Help Me Price This Weapon

Mr. Beef

First Post
I have been looking through the Ptolus book on and off since I got it and I was wondering how much a weapon similar weapon would be for one of the NPC characters.

The weapon in Ptolus is a +2 Cold Iron Holy Bastard Sword that has the ability to transfer the Holy damage it inflicts to the weilder as temporary HP's.

I know how to calculate the +2, Cold Iron, Holy and Bastard Sword part, but the special ability is what is throwing me off.

Would this be something that is in the Magic Item Compendium or is there a substitute from the 3.5 DMG that I can use.

I'm planning on making something similar, Longsword instead of Bastard Sword in the hands of an NPC Paladin.

Thanks in Advance.

Mr. Beef.
 

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Extra plus one bonus

I did something like this with an arrow: It did 1d6 extra flaming damage, transfering that to the person who shot it.

I figured that it did plus 1d6 damage, and added +1d6 hit points, so it was an equivalent bonus. So it was a +3 weapon (+1 magic, +1 flaming, +1 1d6 vampiric).

However, holy is a +2 bonus. It does +2d6 damage and a negative level. It would give the weilder +2d6 hit points, but nothing else. Is that worth an additional +2 bonus?

My gut instinct is no, because it's situational damage. The weilder is not going to gain hit points every time he hits a creature, but only when the creature is evil. Neutral and good opponenets give him no benefit.

Make it a +1 bonus. So, a minimum of a +4 weapon: +1 to hit, +2 for holy, +1 for "holy damage drinking" or whatever.
 

So, did you price the cold iron as a flat +2000gp or as +2000gp per "+1 enhancement"?

I asked a question about cold iron weapons in the Rules forum, and someone thought that you had to pay +2000gp every time you enhanced the weapon. Thus if you added all the features at once, it's +2000, but if you made it +1, then later added cold, and then later added holy, it'd be +6000gp.
 

Twowolves said:
So, did you price the cold iron as a flat +2000gp or as +2000gp per "+1 enhancement"?

I asked a question about cold iron weapons in the Rules forum, and someone thought that you had to pay +2000gp every time you enhanced the weapon. Thus if you added all the features at once, it's +2000, but if you made it +1, then later added cold, and then later added holy, it'd be +6000gp.

I just checked my DMG 3.5 and it says it costs an additional 2,000gp for any magical enhancements for Cold Iron; so it would be a minimum of of 10,000gp to make it Holy, 8,000gp for the +2 Weapon Damage/Hit Bonus, 300gp for Masterwork, and Double Base Cost 30 for the Cold Iron Longsword.

10,000 + 8,000 + 300 + 30 = 18,330gp.

That's not including the life draining bonus which I would place at a +2 magic bonus so you have a 26,330gp +2 Holy Life Drinking Cold Iron Longsword (actually a +6 total).

I still think that's rather cheap for a overall +6 weapon bonus. Looks like I'm going to have to go back and crunch the numbers.

Thanks.

Mr. Beef
 

Kapture said:
Make it a +1 bonus. So, a minimum of a +4 weapon: +1 to hit, +2 for holy, +1 for "holy damage drinking" or whatever.

I like your thinking of making it a +1 bonus since it's only a special circumstance drain. If I were just to make it a flat drain of 2D6 when used against any kind of character I would say it's a +2 minimum.

Thank you Kapture

Mr. Beef
 

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