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Absolute Judgement

Weapon Type Maul
Damage 2.4[1d10] + 5 Bludgeon, Magic, Good, Lawful
Critical Roll (5%) 20-20 / x3
Handedness Two-handed
Proficiency Martial Weapon Proficiency
Minimum Level 17
Binding Binds to Account on Acquire
Description Only a mad scientist deals in absolutes.
Material Steel
Durability 255
Weight 10.00 lbs
Effects
  • +5 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
  • Holy 4: This weapon is wielded by the pure to smite the wicked, dealing an additional 4d6 good damage on each hit. This effect makes the weapon good aligned.
    Evil characters wielding this weapon will suffer one negative level.
  • Axiomatic 4: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 4d6 law damage on each hit. This effect makes the item lawfully aligned.
    Chaotic characters wielding this weapon will suffer one negative level.
  • Evil Outsider Bane 4: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders
  • Command +5: This armor or shield always appears brilliant and gleaming, no matter what the conditions and despite all attempts to paint over or obscure it. Coveted by military leaders of all sorts, it carries a powerful aura that grants a +5 Insight bonus on Charisma-based skill checks. Command armor and command shields make their owners very noticeable, imposing a -6 penalty on Hide checks.
Augment Slots
  • Red Augment Slot

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Absolute Judgement
Absolute Judgement
Maul
Equips to: Main Hand
Martial Weapon Proficiency
Minimum Level: 17
Binds to Account on Acquire
Base Damage Rating: 19.80
Damage: 2.4[1d10] + 5 Bludgeon, Magic, Good, Lawful
Critical Roll: (5%) 20-20 / x3
+5 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
Holy 4: This weapon is wielded by the pure to smite the wicked, dealing an additional 4d6 good damage on each hit. This effect makes the weapon good aligned.
Evil characters wielding this weapon will suffer one negative level.
Axiomatic 4: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 4d6 law damage on each hit. This effect makes the item lawfully aligned.
Chaotic characters wielding this weapon will suffer one negative level.
Evil Outsider Bane 4: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders
Command +5: This armor or shield always appears brilliant and gleaming, no matter what the conditions and despite all attempts to paint over or obscure it. Coveted by military leaders of all sorts, it carries a powerful aura that grants a +5 Insight bonus on Charisma-based skill checks. Command armor and command shields make their owners very noticeable, imposing a -6 penalty on Hide checks.
Augments:
Red Augment Slot: Empty
Durability: 255 / 255
Steel (Hardness: 27)
Only a mad scientist deals in absolutes.