m_weight_value | m_destruction | m_illusion | m_aura_strength | m_powers | m_mythic | m_legendary_weapon | m_al | m_int | m_fulltext | m_cost | m_requirements | m_cha | m_communication | m_baseitem | m_linktext | m_cost_value | m_name | m_wis | m_group | m_evocation | m_senses | m_price_value | m_ego | m_conjuration | m_major_artifact_flag | m_weight | m_magicitems | m_necromancy | m_slot | m_price | m_divination | m_transmutation | m_scaling | m_minor_artifact_flag | m_cl | m_languages | m_aura | m_universal | m_abjuration | m_enchantment | m_source | m_description | 12 | 0 | faint | 0 | 0 | 0 | Rusting Teeth Of The Rough Aura faint necromancy; CL 3rdSlot none; Price 8,320 gp; Weight 12 lbs.DESCRIPTIONThis +1 greataxe has a corroded edge that constantly sheds metal shards and rusty powder, though the blade never gets any smaller and this doesn't weaken the weapon in any way. Whenever the axe damages a creature, the target must succeed at a DC 14 Reflex save or a shard from the weapon lodges in the creature's flesh; the target is sickened until the shard is removed. Removing a shard deals 1d4+1 points of damage to the target, unless whoever is removing the shard succeeds at a DC 15 Heal check as a full-round action. For every 5 by which the check exceeds the DC, an additional shard is removed. A rusting grasp spell immediately destroys all shards embedded in the target. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bleed, ray of sickeningUM; Cost 4,320 gp | 432000 | Craft Magic Arms and Armor, bleed, ray of sickeningUM | 0 | #ERROR! | NULL | 4320 | Rusting Teeth Of The Rough | 0 | Weapon | 0 | 8320 | 0 | 0 | 12 lbs. | 1 | none | 8320 | 0 | 0 | 0 | 3 | faint necromancy | 0 | 0 | 0 | Inner Sea Gods | This +1 greataxe has a corroded edge that constantly sheds metal shards and rusty powder, though the blade never gets any smaller and this doesn't weaken the weapon in any way. Whenever the axe damages a creature, the target must succeed at a DC 14 Reflex save or a shard from the weapon lodges in the creature's flesh; the target is sickened until the shard is removed. Removing a shard deals 1d4+1 points of damage to the target, unless whoever is removing the shard succeeds at a DC 15 Heal check as a full-round action. For every 5 by which the check exceeds the DC, an additional shard is removed. A rusting grasp spell immediately destroys all shards embedded in the target. |
---|