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EC Variants

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A list of variant rulings used in the Emerald Coast campaign settings.

Critical Threat Improvements

The following spell, magical weapon property, and feat replace the standards of the same name from the System Reference Document. This variant is designed not as a change of power, but as a sensical alternative to the manner in which these effects previously stacked. Text in red emphasizes changes over the core rulings.

Keen Edge
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation <<

Keen: This ability gives the weapon a +1 enhancement bonus to it's critical threat range. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +2000gp.

Improved Critical [General]
Choose one type of weapon.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, you gain a +1 proficiency bonus to the weapons critical threat range, as well as a +1 bonus to confirm critical hits. A weapon with a 20 range becomes 19-20, 19-20 becomes 18-20, and so on.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Improved Critical as one of his fighter bonus feats.

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This page was last modified on 10 February 2008, at 19:23.
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