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Legendary Absolute Judgement

Weapon Type Maul
Damage 4.8[1d10+4] + 15 Bludgeon, Magic, Good, Lawful
Critical Roll (5%) 20-20 / x3
Handedness Two-handed
Proficiency Martial Weapon Proficiency
Minimum Level 29
Binding Binds to Account on Acquire
Accepts Sentience Yes
Description Only a mad scientist deals in absolutes.
Material Steel
Durability 375
Weight 10.00 lbs
Effects
  • +15 Enhancement Bonus: Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned.
    Evil characters wielding this weapon will suffer one negative level.
  • Axiomatic 6: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 6d6 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 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders
  • Command +7: 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 +7 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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Legendary Absolute Judgement
Legendary Absolute Judgement
Maul
Accepts Sentience
Equips to: Main Hand
Martial Weapon Proficiency
Minimum Level: 29
Binds to Account on Acquire
Base Damage Rating: 66.55
Damage: 4.8[1d10+4] + 15 Bludgeon, Magic, Good, Lawful
Critical Roll: (5%) 20-20 / x3
+15 Enhancement Bonus: Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned.
Evil characters wielding this weapon will suffer one negative level.
Axiomatic 6: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 6d6 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 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders
Command +7: 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 +7 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: 375 / 375
Steel (Hardness: 39)
Only a mad scientist deals in absolutes.