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Activating A Flaming Weapon
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<blockquote data-quote="Michael Silverbane" data-source="post: 3263796" data-attributes="member: 38016"><p>I require the standard action, but I do have a few houserules regarding the energy and energy burst type weapons.</p><p></p><p>The first is that I allow the energy enhancements to stack... That is, you can have a flaming, flaming, flaming burst weapon, which deals 3d6 (or 2d6 & 1d0 on a crit) extra energy damage. This applies to the alignment enhancements, as well. So, you can have a holy holy weapon.</p><p></p><p>The second is that I allow different energy types on the same weapon. That is, you can have a flaming burst icy burst weapon. Which deals and extra 1d6 fire and 1d6 cold damage (or d10s on a crit). This applies to the alignments, as well. So you can have an unholy, axiomatic (or even a holy, unholy) weapon.</p><p></p><p>The third is that a single standard action is required to activate each distinct energy effect. So, if you had a fiery, fiery, flaming burst, icy, icy, icy burst weapon, you'd activate first the fire portion, then the ice portion, requiring two standard actions.</p><p></p><p>I also, sometimes, make other enhancements (such as holy, etc., and brilliant energy 'upon command' abilities).</p><p></p><p>Letting go of a wielded weapon deactivates any activated enhancements. So a flaming weapon goes out, for instance.</p><p></p><p>Later</p><p>silver</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 3263796, member: 38016"] I require the standard action, but I do have a few houserules regarding the energy and energy burst type weapons. The first is that I allow the energy enhancements to stack... That is, you can have a flaming, flaming, flaming burst weapon, which deals 3d6 (or 2d6 & 1d0 on a crit) extra energy damage. This applies to the alignment enhancements, as well. So, you can have a holy holy weapon. The second is that I allow different energy types on the same weapon. That is, you can have a flaming burst icy burst weapon. Which deals and extra 1d6 fire and 1d6 cold damage (or d10s on a crit). This applies to the alignments, as well. So you can have an unholy, axiomatic (or even a holy, unholy) weapon. The third is that a single standard action is required to activate each distinct energy effect. So, if you had a fiery, fiery, flaming burst, icy, icy, icy burst weapon, you'd activate first the fire portion, then the ice portion, requiring two standard actions. I also, sometimes, make other enhancements (such as holy, etc., and brilliant energy 'upon command' abilities). Letting go of a wielded weapon deactivates any activated enhancements. So a flaming weapon goes out, for instance. Later silver [/QUOTE]
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Activating A Flaming Weapon
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