Offensive Magic Items
(Version 1.03 - Last Modified: 03/26/2003)
Ancient Melee Weapons
These are standard melee weapons such as swords, whips, or axes, but also include thrown weapons such as spears
and javelins. These weapons are given a basic enchantment and they can also be given special enhancements to
improve their strength and power. Part of the basic enchantment increases the durability and balance of these
weapons.
- Simple Magical Weapon (Minor)
This is a standard melee weapon that has been given very little magical enhancement. It is usually
reserved for training or sale to other militaries around the world. Simple weapons can have one weapon
enhancement; the majority of these weapons do not have any.
- S.D.C.: Each weapon has two times the original S.D.C. value.
- Damage: The weapon inflicts +2 points of damage.
- Bonus: +1 to strike and parry from superior balance.
- Medium Magical Weapon (Medium)
These weapons are considerably more powerful the Simple Magical Weapons, but are not close to the
power levels of some of the other offensive magical weapons. These weapons are usually given to
Garden students who graduate, but do not wish to stay at the Garden, such as Galbadia soldiers sent
to the Garden simply for the training. Medium Weapons can have up to three weapon enhancements, but
one or two are the most common.
- S.D.C.: Each weapon has three times the original S.D.C. value.
- Damage: The weapon inflicts 50% more damage and does double damage to all supernatural
creatures. For example, if a weapon originally inflicted 1D4 points of damage, the magical
version would inflict 1D4+2 against normal targets and 2D4+4 against supernatural creatures.
- Bonus: +2 to strike and parry from superior balance. When using this weapon, the wielder
gains +1 to PS, +1D4 to Spd, and +1 attack per melees if this weapon is used for the entire melee.
- Major Magical Weapon (Major)
The highest level of commonly available magic power among most melee weapons is the Major Magical
Weapon. These weapons are given to specially gifted students that leave the Garden after they graduate
or to Garden mercenaries and faculty members. Major Weapons can have up to five weapon enhancements.
- S.D.C.: Each weapon has five times the original S.D.C. value and is only damaged when
directly targeted.
- Damage: The weapon inflicts doubles its original damage. For example, if a weapon did 2D6
points of damage, it would now do 4D6 instead. The weapon also does double damage to all
supernatural creatures and triple damage to alien intelligences.
- Bonus: +3 to strike, +4 to parry, and +1 to initiative from superior balance and design.
When using this weapon, the wielder gains +2 to PS, +1 to PP, +1 to PE, +1D6 to Spd, and +1 attack
per melees if this weapon is used for the entire melee.
- Legendary Magical Weapon (Artifact)
Martine and other powerful members of the Galbadia Garden faculty specially make these weapons. They
are rarely given to Garden mercenaries and then only for a short period of time before it must be
returned to the Garden. Legendary Weapons can have up to ten weapon enhancements.
- S.D.C.: Each weapon has ten times the original S.D.C. value, regenerates at a rate of
10 S.D.C. per minute, and is only damaged when directly targeted.
- Damage: The weapon inflicts triple its original damage. For example, if a weapon did 2D6
points of damage, it would now do 6D6 instead. The weapon also does double damage to all
supernatural creatures and triple damage to alien intelligences and the weapon can be used against
Vampires and Astral Beings with no penalties.
- Bonus: +4 to strike, +5 to parry, and +2 to initiative from superior balance and design.
When using this weapon, the wielder gains +5 to PS, +3 to PP, +2 to PE, +2D4 to Spd, and +2 attacks
per melees if this weapon is used for the entire melee.
Ancient Missile Weapons
Ancient Missile Weapons includes bows, crossbows, blowguns, slings, and similar weapons, but does not include
spears, javelins, or other thorn weapons, they are considered to be Ancient
Melee Weapons. Ancient missile weapons are not commonly used in modern armies, but there are several mercenaries
who specialize in them because of their silent nature and versatile use. The damage listed for each weapon is for
the standard non-magical ammunition for that weapon. For example, the damage for a bow is from a standard arrow.
- Sling or Slingshot (Minor)
A sling is a very simple ancient missile weapon that uses small rocks help in a pouch that is swung around
before the rock is released towards its target. While a sling cannot launch a rock very far, it is still
a very capable weapon. A sling can also be used to launch the following magic stones: Dynamo Stone, Flare
Stone, Holy Stone, and Steel Orb. See Miscellaneous Magic Items for more
details on Magic Stones. Unfortunately, because of its size, a Sling can only have one weapon enhancement.
- Weight: 0.13 lbs (59 g)
- S.D.C.: 15
- Range: 150' (45.7 m)
- Damage: 2D4
- Special: When used to fire magical stones or Magical
Ancient Ammunition, the sling will inflict the damage listed above in addition to any damage or
effects from the ammunition.
- Bonus: +4 to strike and +2 to initiative from superior balance and design.
- Crossbow (Any Type) (Medium)
Crossbows are powerful weapons, but they require great skill to reload quickly. The magical crossbows used
by Garden mercenaries are magically enhanced to be much easier to reload, but they still remain as lethal.
A Crossbow can have up to three weapon enhancements.
- Weight: 2 lbs (0.9 kg) for small crossbows, 5 lbs (2.3 kg) for light crossbows, and 7 lbs
(3.2 kg) for large crossbows,
- S.D.C.: 20 for small crossbows, 35 for light crossbows, and 50 for large crossbows.
- Range: 250' (76.2 m) for small crossbows, 700' (213.4 m) for light crossbows, and 1200'
(365.8 m) for large crossbows.
- Damage: 2D6 for small crossbows, 4D4 for light crossbows, and 4D6 for large crossbows.
- Special: When used to fire Magical Ancient
Ammunition, the crossbow will inflict the damage listed above in addition to any damage or
effects from the ammunition.
- Bonus: +6 to strike, +2 to initiative, and +2 attacks per melee from superior balance and
design.
- Bow (Any Type) (Medium)
Crossbows are powerful weapons, but they require great skill to reload quickly. The magical crossbows used
by Garden mercenaries are magically enhanced to be much easier to reload, but they still remain as lethal.
A Crossbow can have up to three weapon enhancements.
- Weight: 1 lb (0.45 kg) for short bows, 2 lbs (0.91 kg) for long bows, and 3 lbs (1.4 kg) for
compound bows.
- S.D.C.: 30 for short bows, 40 for long bows, and 50 for compound bows.
- Range: 700' (213.4 m) for short bows, 1300' (396.2 m) for long bows, and 1500' (457.2 m) for
compound bows.
- Damage: 2D6 for short bows, 4D6 for long bows, and 5D6 for compound bows.
- Special: When used to fire Magical Ancient
Ammunition, the bow will inflict the damage listed above in addition to any damage or
effects from the ammunition.
- Bonus: +4 to strike, +2 to initiative, and +3 attacks per melee from superior balance and
design.
Magical Ancient Ammunition
This ammunition comes in the form of arrows for bows, bolts for crossbows, metal balls for slings, etc.
There are several different types of Magical Ancient Ammunition and typically a graduate would be given
30 of any one type or 20 of any type. Mercenaries, students, and faculty members would have access to
an unlimited number, but no more than 40 of any type could be removed from the Garden at any one time,
any more would require special permission from the Garden Master. The different types of ammunition are
listed below, but none of them can be fired or used more then once.
- Blinding Flash
Great indoors and in the dark to momentarily blind one’s opponent. This ammunition cannot be used to
damage an opponent and will simply bounce off and only cause 1 S.D.C. point of damage to the target.
See the description of the Blinding Flash spell on page 189 in the PFRPG Main Book for a complete
description.
- S.D.C.: Triple the normal S.D.C. for ammunition of this type.
- Duration: Equal to the spell of the same name cast by a 5th level mage.
- Effect: Equal to the spell of the same name cast by a 5th level mage.
- Bonus: +2 to strike
- Carpet of Adhesion
Whoever or whatever is struck by this ammunition will suddenly find himself / herself stuck to a Carpet
of Adhesion for up to 30 melee rounds (roughly 7 minutes); 2D6 rounds if the victim makes a successful
save vs. magic. If the ammunition misses its target, the spell will still go off and will affect the
area it strikes instead of its intended target. See the description of the Carpet of Adhesion spell on
page 194 in the PFRPG Main Book for a complete description.
- S.D.C.: Triple the normal S.D.C. for ammunition of this type.
- Duration: Equal to the spell of the same name cast by a 5th level mage.
- Effect: Equal to the spell of the same name cast by a 5th level mage.
- Bonus: +2 to strike
- Fire Bomb
The ammunition does 4D6 S.D.C. to a 6’ (1.8 m) diameter by magical fire. Combustibles have a 01-80%
likelihood of bursting into flame. If nothing catches fire, the flames created by this ammunition burn
out in four seconds. See the description of the Fire Bolt spell on page 194 in the PFRPG Main Book for
a complete description.
- S.D.C.: Triple the normal S.D.C. for ammunition of this type.
- Duration: Equal to the Fire Bolt spell cast by a 5th level mage.
- Effect: Equal to the Fire Bolt spell cast by a 5th level mage.
- Bonus: +2 to strike
- Lightning Bomb
An electrical blast bursts forth from the ammunition inflicting 2D6+2 S.D.C. to everybody in a 3’ (0.9 m)
radius from the point of impact. Typically affects only one individual, but as many as three or four
characters may be affected if clustered close together. See the description of the Energy Bolt spell on
page 192 in the PFRPG Main Book for a complete description.
- S.D.C.: Triple the normal S.D.C. for ammunition of this type.
- Duration: Equal to the Energy Bolt spell cast by a 5th level mage.
- Effect: Equal to the Energy Bolt spell cast by a 5th level mage.
- Bonus: +2 to strike
- Orb of Cold
Does 3D6 S.D.C. plus cold penalties to a 3’ (0.9 m) radius from the impact point. Typically affects only
one individual, but as many as three or four characters may be affected if clustered close together. See
the description of the Shards of Ice spell on page 241 in the PFRPG Main Book for a complete description.
- S.D.C.: Triple the normal S.D.C. for ammunition of this type.
- Duration: Equal to the Shards of Ice spell cast by a 5th level mage.
- Effect: Equal to the Shards of Ice Bolt spell cast by a 5th level mage.
- Bonus: +2 to strike
- Piercing
This ammunition is used to damage people usually protected by armor. The ammunition will go through any
armor regardless of its armor rating. The ammunition will cause double damage directly to the wearer and
will not damage the armor in any way. Once the ammunition hits the target it instantly dissolves.
- S.D.C.: Triple the normal S.D.C. for ammunition of this type.
- Duration: Instant
- Effect: The ammunition passes through the armor of the target as if it was not there.
- Bonus: +2 to strike
Magical Gauntlets and Gloves
These weapons are used for hand-to-hand combat and can considerably increase a person’s ability to cause damage.
They are especially useful for those who choose to study martial arts instead of studying weapon combat or magic.
There are a variety of magical gauntlets that are available, some are more powerful than others and will not be
normally available to all students and graduates. These weapons count as ancient melee weapons for purposes of
selecting weapon enhancements.
- Metal Knuckle (Minor)
This is the simplest weapon and the least powerful of the magical gauntlets. These are usually reserved
for training and for sale to militaries. This gauntlet has a special power called Burning Rave and it can
be given one special enhancement. When not activated, the Metal Knuckle does not increase the wearer’s
damage, but still reduces their manual dexterity by the listed amount.
- Weight: 5 lbs (2.3 kg) for each pair.
- S.D.C.: Has 25 S.D.C. and is only damaged when directly targeted.
- P.P.E. cost to activate: 6
- Duration: 5 minutes
- Magical Powers: The gauntlet allows the wearer to inflict double damage with his
punches and slaps. For example, a punch that would inflict 1D4 points of damage would
inflict 2D4. This modified damage applies to any hand attacks that the wearer might know.
Any damage bonuses are applied after the damage caused by the attack is doubled.
- Special Power: The special power of the Metal Knuckle is called Burning Rave and it creates a
blast of magical fire that can be directed at a single target. To use the special attack, the wearer
must spend 15 P.P.E. and it costs three attacks per melee. The Burning Rave will cause 4D6 S.D.C.,
has a range of 1000’ (305 m), and has a bonus of +5 to strike.
- Penalties: The weight and inflexible nature of the Metal Knuckle inflicts a -10%
penalty to all skills requiring manual dexterity and -1 to strike when using a weapon.
- Note: It is possible to only wear one glove and leave the other hand free to use a
weapon or perform skills.
- Maverick (Medium)
The Maverick is commonly given to graduates who have specialized in hand-to-hand combat but are
still apprentices (levels 1 to 4) or who are not remaining in the service of the Garden. This
gauntlet has a special power called Meteor Barret and it can be given two special enhancements.
- Weight: 10 lbs (9.1 kg) for each pair.
- S.D.C.: Has 40 S.D.C. and is only damaged when directly targeted.
- P.P.E. cost to activate: 12
- Duration: 15 minutes
- Magical Powers: Unless the Maverick is activated it will have the same magical powers
as an activated Metal Knuckle. When activated, the gauntlet allows the user to carry 20 times
and lift 40 times their PS attribute and increases their PS by +6, with a minimum of 17. The
gauntlets can be used to parry any physical attack, from punches to bullets, without taking
damage, although standard penalties apply and they cannot be used to parry energy blasts.
- Special Power: The special power of the Maverick is called the Meteor Barret and it fires
a large number of magical balls towards a single target. To use the special attack, the wearer
must spend 35 P.P.E. and it costs three attacks per melee. The Meteor Barrett will create 1D4
magical balls, and +1 magical ball per level of experience of the wearer starting at level two.
Each ball will do 4D6+16 S.D.C. to the target and 1D6 S.D.C. to all objects within a 10’ (3.1 m)
radius around the target. The Meteor Barrett has a range of 800’ (243.8 m) and has a bonus of +2
to strike.
- Penalties: The weight and inflexible nature of the Maverick inflicts a -30% penalty to all
skills requiring manual dexterity and -2 to strike when using a weapon.
- Gauntlet (Major)
The most common magic gauntlet among the mercenaries of Galbadia Garden is simply known as the
“Gauntlet”. Galbadia Garden mercenaries use the Gauntlet when they are being sent on dangerous and
important missions. The Gauntlet has a special power called the Different Beat and it can be given
three special enhancements.
- Weight: 8 lb (3.6 kg) for each pair.
- S.D.C.: Has 100 S.D.C. and is only damaged when directly targeted.
- P.P.E. cost to activate: 20
- Duration: 20 minutes
- Magical Powers: Unless the Gauntlet is activated it will have the same magical powers as
an activated Metal Knuckle. When activated, the wearer’s PS becomes supernatural and the base
damage caused by hand attacks is still doubled. The gauntlet can be used to parry any attacks,
from punches, sword attacks, bullets, and energy blasts without taking damage, although standard
penalties apply. When the Gauntlet is activated, the wearer gains +3 to PP, +2 to PE, +1D6 to
Spd, and +1 attack per melee.
- Special Power: The special power of the Gauntlet is called Different Beat and it
causes the wearer to have a dramatic increase in power and strength. To use this power,
the wearer must spend 35 P.P.E. and it costs three attacks per melee. Different Beat gives the
wearer the following bonuses: +10 to P.S., +5 to P.P., +3 to P.E., and +2D6 to Spd, +4 to strike,
+2 to parry, +2 to initiative, and +2 attacks per melee. It also improves the wearer's saving
throws with a bonus of +4 to save vs. all forms of magic, +3 to save vs. psionics, +3 to save vs.
horror factor, and +2 to save vs. mind control and possession. Different Beat will last for 1 minute
per level of experience of the wearer, but can only be activated once per day for every other level
of the wearer, starting at level one.
- Penalties: The weight and inflexible nature of the Gauntlet inflicts a -15% penalty
to all skills requiring manual dexterity and -2 to strike when using a weapon.
- Ehrgeiz (Artifact)
The most powerful gauntlet made by Galbadia Garden, and developed by the Headmaster Martine
personally, is the Ehrgeiz and it is an extremely deadly and rare magical weapon. Only a few Ehrgeiz
have been made and they are only assigned for very special and dangerous missions, and afterwards they
must be given back to the Garden. No Ehrgeiz gauntlets are personally owned by anyone. The Ehrgeiz
possess all of the special powers of the other three magical gauntlets in addition to its unique
power called My Final Heaven. The Ehrgeiz can be given four special enhancements.
- Weight: 1 lb (0.45 kg) for each pair.
- S.D.C.: The Ehrgeiz is indestructible and cannot be destroyed by any means.
- P.P.E. cost to activate: 30
- Duration: 20 minutes
- Magical Powers: Unless the Ehrgeiz is activated it will have the same magical powers as
an activated Metal Knuckle. When activated, the wearer’s PS becomes supernatural and is increased
by +10, with a minimum of 24. The base damage caused by hand attacks is doubled and so is any damage
bonus. For example, a wearer with a supernatural PS of 26 would normally do 4D6 points of damage,
but with the Ehrgeiz, the same wearer would do 8D6+22 points of damage. The Ehrgeiz can also be used
to absorb magical attacks with a successful parry. The Ehrgeiz can absorb up to 100 points of damage
and it dissipates the damage at a rate of 20 points per minute. It can absorb damage from spells,
TW weapons, psionic attacks, and any other magic related damage. The gauntlets can be used to parry
any attacks, from punches, sword attacks, bullets, and energy blasts without taking damage or suffering
any penalties. When the Gauntlet is activated, the wearer gains +5 to PP, +3 to PE, +2D6 to Spd, +2
attacks per melee, and +2 to save vs. all forms of magic, psionics, mind control, and possession.
- Special Power: In addition to possessing the special powers of the Metal Knuckle, the
Maverick, and the Gauntlet, the Ehrgeiz has the special power called My Final Heaven. To use this
power, the wearer must spend 60 P.P.E. and it costs three attacks per melee. My Final Heaven
transforms the wearer into a supernatural creature with 50% more hit points and an additional
1D6x10+140 S.D.C. that regenerates at a rate of 10 per melee and has a natural AR of 14. The wearer
gains the following bonuses: +15 to P.S. (supernatural), +7 to P.P., +5 to P.E. (supernatural, +3D6 to
Spd, +6 to strike, +4 to parry, +5 to initiative, +2 attacks per melee, +5 to save vs. all forms of
magic, +4 to save vs. psionics, and +8 to save vs. horror factor. The wearer is also immune to all
poisons and toxins, both magical and non-magical, and is immune to mind control and possession. In this
form, the wearer can use the special powers of the other gauntlets at 25% their normal cost, rounding
all fractions up. For example, using the Burning Rave attack would only cost 7 P.P.E. instead of 25. My
Final Heaven will last for 1 melee per level of experience of the wearer and can only be used once per
day.
- Penalties: None, the Ehrgeiz is made of an ultra-lightweight material that does not
restrict manual dexterity in any way.
Magical Gunblades
Headmaster Martine personally developed all the Gunblades and they are all considered extremely powerful.
The Gunblade is a difficult weapon to use and requires years to master, this has led to very few Gunblade
experts in Galbadia Garden and they are virtually unheard of in the other Gardens. Strangely enough, the two
most famous Gunblade masters both belong to Balamb Garden and are Squall Leonhart and Seifer Almasy. There
are a variety of Gunblades that are available, some are more powerful than other weapons and none are given
or sold to people outside of the Gardens. To activate a Magical Gunblade, it costs 10 P.P.E. and the charge
will last for 5 minutes. A Gunblade must be activated in order to cause additional damage, receive attribute
bonuses, or use any special powers it may possess. These weapons count as ancient melee weapons for purposes
of selecting weapon enhancements.
- Revolver (Minor)
This is the simplest gunblade, but is still more powerful than most other magical weapons available at
Galbadia Garden. If a student is allowed to train in the use of a gunblade, this is the first weapon
they are given and it is used during training and in their apprenticeship (usually levels 1 to 3).
Students that leave the Garden after the completion of their training are usually given a Revolver. The
Revolver has a special power called Rough Divide and it can be given three special enhancements.
- S.D.C.: Has 50 S.D.C. and is only damaged when directly targeted.
- Magical Powers: When not activated, the gunblade will only inflict 2D6 S.D.C. in addition to
any PS damage bonus. While active, the gunblade will cause 3D6 S.D.C. in addition to any PS damage
bonus and by expending 5 P.P.E. right before an attack, the attacker can cause 50% more damage, before
any damage bonus is applied. The gunblade can also fire a beam of magical energy up to three times
per hour. The beam will cause 3D6 S.D.C., has a range of 1000’ (305 m), and has a bonus of +5 to strike.
While active, the user gains +1 to PS, +1 to PP, and +1 attack per melee.
- Special Power: The special power of the Revolver is called Rough Divide and it allows the user
to cast an Earth Elemental spell. When Rough Divide is activated, the user can cast the Earth Elemental
spell Earthquake as a 5th level Warlock for double the normal P.P.E. cost. To activate the
special power, the user must spend 30 P.P.E. and it costs three attacks per melee. The effects of Rough
Divide will last for 4 melees.
- Bonus: +2 to strike and parry from superior balance and design.
- Shear Tiger (Medium)
The Shear Tiger and the Cutting Trigger are both given to Garden graduates who have specialized in
the gunblade and stay in the service of the Garden. The Shear Tiger is more powerful than the Revolver,
but focuses more on the long-range damage then hand-to-hand damage. The Shear Tiger has the special
powers of Rough Divide and Fated Circle and it can be given four special enhancements.
- S.D.C.: Has 65 S.D.C. and is only damaged when directly targeted.
- Magical Powers: When not activated, the gunblade will only inflict 2D6 S.D.C. in addition to
any PS damage bonus. While active, the gunblade will cause 3D6 S.D.C. in addition to any PS damage
bonus and by expending 5 P.P.E. right before an attack, the attacker can cause 50% more damage, before
any damage bonus is applied. The gunblade can also fire a beam of magical energy up to five times
per hour. The beam will cause 5D6 S.D.C., has a range of 2000’ (610 m), and has a bonus of +7 to strike.
While active, the user gains +3 to PS, +3 to PP, +2 to PE, +1D4 to Spd, and +1 attack per melee.
- Special Power: The Shear Tiger has two special powers. It has Rough Divide, which is listed
under the description of the Revolver, and it has the special power of Fated Circle. Fated Circle
creates a magical force field around the attacker that protects him from harm. The force field has
100 S.D.C. and it regenerates at a rate 2D6 S.D.C. per melee. To activate the special power, the
user must spend 45 P.P.E. and it costs three attacks per melee. The effects of Fated Circle will
last for 1 minute per level of experience of the attacker.
- Bonus: +3 to strike, +3 to parry, and +1 to initiative from superior balance and design.
- Cutting Trigger (Medium)
The Shear Tiger and the Cutting Trigger are both given to Garden graduates who have specialized in the
gunblade and stay in the service of the Garden. The Cutting Trigger is designed for increased hand-to-hand
damage, but at the expense of its long-range damage. The Cutting Trigger has the special powers of Rough
Divide and Fated Circle and it can be given four special enhancements.
- S.D.C.: Has 65 S.D.C. and is only damaged when directly targeted.
- Magical Powers: When not activated, the gunblade will only inflict 2D6 S.D.C. in addition to
any PS damage bonus. While active, the gunblade will cause 4D6 S.D.C. in addition to any PS damage
bonus and by expending 7 P.P.E. right before an attack, the attacker can cause 75% more damage, before
any damage bonus is applied. The gunblade can also fire a beam of magical energy up to three times
per hour. The beam will cause 3D6 S.D.C., has a range of 1000’ (305 m), and has a bonus of +5 to strike.
While active, the user gains +3 to PS, +3 to PP, +2 to PE, +1D4 to Spd, and +1 attack per melee.
- Special Power: The Cutting Trigger has two special powers. It has Rough Divide, which is listed
under the description of the Revolver, and it has Fated Circle, which is listed under the description of
the Shear Tiger.
- Bonus: +3 to strike, +3 to parry, and +1 to initiative from superior balance and design.
- Flame Saber (Major)
The Flame Saber and the Twin Lance are both given to Garden graduates who have specialized in the gunblade
and have achieved a significant level of experience, usually level 9 to 11. The Flame Saber is more powerful
than the Shear Tiger and continues to focus on the long-range attack. Contrary to its name, this gunblade has
no special flame abilities, and its name comes from it flame-like appearance. The Flame Saber has the special
powers of Rough Divide, Fated Circle, and Blasting Zone and it can be given eight special enhancements.
- S.D.C.: Has 100 S.D.C., regenerates at a rate of 10 S.D.C. per minute, and is only damaged
when directly targeted.
- Magical Powers: When not activated, the gunblade will only inflict 2D6 S.D.C. in addition to
any PS damage bonus. While active, the gunblade will cause 4D6 S.D.C. in addition to any PS damage
bonus and by expending 8 P.P.E. right before an attack, the attacker can cause 75% more damage, before
any damage bonus is applied. The gunblade can also fire a beam of magical energy up to eight times
per hour. The beam will cause 1D4x10 S.D.C., has a range of 4000’ (1220 m), and has a bonus of +8 to strike.
While active, the user gains +5 to PS, +4 to PP, +2 to PE, +1D4 to Spd, and +2 attacks per melee.
- Special Power: The Flame Saber has three special powers. It has Rough Divide, which is listed under
the description of the Revolver, it has Fated Circle, which is listed under the description of the Shear
Tiger, and it has the special power of Blasting Zone. Blasting Zone creates an incredibly powerful blast of
energy that explodes from the point of impact and damages all targets within range. Blasting Zone causes
3D6x10 S.D.C. at the point of impact and 4D6 S.D.C. to everything within a 30’ (9.2 m) radius. The energy
blast has a range of 6000’ (1830 m) and a bonus of +5 to strike. To use this special power, the user must
spend 50 P.P.E. and it costs three attacks per melee.
- Bonus: +5 to strike, +4 to parry, and +2 to initiative from superior balance and design.
- Twin Lance (Major)
The Flame Saber and the Twin Lance are both given to Garden graduates who have specialized in the gunblade
and have achieved a significant level of experience, usually level 9 to 11. The Twin Lance is more powerful
than the Cutting Trigger and continues to focus on the hand-to-hand attacks. The Twin Lance has the special
powers of Rough Divide, Fated Circle, and Blasting Zone and it can be given eight special enhancements.
- S.D.C.: Has 100 S.D.C., regenerates at a rate of 10 S.D.C. per minute, and is only damaged
when directly targeted.
- Magical Powers: When not activated, the gunblade will only inflict 2D6 S.D.C. in addition to
any PS damage bonus. While active, the gunblade will cause 6D6 S.D.C. in addition to any PS damage
bonus and by expending 7 P.P.E. right before an attack, the attacker can cause 75% more damage, before
any damage bonus is applied. The gunblade can also fire a beam of magical energy up to five times
per hour. The beam will cause 5D6 S.D.C., has a range of 2000’ (610 m), and has a bonus of +7 to strike.
While active, the user gains +5 to PS, +4 to PP, +2 to PE, +1D4 to Spd, and +2 attacks per melee.
- Special Power: The Twin Lance has three special powers. It has Rough Divide, which is listed under
the description of the Revolver, it has Fated Circle, which is listed under the description of the Shear
Tiger, and it has Blasting Zone, which is listed under the description of the Flame Saber.
- Bonus: +5 to strike, +4 to parry, and +2 to initiative from superior balance and design.
- Punishment (Artifact)
The Punishment is the most powerful of the Gunblades that are commonly available. The Punishment is rarely
given out except for very dangerous missions, and even then only to very experienced personnel (usually level
12+) and it must be returned to the garden once the mission is complete. The Punishment has the special powers
of Rough Divide, Fated Circle, and Blasting Zone and it can be given ten special enhancements.
- S.D.C.: Has 150 S.D.C., regenerates at a rate of 15 S.D.C. per minute, and is only damaged
when directly targeted.
- Magical Powers: When not activated, the gunblade will only inflict 2D6+2 S.D.C. in addition to
any PS damage bonus. While active, the gunblade will cause 6D6+6 S.D.C. in addition to any PS damage
bonus and by expending 7 P.P.E. right before an attack, the attacker can cause 75% more damage, before
any damage bonus is applied. The gunblade can also fire a beam of magical energy up to eight times
per hour. The beam will cause 1D4x10+10 S.D.C., has a range of 4000’ (1220 m), and has a bonus of +8 to
strike. While active, the user gains +6 to PS, +4 to PP, +3 to PE, +2D4 to Spd, and +2 attacks per melee.
- Special Power: The Punishment has three special powers. It has Rough Divide, which is listed under
the description of the Revolver, it has Fated Circle, which is listed under the description of the Shear
Tiger, and it has Blasting Zone, which is listed under the description of the Flame Saber.
- Bonus: +6 to strike, +4 to parry, and +2 to initiative from superior balance and design.
- Lion Heart (Special Artifact)
The Lion Heart is one of the crowning achievements of Martine’s career as Headmaster of Galbadia Garden. So
far, he has only constructed one of these powerful weapons and it always remains with him in his office. The
Lion Heart has the special powers of Rough Divide, Fated Circle, Blasting Zone, and Lion’s Heart and it can
be given 15 special enhancements.
- S.D.C.: The Lion Heart is indestructible and cannot be destroyed by any means.
- Magical Powers: When not activated, the gunblade will only inflict 3D6 S.D.C. in addition to
any PS damage bonus. While active, the gunblade will cause 1D6x10 S.D.C. in addition to any PS damage
bonus and by expending 10 P.P.E. right before an attack, the attacker can cause 100% more damage, before
any damage bonus is applied. The gunblade can also fire a beam of magical energy up to ten times
per hour. The beam will cause 1D6x10 S.D.C., has a range of 6000’ (1830 m), and has a bonus of +8 to strike.
While active, the user gains +8 to PS, +5 to PP, +4 to PE, +2D6 to Spd, and +3 attacks per melee.
- Special Power: The Lion Heart has four special powers. It has Rough Divide, which is listed under
the description of the Revolver, it has Fated Circle, which is listed under the description of the Shear
Tiger, and it has Blasting Zone, which is listed under the description of the Flame Saber, and it has the
special power of Lion’s Heart. The Lion’s Heart transforms the user into a supernatural creature with
50% more hit points and an additional 2D6x10+180 S.D.C. that regenerates at a rate of 15 per melee and has
a natural AR of 14. The user gains the following bonuses: +20 to P.S. (supernatural), +6 to P.P., +6 to P.E.
(supernatural), +2D6 to Spd, +6 to strike, +6 to parry, +6 to initiative, +2 attacks per melee, +8 to save
vs. all forms of magic, +6 to save vs. psionics, and +10 to save vs. horror factor. The wearer is also immune
to all poisons and toxins, both magical and non-magical, and is immune to mind control and possession. In this
form, the user can use the gunblade’s other special powers at 25% their normal cost, rounding all fractions up.
For example, using Blasting Zone would only cost 13 P.P.E. instead of 50. To use this special power, the user
must spend 70 P.P.E. and it costs three attacks per melee. The Lion’s Heart will last for 1 melee per level of
experience of the wielder and can only be activated once per day.
- Bonus: +8 to strike, +5 to parry, and +3 to initiative from superior balance and design.
Magical Modern Ammunition
Galbadia Garden has developed several types of magical ammunition that can be used in their weapons. Only
certain weapons can use this ammo, and an even smaller number can use every type of ammunition available.
Each type of ammunition is different and possesses different properties that would make it useful. Magical
Ammunition comes in a special clip that fits perfectly to replace a standard P.P.E. clip; the amount of
special ammunition in each clip varies for each type of ammunition and the range and rate of fire of the
weapon change depending on the type of special ammunition used.
- Normal
This is a standard type of magical ammunition. It has a decent rate of fire and does a fair amount
of damage.
- Range: 2000' (610 m)
- Damage: 3D6 S.D.C. per single shot
- Rate of Fire: Standard rate of fire, such as aimed, burst, and wild shots.
- Payload: 30 shots per clip
- Shotgun
This is similar to Normal ammunition, except it does damage to an area of 3’ (0.9 m). Typically
affects only one individual, but as many as three or four characters may be affected if clustered
close together.
- Range: 2500' (762.5 m)
- Damage: 6D6 S.D.C. per single shot
- Rate of Fire: Single shots only.
- Payload: 25 shots per clip
- Dark
This is a special type of ammunition that will cause certain spells to be cast at the target hit
by it. After being hit by a shot, one of the following spells is cast on the target, and only on
the target, even if the spell normally has an area of effect: Increase Weight, Befuddle, Fear,
Paralysis: Lesser, Blind, Carpet of Adhesion, Magic Net, Energy Disruption, Sleep, Words of Truth,
Agony, Life Drain, Sickness, or Mute. The effects of the spells, including savings throws, are
detailed under the description of each spell. The person firing the ammunition can decide before
they attack which spell they will use against the target; each time they fire, they can use a
different spell. See the PFRPG Main Book for a complete description of all spells listed above.
- Range: 1000' (305 m)
- Damage: 2D6 S.D.C. per single shot
- Rate of Fire: Single shots only.
- Payload: 20 shots per clip
- Fire
This is a special type of ammunition that uses magical and normal flame to damage the target. When
this ammunition hits the target they will instantly catch on fire and continue to take damage for
as long as the flames burn. While burning, combustibles have a 01-80% likelihood of bursting into
flame if they are within
3’ (0.9 m) of the burning target.
- Range: 2000' (610 m)
- Damage: 5D6 S.D.C. for the initial attack and 1D6 S.D.C. every three seconds (5 times
each melee round) for the next 1D4 melee rounds.
- Rate of Fire: Single shots only.
- Payload: 20 shots per clip
- Demolition
Similar to Shotgun ammunition, Demolition ammunition causes even more damage to a larger area.
Demolition ammo will cause damage to a 30’ (9 m) area, centered on the point of impact. The point
of impact will take full damage and everything within the area of effect will take half damage.
- Range: 2000' (610 m)
- Damage: 1D6x10 S.D.C. per single shot
- Rate of Fire: Single shots only.
- Payload: 15 shots per clip
- Fast
Using Fast ammo, a weapon can become a machinegun. It has a large rate of fire and can do impressive
damage against any target.
- Range: 3000' (915 m)
- Damage: 2D4 S.D.C. per single shot, 3D6 S.D.C. per short burst, 1D6x10 S.D.C. per long
burst, and 2D6x10 S.D.C. per full melee burst.
- Rate of Fire: Standard machinegun burst firing rate only. A short burst fires 3 shots, a
long burst fires 6 shots, and a full melee burst fires 30 shots.
- Payload: 60 shots per clip
- Armor Piercing
A specially designed type of ammunition used to break through armor and damage the comparatively fragile
person inside. Armor Piercing ammunition will damage the armor that is protecting the target and damage
the target itself regardless of the armor rating of the target.
- Range: 1500' (457.2 m)
- Damage: 2D4x10 S.D.C. per single shot to the armor, force field, or similar protection around
the target and 1D4x10 points of damage to the target itself.
- Rate of Fire: Single shots only.
- Payload: 15 shots per clip
- Pulse
Pulse ammunition is the most powerful magical ammunition ever developed. As with most powerful magic
items used by Galbadia Garden, Martine originally developed the Pulse ammunition and rarely allows
anyone ever use it. Pulse ammunition has a very long range and it causes a great deal of damage, and
it also causes damage for several melees after it has hit the target.
- Range: 6000' (1830 m)
- Damage: 3D4x10 S.D.C. per single shot and 4D6 S.D.C. at the beginning of each melee for 2D4
melees.
- Rate of Fire: Single shots only.
- Payload: 10 shots per clip
Magical Modern Weapons
Another specialty of Galbadia Garden is the creation of magical guns. These guns are made for both personal
uses for the Garden students and graduates and for mass-production and sale to militaries, such as the Galbadia
Military. There are several types of modern weapons that are available, but the more powerful weapons are never
sold or used by non-Garden personnel. The magical modern weapons use a specially designed P.P.E. clip. This clip
contains P.P.E. energy that can be accessed as a P.P.E. battery, but is specially designed for use by the weapon
itself. Each P.P.E. clip has 60 P.P.E., but it costs twice as much P.P.E. to cast spells when using the clip
partially or in full to pay for the spell. A P.P.E. clip recharges itself at a rate of 3 P.P.E. per hour. The
number of enhancements that are placed on modern weapons depends upon the student that is being given the weapon.
Training students would be given a weapon with 1 or 2 enhancements, a graduating student would be given a weapon
with 2 to 4 enhancements, and a Garden mercenary would be given a weapon with 4 to 8 enhancements. Ten is the
maximum number of enhancements any modern weapon can have, but very few of these weapons have that many. Unlike
other types of weapons, more enhancements can be added onto modern weapons after they have been initially enchanted.
Only Garden Faculty members and Headmaster Martine know the secrets for adding enhancements onto these weapons.
- Flare Pistol (Minor)
The flare pistol is a sleek, elegant weapon, and has become popular in the Galbadia Military due to its good
range and accuracy. This weapon is extremely common among the Galbadian Military, especially among officers
and high-ranking officials. Most soldiers use common weapons, but several special squads use this weapon as
a sidearm. It is usually given to Garden graduates and mercenaries as a sidearm, if they chose to use modern
weapons. The Flare Pistol is usually given a single enhancement.
- Weight: 2 lbs (0.9 kg)
- S.D.C.: Each weapon has 15 S.D.C.
- Range: 1000’ (305 m)
- Damage: 3D6 S.D.C. per blue-white energy bolt.
- Rate of Fire: Single shots only.
- Payload: 12 shots per P.P.E. clip. As an alternative, the weapon can use 5 P.P.E.
(10 I.S.P.) to fire each shot.
- Bonus: +1 to strike
- Flare Rifle (Minor)
Unlike the Flare Pistol, this heavy weapon is a cold looking gun, meant for mass production not aesthetic
quality. This weapon is common among the Galbadian Military, and there are several special squads that use
it as their main armament. It is usually given to Garden graduates as their main weapon, if they chose to
use modern weapons. The Flare Rifle is usually given two enhancements.
- Weight: 10 lbs (4.5 kg)
- S.D.C.: Each weapon has 30 S.D.C.
- Range: 1500’ (457.2 m)
- Damage: 5D6 S.D.C. per blue-white energy bolt.
- Rate of Fire: Single shots only.
- Payload: 6 shots per P.P.E. clip. The weapon is designed to accommodate two clips at a time,
giving a total of 12 shots. As an alternative, the weapon can use 10 P.P.E. (20 I.S.P.) to fire each
shot.
- Bonus: +1 to strike
- Valiant (Minor)
The Valiant is the basic weapon given to Garden students in training that wish to specialize in
modern weapons. It is a powerful rifle that fires bright white bolts of energy at its intended
targets. It is designed to use standard P.P.E. clips, personal P.P.E. from the user, or special
ammunition described below. The Valiant can only use the Normal, Shotgun, and Dark special ammunition.
- Weight: 10 lbs (4.5 kg)
- S.D.C.: Has 30 S.D.C. and is only damaged when directly targeted.
- Range: 1500’ (457.2 m)
- Damage: 6D6 S.D.C. per blue-white energy bolt.
- Rate of Fire: Single shots only.
- Payload: 10 shots per P.P.E. clip. As an alternative, the weapon can use 6 P.P.E.
(12 I.S.P.) to fire each shot.
- Bonus: +2 to strike from good design and balance.
- Ulysses (Medium)
This weapon is more advanced and more powerful than the Valiant and is given to most graduates that
are leaving the Garden that wish to specialize in modern weapons. It is a powerful weapon similar to
a Plasma Rifle, and shoots a magical super-heated bolt of fire at the intended target. It is designed
to use standard P.P.E. clips, personal P.P.E. from the user, or special ammunition described below.
The Ulysses can use all special ammo available to the Valiant, plus it can use Fire, Demolition, and Fast
special ammunition.
- Weight: 10 lbs (4.5 kg)
- S.D.C.: Has 40 S.D.C. and is only damaged when directly targeted.
- Range: 1500’ (457.2 m)
- Damage: 1D4x10 S.D.C. per magical plasma bolt.
- Rate of Fire: Single shots only.
- Payload: 8 shots per P.P.E. clip. As an alternative, the weapon can use 7 P.P.E.
(14 I.S.P.) to fire each shot.
- Bonus: +3 to strike from superior design and balance.
- Bismark (Medium)
The Bismarck is an impressive weapon and quite powerful. It is usually given to Garden mercenaries
that are staying with the Garden. It is a considered to be a light machine gun that fires a large
amount of ammunition at its intended target. It is designed to use standard P.P.E. clips, personal
P.P.E. from the user, or special ammunition described below. The Bismarck can use all special ammo
available to the Ulysses, plus it can use Armor Piercing ammunition.
- Weight: 13 lbs (5.9 kg)
- S.D.C.: Has 50 S.D.C. and is only damaged when directly targeted.
- Range: 2000’ (610 m)
- Damage: 1D4 S.D.C. per single shot, 2D6 S.D.C. per short burst, 4D6 S.D.C. per long
burst, and 1D6x10 S.D.C. per full melee burst.
- Rate of Fire: Standard machinegun burst firing rate only. A short burst fires 3 shots, a
long burst fires 6 shots, and a full melee burst fires 30 shots.
- Payload: 30 shots per P.P.E. clip. As an alternative, the weapon can use 2 P.P.E. (4
I.S.P.) to fire each shot, 6 P.P.E. (12 I.S.P.) to fire a short burst, 12 P.P.E. (24 I.S.P.)
to fire a long burst, and 60 P.P.E. (120 I.S.P.) to fire a full melee burst.
- Bonus: +4 to strike from superior design and balance.
- Exeter (Major)
The most powerful magic modern weapon used by Galbadia Garden. Martine designed the Exeter personally,
and very few of them were ever created. They are usually restricted to veteran mercenaries or for special
missions where it might be critical to success. There is a large power difference between the Exeter and
the other magical modern weapons. The Exeter fires several different types of energy attacks at its
intended target. It is designed to use standard P.P.E. clips, personal P.P.E. from the user, or special
ammunition described below. The Exeter can use all the special type of ammunition.
- Weight: 10 lbs (4.5 kg)
- S.D.C.: Has 60 S.D.C. and is only damaged when directly targeted.
- Range: All attacks have a range 4000’ (1220 m).
- Damage: 2D6 S.D.C. per bright white energy bolt, 1D4x10+8 S.D.C. per plasma bolt,
1D6x10 S.D.C. per lightning blast, 1D4 S.D.C. from Wind Rush and all other effects of that
spell cast at the level of the weapon’s user, 5D6 S.D.C. to vampires and other undead
creatures, and 2D4x10 S.D.C. to supernatural creatures and alien intelligences.
- Rate of Fire: Single shots only.
- Payload: 20 shots of any type per P.P.E. clip. As an alternative, the weapon can use
3 P.P.E. (6 I.S.P.) to fire each shot.
- Bonus: +5 to strike from excellent design and balance.
Magical Spikes
A traditional weapon on the Galbadia continent dating back thousands of years, the spikes resemble vicious looking
short spears. The spikes can be thrown or used as a melee weapon and receives bonuses with the Spear and Targeting
Weapon Proficiencies. There many different kinds of magical spikes used by Galbadia Garden and they range from
relatively common minor magical items to the truly magnificent. These weapons count as ancient melee weapons for
purposes of selecting weapon enhancements.
- Non-Magical Spike
These are the stats for a typical spike used throughout Galbadia continent. Spikes resemble a cross between
a short spear and a javelin and are perfectly suited for melee combat and as a thrown weapon.
- Weight: 2 lbs (0.91 kg)
- Length: 4' (1.2 m)
- S.D.C.: 20
- Range: 150' (45.7 m)
- Damage: 2D4 as a melee weapon and 2D6 as a thrown weapon.
- Bonus: +1 to strike from superior balance.
- Cactus Thorn (Minor)
The Cactus Thorn is a special spike, and all around the head of the spike it is covered with small
detachable barbs. With a command from the wielder, these barbs detach themselves from the magical
spike once it has penetrated an organic target and cause damage whenever the target moves, until
they are removed. The barbs take time to magically regenerates, so they can only be used once every
five minutes. Cactus Thorns can have one melee weapon enhancement, but the majority of these weapons
do not have any.
- Weight: 2 lbs (0.91 kg)
- Length: 4' (1.2 m)
- S.D.C.: 40
- Range: 150' (45.7 m)
- Damage: 2D4+2 as a melee weapon and 2D6+4 as a thrown weapon.
- Special: The head of the spike is covered with very sharp barbs that will detach themselves
with a mental command of the wielder. The magical spike requires five minutes between using the
barbs so they can regenerate. Once released into an organic creature, the barbs will include 1D4
points of damage whenever the creature moves, such as to make a melee attack or dodge. If the
creature does not move the area that was hit by the magical spike, the barbs will not inflict any
additional damage. The barbs will remain in the affected creature until they are surgically or
magically removed.
- Bonus: +2 to strike and +1 to parry from superior balance.
- Steel Pipe (Minor)
The most simple of all of the magical spikes, the Steel Pipe is made of an incredibly tough magically
enhanced metal that is incredibly light. The vicious head on the Steel Pike and the strength of the
metal increases the damage the weapon inflicts in combat. Steel Pipes can have one melee weapon
enhancement, but the majority of these weapons do not have any.
- Weight: 4 lbs (1.8 kg)
- Length: 4' (1.2 m)
- S.D.C.: 80
- Range: 250' (76.2 m)
- Damage: 3D4 as a melee weapon and 3D6 as a thrown weapon.
- Bonus: +2 to strike and +1 to parry from superior balance.
- Dragon Fang (Medium)
The Dragon Fang is designed for combat and its only special ability is that it will instantly return to the
wielder when it is thrown. These magical spikes are especially popular melee weapon experts trained at the
Gardens. Dragon Fangs can have three melee weapon enhancements.
- Weight: 5 lbs (2.3 kg)
- Length: 4' (1.2 m)
- S.D.C.: 60
- Range: 350' (106.7 m)
- Damage: 5D6 as a melee weapon and 1D4x10 as a thrown weapon.
- Special: When thrown and once it either hits its target or misses, the Dragon Fang will magically
return back to the person that threw the magical spike.
- Bonus: +3 to strike and +2 to parry from superior balance. When using this weapon, the wielder
gains +2 to PS and +1 attack per melee if this weapon is used for an entire melee.
- Vampire Fang (Medium)
The Vampire Fang is a special magical spike that drains the energy of the target it hits and transfers it
to the wielder. Unfortunately, only organic creatures are affected by the weapon's special ability.
Vampire Fangs can have three melee weapon enhancements.
- Weight: 2 lbs (0.91 kg)
- Length: 4' (1.2 m)
- S.D.C.: 60
- Range: 200' (61 m)
- Damage: 4D4 as a melee weapon and 4D6 as a thrown weapon.
- Special: When the spike causes a flesh wound, the target will suffer an additional 1D4+1 points
of damage directly to hit points. This extra damage is transferred to the wielder as either extra hit
points, extra S.D.C., or as extra PPE. For every 1 hit point drained, the wielder can gain +1 hit points,
+2 S.D.C., or +3 PPE, but the wielder must decide before the extra damage is rolled. These temporary
points are used first whenever the wielder takes damage or casts a spell.
- Bonus: +3 to strike and +2 to parry from superior balance. When using this weapon, the wielder
gains +2 to PS and +1 attack per melee if this weapon is used for an entire melee.
- Venom Fang (Medium)
As its name suggests, the head of the Venom Fang is covered with a magically enhanced poison. Each
successful strike with this magical spike releases another dose of the poisonous toxin into the target
creature. Of course, the venom only damages organic creatures and only if the attack results in a flesh
wound. Venom Fangs can have three melee weapon enhancements.
- Weight: 2 lbs (0.91 kg)
- Length: 4' (1.2 m)
- S.D.C.: 60
- Range: 200' (61 m)
- Damage: 4D4 as a melee weapon and 4D6 as a thrown weapon.
- Special: The poison on the magical spike is magical in nature, so even creatures that are
immune to normal poison can be damaged by this poison. Each successful hit that results in a flesh
wound against an organic creature will inject a dose of poison into the target. Each does will cause
1D4 points of damage directly to hit points once per melee for 1D6 melee rounds. If the target makes
a save vs. lethal poison at a penalty of -3, then they take no damage for this dose of poison.
- Bonus: +3 to strike and +2 to parry from superior balance. When using this weapon, the wielder
gains +2 to PS and +1 attack per melee if this weapon is used for an entire melee.
- Curse Spike (Major)
The most powerful of the magical spikes inflicts significant amounts of damage, but its main ability is
inflicting curses upon organic creatures that are struck by the weapon. Curse Spikes can have up to five
melee weapon enhancements.
- Weight: 2 lbs (0.91 kg)
- Length: 4' (1.2 m)
- S.D.C.: 180 and is only damaged when directly targeted.
- Range: 200' (61 m)
- Damage: 5D6 as a melee weapon and 1D4x10 as a thrown weapon.
- Special: Whenever the Curse Spike inflicts a flesh wound on a creature, the magical spike can
cast a curse upon that creature. Up to four curses can be used per melee round and the weapon can
cast the following curses: Minor Curse and Curse: Phobia.
- Bonus: +4 to strike, +2 to parry, and +1 to initiative from superior balance. When using this
weapon, the wielder gains +3 to PS, +1 to PP, and +1 attack per melee if this weapon is used for an
entire melee.
- Sharp Spike (Major)
As its name would suggest, the Sharp Spike is incredibly sharp and it is magically enchanted to inflict
vicious wounds against a living creature. These wounds bleed freely for a short time inflicting more
damage on the target attacked by the weapon's wielder. Sharp Spikes can have up to five melee weapon
enhancements.
- Weight: 2 lbs (0.91 kg)
- Length: 4' (1.2 m)
- S.D.C.: 180 and is only damaged when directly targeted.
- Range: 400' (122 m)
- Damage: 1D6x10 as a melee weapon and 2D4x10 as a thrown weapon.
- Special: The Sharp Spike inflicts wounds that will not stop bleeding and unless the target
has regeneration or uses a healing spell or psionic power, they will take 2 points of damage each melee
for 1D6 melees for each attack that hits them and not their armor. This power is similar to the
Wounding enhancement, but does more damage, lasts longer, and is always active.
- Bonus: +4 to strike, +2 to parry, and +1 to initiative from superior balance. When using this
weapon, the wielder gains +3 to PS, +1 to PP, and +1 attack per melee if this weapon is used for an
entire melee.
Weapon Enhancements
Special enhancements can be incorporated into a magical weapon to give it magical properties. Simple magical
weapons can have one enhancement, medium magical weapons can have up to three, major magical weapons can have up
to five, and legendary magical weapons can have up to ten. See the descriptions of specific weapons to determine
how many enhancements they can hold. Unless otherwise noted all abilities used by a minor magical item are cast
at 5th level of experience, all abilities used by a medium magical item are cast at 10th
level of experience, all abilities used by a major magical item are cast at 12th level of experience,
and all abilities used by a legendary magical item are cast at 15th level of experience.
- Armor Piercing
This enhancement allows a weapon to partially bypass a target's armor. Against an opponent wearing armor,
any attack that would normally hit that armor will instead do half damage against the armor and half
damage directly against the target. If the target has a natural armor rating, then their AR is reduced by
three points.
- P.P.E. cost to activate: 10
- Duration: 1 melee per level of experience
- Bonding
The weapon and the wielder form a bond between each other, and the bonded person will be able to sense
the exact location of the weapon as long as it is within 100 miles (161 km) of the bonded person. The
bonded person can also instantly summon the weapon to his hand with a thought if the weapon is within
1000’ (305 m) of the bonded person. Newly acquired magic items require one week of being within 10'
(3 m) of the wearer before the two are permanently bonded until the wearer dies or the weapon is
destroyed. There is no limit to the number of objects that a person can be bonded to simultaneously.
- P.P.E. cost to activate: N/A for sensing the location and 10 for transporting the weapon.
- Duration: Permanent for sensing the location and instant for transporting the weapon.
- Durability (non-indestructible weapons only)
This enhancement makes the magical weapon much harder to destroy. The weapon is invulnerable to all fire
and cold attacks, both normal and magical, it has an additional 150 S.D.C., and it regenerates at a rate
of 10 S.D.C. per hour, which is in addition to any other regeneration abilities the weapon may already
possess. To be damaged, the weapon must be specifically targeted, which means it is not damaged by a
successful parry or by attacks that had a blast radius.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Elemental Attack
This is one of the most common weapon enhancements and is widely used by Garden mercenaries. This
enhancement allows a weapon to inflict additional damage of a certain elemental type, which manifests
depending on the type of element used. For example, a fire element would manifest as a burning weapon,
while an earth element would manifest as a rock hard, grey weapon. The available elements are air (and
wind), fire, earth, ice (and cold), lightning (and energy), sonic, and water. Regardless of what element
type is chosen, the weapon will inflict +1D6 points of damage of the chosen element type and the rest of
weapon's damage will be inflicted normal. This enhancement can be taken multiple times, each time it
applies to a different element type.
- P.P.E. cost to activate: 5
- Duration: 1 minute per level of experience
- Enhance Attribute
With this enhancement, the magical weapon can provide a bonus to a single physical attribute. The
attributes that is enhanced is selected when this enhancement is chosen and cannot be changed afterwards.
The weapon can enhance one physical attribute (PS, PP, PE, PB, or Spd) by +4 per enhancement used. This
enhancement can be taken multiple times, but no more then two enhancements can be used for a single
attribute.
- P.P.E. cost to activate: 5
- Duration: 1 minute per level of experience
- Holy Weapon
A magical weapon with this enhancement is transformed into a holy weapon. As a holy weapon, it is
affected by all rules that apply to holy weapons, such as inflicting extra damage against certain
creatures, but on top of that, this weapon also inflicts extra damage against some supernatural
creatures. This weapon inflicts normal damage against regular creatures, but it inflicts double
damage to all undead creatures, vampires, and all entities and spirits. If an affected creature is
also vulnerable to holy weapons, then the damage is cumulative. For example, if a spirit takes double
damage from holy weapons, then an attack from a weapon with this enhancement would inflict quadruple
its normal damage.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Internal Spell
A variety of innovation spells can be placed into the magical weapon that can be cast by the wielder. An
enhancement slot provides the weapon with two 1st level spells, each of which can be cast four
times per day, one spell from level 2 to 9, which can be cast six times per day, or one spell for two
enhancements from 10th level of higher, which can be cast only twice per day. Casting a spell
from the weapon requires only a single melee action. This enhancement can be taken multiple times, and it
can be used for the same spell multiple times, each time allowing that spell to be cast more times per day.
- P.P.E. cost to activate: N/A
- Duration: Varies with each spell.
- Magical Detection
This enhancement provides the wielder with special detection abilities that they can activate in order to
gain more information about the area around them. With this enhancement, the weapon has the following
spells that can be activated: Sense Dimensional Anomaly (8th level invocation spell), Sense Evil
(1st level invocation spell), and Sense Magic (1st level invocation spell). See the
PFRPG Main Book for a complete description of all spells listed above. Activating a spell requires one
melee action and each spell can be activated four times per day.
- P.P.E. cost to activate: N/A
- Duration: Varies with each spell.
- P.P.E. Battery
The weapon has an internal P.P.E. battery that the user can draw upon when needed. The battery can be
used to cast spells known by the user or it can be used to pay for the weapon’s other powers. The weapon
has 1D4x10 P.P.E. per enhancement spent on the P.P.E. Battery. For example, if two enhancements were
used on a P.P.E. Battery, the weapon would have a 2D4x10 P.P.E. battery. The battery regains PPE at a
rate of 10 PPE per hour. This enhancement can be selected multiple times, each time providing more PPE.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Sharpness (Ancient Melee Weapons only)
With this enhancement, the weapon is unnaturally sharp and will never lose its sharpness, it will never
become notched or dented because of combat, and will never needed to be sharpened. Due to its sharpness,
the weapon inflicts +4 points of damage and the range for inflicting a critical hit increases by two.
For example, if the wielder normally inflicts a critical on a natural roll of a 19 or 20, using this
weapon allows the wielder to inflict a critical on a natural roll of a 17, 18, 19, or 20.
- P.P.E. cost to activate: N/A
- Duration: Permanent
- Wounding
While this enhancement is active, the weapon inflicts vicious wounds that will not stop bleeding unless
the affected creature has regeneration or uses a healing spell or psionic power. Unless the creature has
one of these abilities and uses it, the creature will take 1 point of damage each melee for 1D4 melees
for each attack from this weapon that hits. An attack against a creature's armor or against creatures
that do not bleed has no effect. When combined with the piercing enhancement, there is no chance that a
struck creature that bleeds will not be hit with a bleeding wound.
- P.P.E. cost to activate: 10
- Duration: 1 melee per level of experience