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Help me price this weapon enchantment!
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<blockquote data-quote="Spatzimaus" data-source="post: 401566" data-attributes="member: 3051"><p>The granting of Reach is HUGE, far more powerful than Disruption or Bane. That's easily a +2 weapon ability in its own right. You're effectively turning a sword into a Spiked Chain (which requires an EWP and doesn't have the greatest damage), but keeping all the Weapon Focus/Specialization Feats you already had.</p><p></p><p>The advantages of reach: you can hit the guy without stepping into his threatened area. You can take an AoO as people charge you. You can disrupt a lot of casters at once. With Whirlwind Attack and/or Great Cleave you can hit insane numbers of foes. You can attack past someone to hit a person in the back row. Against Large monsters (the ones with 10' reach) you can attack them without drawing a movement AoO.</p><p>In fact, most reach weapons have the added disavantage of being unable to hit adjacent enemies, which your ability doesn't have.</p><p></p><p>If you want to make it only a +2:</p><p>> Drop the Ghost Touch part altogether, or at least greatly reduce it (make it 75% hit chance instead of 50%)</p><p>> It's visible; no Sneak Attack (unless they're flat-footed as usual).</p><p>> Limit the duration, so that they can't leave it on 24/7. Otherwise the fact that it requires an action will be worthless. Now, you don't need to explicitly say "it lasts 3 rounds", just give a reason to want it off when you're not in combat. For example, say that it can't be sheathed (it'd cut through) and that while active it gives off an audible hum (-2 to your group's Listen checks, +4 to anyone trying to locate you, and you can't Move Silently at all).</p><p>> Maybe make certain monster types immune to the added reach (if it's like a Brilliant Energy extension, say that Constructs are immune); against those types you could still attack with the normal 5' length.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 401566, member: 3051"] The granting of Reach is HUGE, far more powerful than Disruption or Bane. That's easily a +2 weapon ability in its own right. You're effectively turning a sword into a Spiked Chain (which requires an EWP and doesn't have the greatest damage), but keeping all the Weapon Focus/Specialization Feats you already had. The advantages of reach: you can hit the guy without stepping into his threatened area. You can take an AoO as people charge you. You can disrupt a lot of casters at once. With Whirlwind Attack and/or Great Cleave you can hit insane numbers of foes. You can attack past someone to hit a person in the back row. Against Large monsters (the ones with 10' reach) you can attack them without drawing a movement AoO. In fact, most reach weapons have the added disavantage of being unable to hit adjacent enemies, which your ability doesn't have. If you want to make it only a +2: > Drop the Ghost Touch part altogether, or at least greatly reduce it (make it 75% hit chance instead of 50%) > It's visible; no Sneak Attack (unless they're flat-footed as usual). > Limit the duration, so that they can't leave it on 24/7. Otherwise the fact that it requires an action will be worthless. Now, you don't need to explicitly say "it lasts 3 rounds", just give a reason to want it off when you're not in combat. For example, say that it can't be sheathed (it'd cut through) and that while active it gives off an audible hum (-2 to your group's Listen checks, +4 to anyone trying to locate you, and you can't Move Silently at all). > Maybe make certain monster types immune to the added reach (if it's like a Brilliant Energy extension, say that Constructs are immune); against those types you could still attack with the normal 5' length. [/QUOTE]
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