Chris Parker
First Post
The SouldDrinker Epic Specific Weapon seems a bit unbalanced to me... especially if it works the way I think it does. And by a bit, I have to wonder how anything that could be energy drained would be a challange. (Description for the weapon is at the bottom for reference - and yes, this is posted in the right place, the bulk of this is questioning rules
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Putting the 2d4 negative levels / hit problem aside, I have to wonder about the temporary hit points. Essentially, you get 10d4 temporary hit points per hit (avg 25). Reading the description I have to wonder, do these stack?
(ah, going even further of topic here, but reading the epic application of the AutoHypnosis skill, I have another question, it says temporary hit points granted from that do not stack with temporary hit points granted from any _other_ source. Does that mean it stacks with itself?)
If the avg 25 HP regen per hit stacks, how come this ability apparently only increases the base price by 420K? Im assuming it adds the spell Energy Drain on at 5 uses a day price (which is what 'At Will' items effectively use, see link below). Spell level (9) * caster level (21) * 2000. This adds on 378K base cost. (ignoring material componets, etc etc)
Does this mean we could get a weapon that hit the enemy for Intensified Disintegrates? (spell level 6(+7 intensify, or less, with Improved Metamagic), caster level 27) Does +480 damage (40d6 base, 40x6=240. 240x2=480) per hit sound a _BIT_ over powered for +700K to the base cost?
Hell, even if you added the generic epic price hike, I, and any other melee character, would GLADLY save up 7Million for that weapon.
But, no DM would allow it. Partially because of the insane damage, partially from the lack of saving throws. Notice that? Theres a saving throw to remove the energy drain'ed level, but none to prevent it.
(Incidentally, my Iajitsu Master dual wields these things(katana versions, course). Our DM allows it. Hes also been throwing alot of Undead, Golems, and things that cant be drained at us lately. Wonder why...)
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Below is the souldrinker. This might also be a handy link for determining the cost of magical abilities on items...
http://www.systemreferencedocuments...h/magicitem/MAGIC_ITEM_GOLD_PIECE_VALUES.html
Souldrinker: This +5 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword’s power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Focus (Necromancy), energy drain; Market Price: 478,335 gp; Cost to Create: 239,315 gp + 14,780 XP.

Putting the 2d4 negative levels / hit problem aside, I have to wonder about the temporary hit points. Essentially, you get 10d4 temporary hit points per hit (avg 25). Reading the description I have to wonder, do these stack?
(ah, going even further of topic here, but reading the epic application of the AutoHypnosis skill, I have another question, it says temporary hit points granted from that do not stack with temporary hit points granted from any _other_ source. Does that mean it stacks with itself?)
If the avg 25 HP regen per hit stacks, how come this ability apparently only increases the base price by 420K? Im assuming it adds the spell Energy Drain on at 5 uses a day price (which is what 'At Will' items effectively use, see link below). Spell level (9) * caster level (21) * 2000. This adds on 378K base cost. (ignoring material componets, etc etc)
Does this mean we could get a weapon that hit the enemy for Intensified Disintegrates? (spell level 6(+7 intensify, or less, with Improved Metamagic), caster level 27) Does +480 damage (40d6 base, 40x6=240. 240x2=480) per hit sound a _BIT_ over powered for +700K to the base cost?
Hell, even if you added the generic epic price hike, I, and any other melee character, would GLADLY save up 7Million for that weapon.
But, no DM would allow it. Partially because of the insane damage, partially from the lack of saving throws. Notice that? Theres a saving throw to remove the energy drain'ed level, but none to prevent it.
(Incidentally, my Iajitsu Master dual wields these things(katana versions, course). Our DM allows it. Hes also been throwing alot of Undead, Golems, and things that cant be drained at us lately. Wonder why...)
----------------------
Below is the souldrinker. This might also be a handy link for determining the cost of magical abilities on items...
http://www.systemreferencedocuments...h/magicitem/MAGIC_ITEM_GOLD_PIECE_VALUES.html
Souldrinker: This +5 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword’s power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Focus (Necromancy), energy drain; Market Price: 478,335 gp; Cost to Create: 239,315 gp + 14,780 XP.
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