Ritual Axe: Difference between revisions
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(Corrected self-damage HP threshold) |
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| notes = * While the item description says 'chance,' the chance to inflict {{SAI|Bane (Spell)|Bane}} on hit is 100%. | | notes = * While the item description says 'chance,' the chance to inflict {{SAI|Bane (Spell)|Bane}} on hit is 100%. | ||
* The duration of the Bane effect is 2 turns, and does not stack. | * 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 | * The second effect of the wielder taking 1d6 piercing damage triggers until the wielder is below 50% Hit Points, not 25% as per the description. | ||
* 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. |
Latest revision as of 22:29, 8 June 2024
Ritual Axe is an uncommon Handaxe that inflicts Bane against the wielder's targets.
![Description Icon.png](/w/images/thumb/5/5b/Description_Icon.png/24px-Description_Icon.png)
Though shiny and recently polished, dried blood still fills the deepest crevices of this axe.
Properties
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 1d6
Piercing 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 50% Hit Points, not 25% as per the description.
- 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.