Storm Ravager (Pathfinder Equipment)

From D&D Wiki

Jump to: navigation, search
Storm Ravager
Exotic Two-Handed Melee
Critical: 18-20×3
Range Increment: 10
Type: Slashing
Hardness: 100
Size Cost1 Damage Weight1 hp
Fine 500 1d4/1d4 20 lb. 93
Diminutive 1500 1d6/1d6 50 lb. 187
Tiny 2500 1d8/1d8 80 lb. 375
Small 7500 1d10/1d10 100 lb. 750
Medium 7500 1d20/1d20 120 lb. 1500
Large 15000 3d8/3d8 150 lb. 3000
Huge 30000 3d10/3d10 200 lb. 6000
Gargantuan 60000 2d20/2d20 350 lb. 12000
Colossal 120000 3d20/3d20 700 lb. 24000
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

Description. Ravager was said to belong to a famous storm giant, who managed to topple the titan rulers of the giants for a period of time due to this axe. You have a +4 bonus to attack and damage rolls with this magic weapon.

Spark Resistant. Those who wield this axe are granted resistance to lightning damage.

Strom Forged. You can use a bonus action to speak this magic weapons command word, causing lightning to surge or disappear from the weapon. While active, This lightning makes the axe deal an extra 1d12 lightning damage to any target it hits.

Spells. The axe has 6 charges and regains 1d4 + 1 expended charges daily at dawn. If you control the axe, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17) from it: Template:Lightning Bolt (3 charges), Template:Chain Lightning (6 charges).

This material is published under the OGL

Lightning Bolt

School evocation [electricity]; Level sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M (fur and a glass rod)

Range 120 ft.

Area 120-ft. line

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.


Back to Main PagePathfinder Open Game ContentPFSRDSpells

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the Pathfinder Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains PFSRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

This material is published under the OGL

Chain Lightning

School evocation [electricity]; Level sorcerer/wizard 6

Casting Time 1 standard action

Components V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)

Range long (400 ft. + 40 ft./level)

Targets one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.

Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.


Back to Main PagePathfinder Open Game ContentPFSRDSpells

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the Pathfinder Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains PFSRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

}} Back to Main PagePathfinder HomebrewEquipmentWeapons

Home of user-generated,
homebrew pages!


Advertisements: