palm, and the Stunning Fist feat (including any condition that the monk can apply using this feat). Only melee weapons can have the ki focus ability.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price +1 bonus.
The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).
Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.
A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach. This additional attack cannot be against the first foe. Only melee weapons can be mighty cleaving weapons.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price +1 bonus.
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.
Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.
Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price +1 bonus.
Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus.
A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points.
Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.
Speed
When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.
An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Moderate evocation [evil]; CL 7th; Craft Magic Arms and Armor, unholy blight, creator must be evil; Price +2 bonus.
When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.
This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing melee weapon. If you roll this property randomly for an inappropriate weapon, reroll.
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.
A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, bleed; Price +2 bonus.
Specific Weapons
Aura: no aura (nonmagical)CLl: &mdash
Price: 3,010 gp
Weight: 6 lbs.