Area Burst Weapons

jaker2003

Explorer
I just got a villainous Idea for weapon properties. Weapons that burst with destructive power into the surrounding area when they crit. The first one I thought of seems string enough to be an artifact, though:

A greatsword that generates a Circle of Death effect on each crit. I suppose what would make it get nerfed is that a lucky weilder could crit two or three times a round.\

Any thoughts?
 

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Notmousse, generally speaking the wielder of the weapon is not harmed by the special abilities...ala Flaming.

jaker2003...villinous idea indeed...altho how many people want to wander around with the guy that indiscrimanately slays everyone around him? The Circle of Death would be a cool enhancement for a high-level Blackguard tho :)

Toning down the concept you could do:
- Sword of FireBall: At the end of an action in which you score a critical hit, this weapon bursts like a fireball dealing 1D6 fire damage within a 20' radius. REF save DC 15 for half damage. You gain a +5 bonus to this save.

Base enhancement cost is a +1 equivilent
Cost increases of:
+1 for each additional dice of damage
+1 for each additional 10' of radius

A +5 Bursting Sword of Fire could deal 3D6 damage to a 40' radius...

Replace Fire with other elements as needed. You could even have a metal storm in which the sword appears to shatter, then whirls about the area flaying flesh!

Still would not be a party freindly weapon...
 


Notmousse said:
How's he survive several circles of death a round?
Well, Circle of Death can't hurt any creature with 9 or more HD. Also, the burst could be scaled back to 10 or 15 feet. As for protecting the weilder, you could include resisting or imuunity effects in the weapon. For example, this Circle of Death crit weapon could provide a Death Ward effect to the weilder.

Primitive Screwhead, how about this?
Flame Nova: A flame nova weapon functions as a flaming burst weapon that also explodes with flame upon striking a successful critical hit. The fire expands out to a 20ft. radius, dealing 1d6 fire damage for evey +1 enhancement bonus the weapon has (so a +3 Flame Nova greatsword explodes for 3d6 fire damage). The fire does not harm the wielder. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not acitve, the weapon still deals its explosive damage on a successful critical hit.
Strong evocation; CL 15th; Craft Magic Arms and Armor and flame strike or fire ball; Price +3 bonus.
 

I would not base the additional damage based on the enhancement bonus, given the magic weapon series of spells. Too powerful.
 

Agreed with Fieari... also I would keep it as its own enhancement. I swag'd the +1 cost for just a psuedo fireball effect of 1D6 damage, to get a 3D6 nova on top of a flaming/burst you would need a +5 weapon.

The DC is also relatively low, so by the time you can afford a +5 weapon the damage to oneself if relatively minor. Great weapon for blowing away Mooks and Swarms tho!


I would also not have this be a enhancement that can be bestowed on ammunition... part of the trade-off for the power of the burst is the chance of getting toasty yourself.
The more I think on it, the more I agree with Darklone.. leave the protection element off. If the character is high speed enough to get a Ring of Fire Resistance then all the better for them.

Good name tho :)
 

Primitive Screwhead said:
Agreed with Fieari... also I would keep it as its own enhancement. I swag'd the +1 cost for just a psuedo fireball effect of 1D6 damage, to get a 3D6 nova on top of a flaming/burst you would need a +5 weapon.

The DC is also relatively low, so by the time you can afford a +5 weapon the damage to oneself if relatively minor. Great weapon for blowing away Mooks and Swarms tho!


I would also not have this be a enhancement that can be bestowed on ammunition... part of the trade-off for the power of the burst is the chance of getting toasty yourself.
The more I think on it, the more I agree with Darklone.. leave the protection element off. If the character is high speed enough to get a Ring of Fire Resistance then all the better for them.

Good name tho :)
How about this:
[sblock=Nova Weapon Abilities]Flaming Nova: A flaming nova weapon explodes with flame upon striking a successful critical hit. The fire expands out to a 20ft. radius, dealing fire damage to every creature in the area, including the wielder and allies. Affected creatures may halve damage with a successful DC 15 Reflex save. As a nova weapon ability, the fire damage can be scaled up with a heavier magical investment.
Strong evocation; CL 15th; Craft Magic Arms and Armor and flame blade, flame strike, or fire ball; Price +1 bonus (1d6 fire damage), Price +2 bonus (2d6 fire damage), Price +3 bonus (3d6 fire damage), Price +4 bonus (4d6 fire damage), Price +5 bonus (5d6 fire damage).

Icy Nova: An icy nova weapon explodes with frost upon striking a successful critical hit. The frost expands out to a 20ft. radius, dealing cold damage to every creature in the area, including the wielder and allies. Affected creatures may halve damage with a successful DC 15 Reflex save. As a nova weapon ability, the cold damage can be scaled up with a heavier magical investment.
Strong evocation; CL 15th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus (1d6 cold damage), Price +2 bonus (2d6 cold damage), Price +3 bonus (3d6 cold damage), Price +4 bonus (4d6 cold damage), Price +5 bonus (5d6 cold damage).

Shocking Nova: A shocking nova weapon explodes with electricity upon striking a successful critical hit. The electricity expands out to a 20ft. radius, dealing electricity damage to every creature in the area, including the wielder and allies. Affected creatures may halve damage with a successful DC 15 Reflex save. As a nova weapon ability, the electricity damage can be scaled up with a heavier magical investment.
Strong evocation; CL 15th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus (1d6 electricity damage), Price +2 bonus (2d6 electricity damage), Price +3 bonus (3d6 electricity damage), Price +4 bonus (4d6 electricity damage), Price +5 bonus (5d6 electricity damage).[/sblock]
 

Looks good to me... with the addition of "Nova enhancements cannot be applied to ranged weapons"

**snag**

copy off to my HR folder to confuse the next PC who grabs the cool weapon from the Anti-Paladin! :lol:
 

Here they are again with Primitive Screwhead's stipulation:
[sblock=Nova Weapon Abilities]Flaming Nova: A flaming nova weapon explodes with flame upon striking a successful critical hit. The fire expands out to a 20ft. radius, dealing fire damage to every creature in the area, including the wielder and allies. Affected creatures may halve damage with a successful DC 15 Reflex save. As a nova weapon ability, the fire damage can be scaled up with a heavier magical investment and can only be applied to melee weapons.
Strong evocation; CL 15th; Craft Magic Arms and Armor and flame blade, flame strike, or fire ball; Price +1 bonus (1d6 fire damage), Price +2 bonus (2d6 fire damage), Price +3 bonus (3d6 fire damage), Price +4 bonus (4d6 fire damage), Price +5 bonus (5d6 fire damage).

Icy Nova: An icy nova weapon explodes with frost upon striking a successful critical hit. The frost expands out to a 20ft. radius, dealing cold damage to every creature in the area, including the wielder and allies. Affected creatures may halve damage with a successful DC 15 Reflex save. As a nova weapon ability, the cold damage can be scaled up with a heavier magical investment and can only be applied to melee weapons.
Strong evocation; CL 15th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus (1d6 cold damage), Price +2 bonus (2d6 cold damage), Price +3 bonus (3d6 cold damage), Price +4 bonus (4d6 cold damage), Price +5 bonus (5d6 cold damage).

Shocking Nova: A shocking nova weapon explodes with electricity upon striking a successful critical hit. The electricity expands out to a 20ft. radius, dealing electricity damage to every creature in the area, including the wielder and allies. Affected creatures may halve damage with a successful DC 15 Reflex save. As a nova weapon ability, the electricity damage can be scaled up with a heavier magical investment and can only be applied to melee weapons.
Strong evocation; CL 15th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus (1d6 electricity damage), Price +2 bonus (2d6 electricity damage), Price +3 bonus (3d6 electricity damage), Price +4 bonus (4d6 electricity damage), Price +5 bonus (5d6 electricity damage).[/sblock]

[sblock=Here's more]
Disruptive Nova: A disruptive nova weapon functions as a disruption weapon that also emits necromantic energy upon striking a successful critical hit. The energy expands out to a 40ft. radius, destroying endead in the area. Affected creatures may negate the effect with a successful DC 15 Will save. As a nova weapon ability, it can only be applied to melee weapons.
Strong evocation; CL 15th; Craft Magic Arms and Armor, heal, undeath to death; Price +3 bonus.

Bane Nova: A bane nova weapon functions as a bane weapon that also emits a lethal blast upon striking a successful critical hit. The energy expands out to a 20ft. radius, dealing 2d6 damage to any designated foes in the area. Affected creatures may halve damage with a successful DC 15 Fortitude save. As a nova weapon ability, it can only be applied to melee weapons.
Strong evocation; CL 15th; Craft Magic Arms and Armor, heal, undeath to death; Price +2 bonus.

Holy Nova: A holy nova weapon functions as a holy weapon that also emits a lethal blast upon striking a successful critical hit. The energy expands out to a 20ft. radius, dealing 2d6 damage to any foes of evil alignment in the area. This extra damage is also good-aligned and thus bypasses the corresponding damage reduction. Affected creatures may halve damage with a successful DC 15 Fortitude save. As a nova weapon ability, it can only be applied to melee weapons.
Strong evocation; CL 15th; Craft Magic Arms and Armor, heal, undeath to death; Price +3 bonus

Death Nova: A death nova weapon emits a lethal blast of necromantic energy upon striking a successful critical hit. The energy expands out to a 40ft. radius, killing creatures with 8 or fewer HD in the area. Affected creatures may instead take 3d6 damage with a successful DC 15 Fortitude save. The struck creature must save or die, regardless of its HD. As a nova weapon ability, it can only be applied to melee weapons.
Strong evocation; CL 15th; Craft Magic Arms and Armor, circle of death; Price +5 bonus

Edit: I just realized something, you auto-crit when you deliver a coup de grace. Sounds like a quick way to execute people.[/sblock]
You see where I'm going with this?
 
Last edited:

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