Flaming/Icy/Shocking Burst weapons

They errated the price on that weapon. My suggested fix is just to make burst a fixed 2k cost, doubling for each additional use of burst on a weapon. A +1 weapon with all 5 elements and 5 bursts would cost 64k + 62k (2+4+8+16+32) for the bursts instead of being a +11 equivalent weapon. The bursts do not make this weapon twice as good for twice the cost.
 

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Scary thought here... +5 heavy mercurial greatsword with the flaming frost shock screaming corrosive enchantments. 4d6 slashing plus 5d6 of energy. Feel the love.
 

Archer said:
They errated the price on that weapon. My suggested fix is just to make burst a fixed 2k cost, doubling for each additional use of burst on a weapon. A +1 weapon with all 5 elements and 5 bursts would cost 64k + 62k (2+4+8+16+32) for the bursts instead of being a +11 equivalent weapon. The bursts do not make this weapon twice as good for twice the cost.

If you build that weapon by the rules, and ignore the +10 enhancement limit as the ELH does, that weapon would cost roughly 512,000gp (+16 weapon). I think sub-200,00gp is way too low, considering that a longsword of this type would deal: 1d8 (longsword) + 5d6 (energy enhancements) +5d6 (standard hit burst enhancement) + 10d10 (critical burst enhancement).

In summary, on a critical hit, you're talking about 2d8 + 10d6 + 10d10 + 2, with a maximum of 178 points of damage on a crit. But I don't let the 1d6 enhancements stack, so you couldn't get the weapon in my group's games anyways.
 
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Flaming doesn't stack with burst and you are talking about 2d8+2+5d6+5d10 on a critical (for a longsword) and its supposedly a +11 weapon but really not any more powerful than about a +8 weapon. Anyhow its cost 72+62=134k not 126k as I said previously. You can have a +3 vorpal weapon which kills on a critical instead of this modified quintuple burst weapon. 56 average damage on a critical is not worth anything near the 242k cost it would normally have. (as a +11 weapon)
 

~S+KR ...

x4 crit in force dmg? ... I like that, I glanced at your example ... very nice.

a dagger might only do 2d4 + 4d4 ... but for a dagger hit that's a lot!

question: what about all the normal mods to the crit (str, magic, etc)? Is the vorpal fine with just x4 and force damage, or did you include all the other bonuses (might be way to much)
 

Re: Re: Hijack!

kreynolds said:


There are so many situations that a vorpal critical seems rediculous, that we just tried to find a good solution. For instance, is it possible to severe the head of a colossal dragon with a dagger? Shortsword? Hell, even a longsword? Absolutely not. Unless, of course, you're gonna sit there for a while and saw his head off with your vorpal pocket knife.

I like the idea of attacking a great wrym's foot with a dagger and the watching his head fall off from 30' feet. ;)

Your way is much more logical, but just not as fun.
 

Re: ~S+KR ...

Wolf72 said:
question: what about all the normal mods to the crit (str, magic, etc)? Is the vorpal fine with just x4 and force damage, or did you include all the other bonuses (might be way to much)

The vorpal seems to be just fine with x4 force damage. Nothing else is multiplied into it. Basically, the weapon crits just like normal except you get the extra force damage on top of it. The main reason we didn't include any other modifiers to the vorpal damage was very simple; with our version of vorpal, you can tear apart undead, constructs, oozes, etc, so it was already powerful enough.
 

Re: Re: Re: Hijack!

Orco42 said:
I like the idea of attacking a great wrym's foot with a dagger and the watching his head fall off from 30' feet. ;)

Your way is much more logical, but just not as fun.

Not fun!?! Try it out. You'll smile bigger than ever before when you deal x4 force damage to that pesky iron golem. :)
 

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