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Black Blade of the Gate Guardians
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<blockquote data-quote="Beholder Bob" data-source="post: 1420215" data-attributes="member: 12866"><p>Well - what do you thing of the item below? Is it balanced? Fair price & requirements? Its function obscure at all? Feedback would be great!</p><p></p><p>Black Blade of the Gate Guardians: An obsidian bladed dagger with a skeletal dog’s head on the pommel – its fanged mouth wide enough to fit a finger. The original cloth that wrapped the grip of the dagger is gone, and the dagger is wielded in melee at -1 attack until the grip is replaced. Replacing the grip returns the dagger to masterwork status (+1 to hit, +0 damage). Inserting a finger causes the dog’s jaws to close – doing 1d4+1 damage (1 piercing, d4 life draining) and its eyes to glow red. The eyes continue to glow for 4 hours or until the dagger is thrown to the ground. Feeding the dagger is a move action, throwing it a standard action. </p><p>If thrown while the eyes are lit - 2 shadowy dogs rise from the dagger and attack the nearest creature (unless commanded by the person who fed the dagger) to attack a different creature. Language is not an issue, the dogs automatically attack the chosen target. These ‘shadowy dogs’ function similarly to 2 spiritual weapon spells: striking w/ the feeder’s base attack, inflict d8 force, and critical on natural 20 for x2 damage. Unlike a spiritual weapon spell, these ‘dogs’ can flank creatures, bark loudly (no matter the wishes of the feeder), and the dogs always stay within 25’ of the dagger. If not called off a target – or if not given one, the dogs attack whoever is nearest, savaging downed bodies if no living target is available. It takes the feeder a full round to command the dogs - verbally exhorting them to re-direct their efforts (during which time they continue to attack as they had on the prior round). The dogs will attack the feeder if no targets or bodies are available. </p><p>If the dagger is moved – the dogs automatically move to stay within range. If someone feeds the dagger while the dogs are loose – the dogs are dispelled for the day. The dogs may only be summoned 1/day and they manifest for 5 rounds. </p><p></p><p>Base cost for spiritual weapon, cast at 5th, 1/day = 2*2*5/5 = 4K. To double the # of weapons, raise spell up 1 level in cost, 2*3*5/5=6K. Loss of HP to activate, extra time to activate, extra time to redirect, risk of them attacking owner, and the potential for someone to cancel the effect by feeding the dagger = 45% drop in price (to 3300), and 301 GP for a masterwork dagger, or GP 3601. No charge for the sound generated – ghost sound gives better range, option of noise, and the option to quit making sound – the sound of the dogs is considered a ‘flavor’ function of the dagger. </p><p></p><p>Caster Level: 5th, Prerequisites: Craft Magic Arms and Armor, Craft Miscellaneous Item, Spiritual Weapon, Market Price 3601 GP; Weight 1 lb. </p><p></p><p>The Tloc people believe that the underworld is patrolled and guarded by fierce dogs that savage the unworthy, mutilating them for an eternity. These same dogs creep into the mortal world and drag those who offend the spirits, dragging them down to the underworld and leaving behind the savaged body. These daggers where fashioned for ‘criminal justice’ – the accused declares his innocence while standing in a sand pit – and if found guilty, several of these daggers are cast at his feet (the # determined by the seriousness of his crime). The tribe stands at the edge of the pit and watches as justice mauls the offender. No further punishment was needed. </p><p></p><p>B<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />B</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1420215, member: 12866"] Well - what do you thing of the item below? Is it balanced? Fair price & requirements? Its function obscure at all? Feedback would be great! Black Blade of the Gate Guardians: An obsidian bladed dagger with a skeletal dog’s head on the pommel – its fanged mouth wide enough to fit a finger. The original cloth that wrapped the grip of the dagger is gone, and the dagger is wielded in melee at -1 attack until the grip is replaced. Replacing the grip returns the dagger to masterwork status (+1 to hit, +0 damage). Inserting a finger causes the dog’s jaws to close – doing 1d4+1 damage (1 piercing, d4 life draining) and its eyes to glow red. The eyes continue to glow for 4 hours or until the dagger is thrown to the ground. Feeding the dagger is a move action, throwing it a standard action. If thrown while the eyes are lit - 2 shadowy dogs rise from the dagger and attack the nearest creature (unless commanded by the person who fed the dagger) to attack a different creature. Language is not an issue, the dogs automatically attack the chosen target. These ‘shadowy dogs’ function similarly to 2 spiritual weapon spells: striking w/ the feeder’s base attack, inflict d8 force, and critical on natural 20 for x2 damage. Unlike a spiritual weapon spell, these ‘dogs’ can flank creatures, bark loudly (no matter the wishes of the feeder), and the dogs always stay within 25’ of the dagger. If not called off a target – or if not given one, the dogs attack whoever is nearest, savaging downed bodies if no living target is available. It takes the feeder a full round to command the dogs - verbally exhorting them to re-direct their efforts (during which time they continue to attack as they had on the prior round). The dogs will attack the feeder if no targets or bodies are available. If the dagger is moved – the dogs automatically move to stay within range. If someone feeds the dagger while the dogs are loose – the dogs are dispelled for the day. The dogs may only be summoned 1/day and they manifest for 5 rounds. Base cost for spiritual weapon, cast at 5th, 1/day = 2*2*5/5 = 4K. To double the # of weapons, raise spell up 1 level in cost, 2*3*5/5=6K. Loss of HP to activate, extra time to activate, extra time to redirect, risk of them attacking owner, and the potential for someone to cancel the effect by feeding the dagger = 45% drop in price (to 3300), and 301 GP for a masterwork dagger, or GP 3601. No charge for the sound generated – ghost sound gives better range, option of noise, and the option to quit making sound – the sound of the dogs is considered a ‘flavor’ function of the dagger. Caster Level: 5th, Prerequisites: Craft Magic Arms and Armor, Craft Miscellaneous Item, Spiritual Weapon, Market Price 3601 GP; Weight 1 lb. The Tloc people believe that the underworld is patrolled and guarded by fierce dogs that savage the unworthy, mutilating them for an eternity. These same dogs creep into the mortal world and drag those who offend the spirits, dragging them down to the underworld and leaving behind the savaged body. These daggers where fashioned for ‘criminal justice’ – the accused declares his innocence while standing in a sand pit – and if found guilty, several of these daggers are cast at his feet (the # determined by the seriousness of his crime). The tribe stands at the edge of the pit and watches as justice mauls the offender. No further punishment was needed. B:]B [/QUOTE]
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