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Ritual Axe: Difference between revisions
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(Self damage is classified as magical) |
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* The '''{{SAI|Savage Attacker|w=30}}''' feat will result in the secondary damage being re-rolled higher. | * The '''{{SAI|Savage Attacker|w=30}}''' feat will result in the secondary damage being re-rolled higher. | ||
* Effects which reduces incoming piercing damage reduces the self-inflicted damage. | * Effects which reduces incoming piercing damage reduces the self-inflicted damage. | ||
** However, this self-damage is classified as magical and so effects like [[Heavy Armour Master | ** However, this self-damage is classified as magical and so effects like [[Heavy Armour Master]] will not help, but [[Magical Plate]] will. | ||
}} | }} | ||
[[Category:Sources of Piercing damage]] | [[Category:Sources of Piercing damage]] | ||
[[Category:Sources of Slashing damage]] | [[Category:Sources of Slashing damage]] |
Revision as of 21:46, 25 April 2024
Ritual Axe is an uncommon Handaxe that inflicts Bane against the wielder's targets.
Though shiny and recently polished, dried blood still fills the deepest crevices of this axe.
Properties
- Damage
- 1d6 (1~6) + Strength modifier Slashing
- Details
- Rarity: Uncommon
- Enchantment: None
- One-Handed
- Light
- Thrown
- Dippable
- Melee: 1.5 m / 5 ft
- Weight: 0.9 kg / 1.8 lb
- Price: 280 gp
-
UID
WPN_GOB_PainPriest_HandaxeUUID
5c996c03-99e9-40c1-8acf-d761550d26f5
Special
The holder of this item gains:
- The Scourge Mistress' Bane
- Chance to inflict upon the target a 1d4 penalty to Attack rolls and Saving throws. If the attacker still has 25% or more hit points, they take 1d6Piercing themselves.
Weapon actions
If you have proficiency, equip in main hand to gain:
- Lacerate ()
Slash at your target's vital points to make it .
Where to find
- * Looted from the table next to Abdirak in the Shattered Sanctum.
Notes
- While the item description says 'chance,' the chance to inflict on hit is 100%.
- The duration of the Bane effect is 2 turns, and does not stack.
- The second effect of the wielder taking 1d6 piercing damage triggers until the wielder is below 35% Hit Points, not 25% as per the description. (As of Version 4.1.1.3956130 - November 2023.)
- The feat will result in the secondary damage being re-rolled higher.
- Effects which reduces incoming piercing damage reduces the self-inflicted damage.
- However, this self-damage is classified as magical and so effects like Heavy Armour Master will not help, but Magical Plate will.