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Price Slashers

February 8th, 2017

Josh Zaback

Magic Market Archive

Every now and again, we produce an article like this one, full of cheap magic weapons for players to enjoy. Check out the archive if you don’t believe me – you will find a number of these kinds of articles, designed to provide more interesting weapons for characters strapped for cash. So why do we keep doing it? Well the answer is simple and near to my heart: the kinds of items available at threat level tend to be really boring. Functional, yes, but boring all the same. Thus, it has always been part of our model to try to spice things up with exciting functional items. This article continues that tradition with 3 unique magical weapons, designed to enhance your experience and hopefully give you some pause in how you use these weapons.

 

ANIMATED FLAIL                           PRICE 3,308 gp
Slot none; CL 11th; Weight 5 lbs.
Aura strong transmutation

These flails feature longer than normal chains that dance and swing about on their own, causing the heavy iron ball to knock about, seeking its next target. Thankfully, such movements never directly harm the wielder of these weapons.

In addition to functioning as a +1 flail, an animated flail springs to life when used to perform certain combat maneuvers. Whenever an animated flail is used to perform a disarm or trip combat maneuver, the wielder adds an additional 1d6 to the result of the combat maneuver. If he rolled a natural 20 on the combat maneuver, he adds an additional 2d6 instead.  

None of an animated flail’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 1,808 gp
Craft Magical Arms and Armor, animate objects
 

BATTLEAXE OF THE UNDERGROUND               PRICE 3,810 gp
Slot none; CL 3rd; Weight 6 lbs.
Aura faint evocation

There is much debate about the exact origins of these axes, though it is known that they were created to serve as weapons for elite forces in the endless wars of tribes and kingdoms that dwell underground. It is commonly believed the weapons were contrived by dwarven smiths, though dark elves, deep gnomes, and even goblins have been known to carry these tools.

In addition to functioning as a +1 battleaxe, a battleaxe of the underground glows with a bright red light, invisible to creatures with darkvision, which sheds light like a torch to the eyes of any creature without darkvision. Additionally, the battleaxe deals an additional 1d6 points of damage when in underground environments.

None of a battleaxe of the underground’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 2,060 gp

Craft Magical Arms and Armor, bane, darkvision, continual flame

 

WHIP OF THE TASKMASTER                     PRICE 6,301 gp
Slot none; CL 1st; Weight 2 lbs.
Aura faint enchantment

These tight whips of grayish leather are made from the hide of a large savannah animal, such as an elephant or rhinoceros, and smell strongly of blood and sweat. This is a point of humor for those that produce these whips, which rarely, if ever, draw blood.

In addition to functioning as a +1 whip, a whip of the taskmaster inflicts terrible pain, either physical or mental, upon those it strikes. Whenever the wielder of this whip hits a character with it, regardless of whether or not the target would suffer damage, the wielder may choose to have the whip deal no damage and instead chooses Fortitude, Reflex, or Will saves. The target suffers a –1 penalty to the selected type of saves for 1 round. The whip cannot inflict a penalty to a single saving throw in excess of its enhancement bonus, but otherwise penalties stack normally. This is a pain effect, and, if the penalty is imposed on Will saves, it is also a mind-affecting effect.

Some of a whip of the taskmaster’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +2-equivalent weapon for the purposes of the cost of further improving its magical abilities. 

Construction Requirements       Cost 3,301 gp

Craft Magical Arms and Armor, bane, command