Cost for extra damage dice

Rethalgamon

First Post
(First Post)

Hey guys. I'm looking at creating a new item for my 30th-level character to purchase, "Gloves of Battle", which are not weapons, since my character is to be unarmed.

Gloves of Battle
Unarmed Attack Bonus +10
+4d6 Bludgeoning
Damage on Unarmed Attack Hit


The thing is, I can't find anywhere the cost for adding extra damage dice in an enchantment, and I was figuring that someone here could help me.

Any help is appreciated. Thank you.
 

log in or register to remove this ad

If I were you, I will start from "compare with already existent items". The most similar item in DMG which enhances your natural attacks (including unarmed strike) is Amulet of Mighty Fists, which costs 3 times as expensive as weapon's enhancement bonus. That will be a good start.

In most cases, +1d6 damages worth +1 bonus. But most of them are either energy damages which can be usually reduced or protected, or effective against certain alignment only (like Holy).

So, simple +Xd should be, at least slightly, more expensive. Maybe equivalent to +3 enhancement bonus per +2d6 or something?

But If I were you, or the DM, I will start from Amulet of Mighty Fists +10, before considering to make such an unorthodox item. Then maybe add some damage +xD properties in DMG or MIC. That will result in +10 enhancement bonus in both attack and damages, + 1d6-2d6 additional damages. That is very similar in attack/damage output with your gloves. It will costs 3 times as expensive as +11 or +12 weapon enhancement (726,000 gp or 864,000gp).
 

well my instincts would be to Nix any attempts to skirt the already existing options for extra damage....the energy enhancments, then the burst enhancments. Then there is the psionic enhancment that add the flat +5 damage. If the epic lv handbook intended monks to tripple their damage output per hit then they would have added something like this in already.

Any attempt to add 'generic damage dice' completely throws the intended balance mechanism for weapon enhancments off kilter...IE every enhancment costs proportionally more. It also makes damage reduction completely irrelevant, and sets up a rediculous precident for spell casters to do the exact same thing to their SPELLS.


If you are allowed to buy an item that adds 4d6 bludgeoning damage, then next is another item that adds piercing, then another that adds slashing. Then someone will make the leap to sacred damage, then luck damage, then enhancment damage. Then suddenly the monk is doing 50 dice of damage 5 hits per round...Then the party wizard goes ok 'I want an item that adds 10d6 energy damage damage to all my spells' Then he'll get itme number 2 that adds a different element...then suddenly hes rolling 80 damage dice per spell, even magic missiles and scorching rays and orb spells.

Bad idea....very bad idea. Even epic games need to have limits.
 

I would go with +10 amulet of mighty fists and with collision on them. That gives you the +10 att and +15 damage. Average for 4D6 is about 16. Gives you pretty close to the same results also.
 


Remove ads

Top