Force Majeure (Ranged Weapon Magic Property)
Force Majeure (Ranged Weapon Magic Property)
The wielder of this weapon may activate this property with a swift action, causing the weapon to fade into an iridescent translucence, gently glowing, and, if examined, providing glimpses into a vast, deep space inside itself, that seems full of mysterious shapes and movement. Once transformed, a force majeure weapon inflicts 3d6+9 points of bonus Force (energy, uncommon) damage on each successful hit as bonus damage, and all of the weapon's damage is delivered as force damage. The force damage does not harm the wielder. The property's effect remains active until another swift action is expended to turn it off, the weapon is sheathed, or until the wielder takes a full night's rest, whichever occurs first.
Unlike normal bonus damage, when a force majeure weapon critically hits a target, the bonus force damage is doubled, assuming the weapon has a critical multiplier of x2. The bonus damage is instead tripled if the weapon has a critical modifier of x3, and it is quadrupled if the weapon has a critical multiplier of x4.
When attacking a foe within melee reach, the force majeure weapon ignores any miss chance the target may have due to Concealment (due to terrain, lighting, or anything else), though the attack must still target the proper square.
While active, a force majeure weapon also adds +1 to the critical threat range of the weapon. For example, a Longbow has a normal critical threat range if 20. With the force majeure property, it becomes 19-20. This property does not modify the weapon's critical multiplier. This benefit stacks with feats and class abilities that expand the threat range of a weapon (such as the Improved Critical feat). Spells and other effects do not stack.
A force majeure weapon cannot be made Broken with the Sunder combat maneuver, except by attacks that deal force damage, or weapons with the Ghost Touch magic property.
While the force majeure effect is active, the weapon gives off light as a guttering torch (10 feet of bright light, 10 additional feet of dim light). Since this is a light source, it is not possible to use stealth while this property's effect is active. This light is unaffected by any form of magical darkness, but will not dispel any form of magical darkness, either.
- Creation: Creator (Feat), Bailiwick Check (DC 43), a bright remnant (tier 3), and an item symbolic of the enchantment.