Re: Re: Are you high?
Anubis said:
Well, bane weapons add +2 to things, and are much more limited than these. Perhaps the life bane idea itself is out of whack.
Bane weapons also deal 2d6 points of extra damage.
So, if the lifebane +5 weapon deal also 5d6 bonus damage, its price as a +10 ability would be roughly OK -- but probably on the weak side, IMO. Rather than doubling, I would multiply by 1.5, and make it a +8 ability.
Sean K. Reynolds made up
lesserbane and greaterbane weapons, by the way. I share his opinions on
bane.
I'll join in the fun and create some silly abilities too.
Turtle Armor
Cuirass with this enchantment allow the wearer to retract in it in order to get total cover and concealment from touch attacks and targetting spells like
magic missile.
Snail Armor
This is an improvement of the turtle armor. When the wearer retract, he is effectively
planeshifted into a
magnificent mansion, as it is well known that "snails carry their home on their back". You may exit the manor and phase back to your armor with a free action.
When you're in your extradimensional manor, the armor is physically empty, and may be donned by someone else, who may then wink out to the manor as well. You can't exit the manor if someone else is wearing the armor.
Tojanida Armor
Another variation on the shell, this suit of armor allows the wearer to behave like a tojanida. This is highly unsettling (as well as unbalancing if you're not also flying), as your head may disappear and reappear at the place of a leg, etc. You are considered to be immune to critical hits and sneak attacks, as only your heads and limbs are truly here, and they just don't stay in place. You gain a dodge bonus from this effect equal to your Dex bonus. However, you suffer a -4 penalty on all your attacks, unless you take a special proficiency feat. Tojanida Armor Fighting may be considered as an exotic weapon proficiency for purpose of class granting bonus feats.
Hermit Crab Armor
These armors allows you to instantly teleport once per day in any other suit of armor in sight. The wearer of the other suit of armor, if any, is allowed a will save to prevent the effect from happening. If he fails, he's winked out of his armor, and send to your own, while you follow the reverse path. This ability is frequently put on armors that are both clumsy and unefficient.
Note that, as a magic armor, the hermit crab armor resize itself instantly to the person teleported in, but you should not necessarily expect the armor of your victim to be similarily enchanted.