Increasing Wpn Damage, Not Size

Crothian said:
There is an enchantment for weapons in Arms anbd Armor 3.5 that does this and it can be added on more then once

I beleive it's called impact. That or striking. A friend has the book and it's in there. It's a +1 modifier to increase you damage by one step.

Ahrimon
 

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You can always house rule them...

We have a campaign house rule about "Legendary" weapons that do more than the base damage in addition to usually being cool, but that's just us.

They're rare too, I've only ever seen one, and one of the NPCs uses it.
 

Sejs said:
Half the intent is to have the weapons be mechanically balanced against one another. Helps to avoid some of the weapon favoritism that ran rather thick back in 2nd ed.

Hmm. Weapon favoritism. Is that anything like how almost every fighter in 3.x uses a greatsword?

Sure, you'll see a few twinked-out spiked chain wielders and the occasional crazy TWFer, and once in a while someone actually decides to go sword&board with a longsword or bastard sword, but that's nothing next to all the greatswords out there.
 

moritheil said:
IIRC there was some obscure metal that came out of Dis. It acted like cold iron but also had some other property that increased damage.

That's baatorian greensteel, from Arms & Equipment Guide IIRC. Definitely not Magic of Faerûn.

moritheil said:
If your group doesn't mind planeshopping a bit, it only costs something like 10k gold to make a weapon out of it.

In this case, it's not planes hopping, but plane shopping! :lol:
 

Elephant said:
Hmm. Weapon favoritism. Is that anything like how almost every fighter in 3.x uses a greatsword?
Do they? Haven't seen one for two years IMC. There where countless daggers and short swords, some falchions, several kukris and rapiers, a bunch of greataxes and battleaxes, the occasional quarterstaff, warhammers and so on. Even a whip.
I don't see much weapon favoritism, though there is a number of weapons that are hardly used such as polearms. Oh, and no one ever used a pick.
 

Elephant said:
Hmm. Weapon favoritism. Is that anything like how almost every fighter in 3.x uses a greatsword?

Sure, you'll see a few twinked-out spiked chain wielders and the occasional crazy TWFer, and once in a while someone actually decides to go sword&board with a longsword or bastard sword, but that's nothing next to all the greatswords out there.

That's interesting. In our campaigns, the only GreatSword I've seen wielded by a PC was a halfling barbarian with Monkey Grip.

We've had

a dual-pick wielding elven ranger
a bastard sword wielding human wizard
an urgrosh wielding dwarf fighter
a spiked chain wielding elven rogue
a warhammer wielding human cleric
a longspear wielding half-orc bard / ranger
a dagger wielding frog-thing assassin
a punch-dagger wielding goblin ranger
a sword-and-board elven cleric
a warhammer wielding dwarven mystic theurge
a rapier or longspear wielding goblin druid
a skiprock master halfling rogue / psion
a spiked gauntlet wielding half-orc rogue
a battleaxe & shield wielding psychic warrior
a falchion wielding lizard man
 

Somebody a while back showed me rules for Jagged weapons. I can't remember if they were published rules or just some house rules, but basically the base weapon cost like 300 more gold, it lost some hardness/hit points and gained the Jagged descriptor - which increased the damage one step w/out increasing size. It would only work on edged (slashing) weapons. I suppose one could come up with alternatives for other weapons... Barbed for piercing? Studded for Bludgeoning?
 

I remember seeing a version of that that dealt +1 damage, not +1 category... it was basically the flip side of the masterwork coin.
 

Gez said:
That's baatorian greensteel, from Arms & Equipment Guide IIRC. Definitely not Magic of Faeru^n.

Baatorian Greensteel (in AEG) has +1 natural Enhancement Bonus to damage. Thus, this bonus does not stack with magical Enhancement bonus to damage. And that is not treated as cold iron.

Starmetal in Complete Arcane is treated as per Adamantine and inflict +1d6 damages against extraplaner creatures.

Black metal appear in "The Dead on Winter" adventure (which was in the CD-ROM of 1st-printing 3.0e PHB) inflicts 1 additional point of damage in combat and receive a +1 resistance bonus to all saving throws. But I don't recommend this as the adventure was a very early experimental one.
 

Monte Cook's Arcana Evolved (or Unearthed) has Dire Weapons, which is a weapon quality like masterwork, which adds +2 to damage, but the weapon then becomes exotic (i.e. requires a feat.)
 

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