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101 Magical Weapon Properties (PFRPG) $5.99
Average Rating:4.2 / 5
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101 Magical Weapon Properties (PFRPG)
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101 Magical Weapon Properties (PFRPG)
Publisher: Rite Publishing
by Ben B. [Verified Purchaser]
Date Added: 06/25/2015 20:41:38

This supplement clocks in at 25 pages, including 20 pages of content. Right at the beginning, we get a big chart of weapon properties for those who like to generate magic items randomly. This chart also functions as a table of contents. Afterwards, we get the full descriptions of all 101 weapon properties. 24 of the weapon properties have fixed cost increases: they increase the weapon cost by a set amount regardless of how many other enchancements it has. On the cheap end, adding only 400 gold pieces to the cost, is the Gripping Weapon, which gives a +2 to CMD against disarming. On the expensive end, at a whopping +42000 gold pieces, is the Revitalizing Weapon. It is…underwhelming. It is a limited use ability which allows you to heal for each successful hit. And not very much, either. There is also the Friend weapon, a class of weapon restrictions which limit who can use the abilities of a weapon, and reduce its price by either 10% or 30%. The remaining weapons all have plus-equivalent cost modifiers. At the low end, we have +1 abilities like Hexing, which applies various penalties to those struck by it, and Hindering, which can disable its target’s natural weapons. There’s the Interfering weapon, which forces casters to make concentration checks as if its damage had been continuous.
Most weapon properties are cheaper: there are only six +4 weapon properties and one +5. The +4 properties include the Spellstealing Weapon, which can dispel active buffs on its target and transfer their effects to the wielder. The single +5 weapon ability is the Perilous weapon. On a critical, it allows the wielder to repeatedly roll to ‘confirm’ the critical until you fail (-5 penalty on each successive roll), with each additional confirmation adding more damage. It isn’t as deadly as the same-price Vorpal, but it can be used on more weapon types, is compatible with weapons with wider critical threat ranges, and can still damage creatures immune to Vorpal’s effect. It’s still underwhelming for a +5, but it’s not bad if damage output is what you want in a magic weapon. The supplement has full-color illustrations of weapons spread throughout. Short Term Use: The clean organization and random chart/ToC makes it easy to drop some of these items into your campaign with very little preparation. The editing is unfortunately not up to Rite Publishing’s usual standard. You can mostly still use it without trouble, though, making for a short term rating of 4.5/5. Long Term Use: The emphasis on low-cost weapon properties makes it easy to combine them in unique combinations. Some of the weapon properties have very interesting effects, but others don’t. It’s a mixed bag, but for such a low price, you’ll probably still find enough to get your money’s worth. 4/5.



Rating:
[4 of 5 Stars!]
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101 Magical Weapon Properties (PFRPG)
Publisher: Rite Publishing
by Jhereg W. [Verified Purchaser]
Date Added: 10/24/2010 20:59:51

Absolutely wonderful book.

I know this is going to seem like a cop-out; I know this is going to be generic or boring, something you shouldn't bother to listen to because it's probably just someone that doesn't know anything and they're putting in a good word because they don't know anything.

It's not. This book is one of the best things I've seen for weeks.

Every magical weapon property is - if not, as most are, completely on-par with that in the original book - very, very close to being balanced. There are very, very unique ideas brought up - Dessicated is something you'd actually feel fine using, and gives a very good feel to the weapon, while Dark gives a very proper trade-off. Adaptable gives a unique adaptability (an unintended comparison! It does what it says on the tin), while Enhancing gives atypical weapon-users the ability to step up.

As far as tradition, though, Seething Energy advances one of the most common bonuses (who hasn't heard of a +1 flaming longsword?), while Slaying gives Bane a very lethal step up. Other previous concepts are given a fair treatment as well, of course, with spell-stealing in particular a theme I've spotted in at least two descriptions.

I'm going to treasure this purchase as long as I play Pathfinder. It's exceptional in both form and function. I admire both the publisher and their inventiveness, and I'd recommend this to any Pathfinder group that would even consider 3rd-party.



Rating:
[5 of 5 Stars!]
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Creator Reply:
I wanted to thank Jhereg Wells for taking the time to do a review of our product, we are always happy when we hit our target dead on, 5/5 start snoopy happy dance of joy. Steve Russell Rite Publishing
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101 Magical Weapon Properties (PFRPG)
Publisher: Rite Publishing
by Nathan C. [Featured Reviewer]
Date Added: 03/26/2010 11:53:36

I am pretty sure hell will freeze into a tropical abyss before Rite Pubishing puts out a bad product. 101 Magical Weapon Properties is another great production by the publisher that enhances the Pathfinder System.

The product contains 101 different special abilities for weapons and armor within its 25 pages. Elegant and very easy to navigate, the PDF shines in producing different takes on abilities we’ve seen before and a few that are just out of the box. Products with this many different products I often treat as if I was watching a spoof movie. If half of the stuff is good its an A, and I’d say more than 75 percent of the abilities in the book are things I would put on my NPCs and special items.

Magical Properties starts off great from the start with a detailed chart giving the costs and random rolls for the items. Taking no time for lengthy forewords, it jumps right into the abilities.

For the Player Books like this make me want to play, and so my favorite two abilities I recommend for players. Guided is an awesome ability that plays with numbers that rarely are utilized, miss chances. I can not imagine a situation where this on a weapon would not be useful. Another ability I fell in love with was the Spell Echoing ability. It allows the wielder to mirror a spell that was cast. The stipulations to balance the ability insure that it is not misused.

For the Dungeonmaster Infectious is something I’d sneak onto an NPC’s sword simply for its lasting effect. It allows the weapon to implement a disease without the normal waiting period. I know all you Dungeonmasters are salivating at the idea of instant mummy rot. Not an ability but a nice little bonus spell at the end is Bestow Affliction, which is a deadly little spell for putting some new curses on PCs.

The Iron Word Balanced and chocked full of creativity, 101 Magical Properties does the impossible by making a book comprised mostly of new abilities.



Rating:
[5 of 5 Stars!]
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101 Magical Weapon Properties (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 03/14/2010 11:30:57

First I would like to say I got the PDF free for purposes of this review.

This product is 25 pages long. 1 page for cover, 1 for credits, 1 OGL at the end and 1 page of weapon table of special abilities(which also has a random chart for rolling for creating random magic items). The other 20 pages are taken up by the 101 new magical weapon abilities descriptions and such. The art work is good with good borders making for a very pretty product, though it is not very print friendly. A B&W copy with no borders sent along with it would have been nice for printing purposes.

Since this is a product for just a 101 new magical abilities I am just going to list a few examples from the book to give you a idea what to expect.

Ambush – adds 1d6 to sneak attacks, does nothing if you don't have sneak attack. Equal to a +1 enchantment.

Blood Bonded – When someone not of the family bloodline attempts to use the weapon they take dmg equal to the equal to the weapons enhancement bonus. If the family is all dead then the next person picking it up takes 1 round of damage but can then claim it for his or her family. Minor magic bonus.

Consecrated - When used on holy ground of of it's attuned god it does + 2d6 dmg. Equal to a +1 enchantment.

Energy Ray – range 30ft, 1d6 per two character levels of the wielder, once per day.

Fortunate – 3/day you can reroll any failed attack roll. Equal to a +2 enchantment.

Serpent – When cast on the ground the weapon becomes a serpent of the same size category as the weapon with max hp. It last until the wielder makes it turn back into a weapon, it is slain or at 1 minute per enchantment bonus of the weapon.

Soul Stealing – Any creature killed by this weapon has it soul sucked up into the weapon.(the final killing blow). Those slain can not be brought back to life by any means up to a including a wish fail, nor can speak with dead contact them. Once per day the wielding can ask two questions from one slain by the weapon just as if they was under Speak with Dead.

The final page is taken up with two new spells. Bestow Affliction – a type of curse that causes a permanent physical or mental disability. Remove curse etc can cure it. Teleport Attack – You can teleport another into a solid object as a form of a attack.

Closing thoughts, I liked this product more than I thought I would. Many of the weapon abilities are interesting and/or clever. I think a lot of players will enjoy these and it is always nice as a GM to throw out something new and unexpected to the PC's. The PDF is 4.99 which is a bit pricy, while at 10.99 you get a print copy and PDF(when the option is available which it currently is not.) I am giving this a 4 star for the price and the lack of a B&W print friendly version. If you are looking for some new magical abilities to add to weapons this is a good pickup.



Rating:
[4 of 5 Stars!]
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Creator Reply:
I wanted to take the time to thank Dark Mistres for taking the time to do a review of our product and am glad we could surprise her. I have just uploaded a printer friendly version, I love actionable feedback, thanks! Steve Russell Rite Publishing
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