Friday, October 28, 2016

The Chaos Mace (Pathfinder Magic Item)

the Chaos Mace
+1 Morningstar | Damage: 1d8+1 | Critical x2 | Weight 6 lbs. | Damage: Bludgeoning & Piercing

The Chaos Mace is a +1 Morningstar with the following special properties:
On a natural to hit roll of 7, your attack automatically misses. Roll on Chaos Unleashed!
On a natural to hit roll of 13, your attack automatically hits. Roll on Chaos Unleashed!
On a natural 1 or 20, roll twice on Chaos Unleashed!

Chaos Unleashed! (d20)
1
All damage is magically reflected back at you! Fortitude DC 20 for half.
2
Summon an uncontrolled large elemental in an adjacent square. It hates you the most.
(Roll d8: 1. Fire, 2. Water, 3. Air, 4. Earth, 5. Lightning, 6. Magma, 7. Mud, 8. Ice.)
3
Minimum damage
4
The magic of the chaos mace paralyzes you! Fortitude DC 20 or become paralyzed for 1d4+1 rounds.
5
For the next 24 hours, there is a 1 in 6 chance you’ll encounter an enraged owlbear whenever you open a door or go into a room by yourself. You instinctively know this.
6
Miss? Horrible black insect wings grow from your back. You gain a fly speed of 30 for 1 hour.
Hit? The wings grow from your target’s back, and he/she/it gains a fly speed of 30 for 1 hour.
7
Suffer -4 penalty to random Ability for 1 hour.
8
Your legs fuse and become a snake body for the next 1d12 hours. Speed reduced by half. Can’t wear boots, belts, or other “made for bipedal mammal” stuff below the belt.
9
Your sweat smells like wildflowers for the next 2 hours. It’s nice.
10
Struck blind and deaf (Fort DC 20 negates – if you hit, it’s your target, if you miss, it’s you!)
11
NO MERCY! Gain +2 morale bonus on saving throws against fear. Lasts 1d10 rounds.
12
Time distorts! Make another attack against your target (if still living) or an enemy in an adjacent square using your full attack bonus.
13
Roll on Chaos Unleashed! d20 more times, ignoring duplicate results.
14
Gain +4 enhancement bonus to random Ability for 1 hour.
15
Deal an extra 2d6 electric damage*
16
Deal an extra 2d6 acid damage*
17
Deal an extra 2d6 cold damage*
18
Deal an extra 2d6 fire damage*
19
Maximum damage!*
20
Quadruple maximum damage! KILL KILL KILL!*

*Unless you missed. In that event, nothing happens.










No comments:

Post a Comment