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