Items made by Paladins

It works exactly like the bless weapon spell, that's why I see no problem with it. The +3 version has an advantage that the original spell don't have, the +1 to attack and damage against evil opponents. Overrall, though, I think it's far away from being worth a +3 bonus. I would prefer to just lose one round casting the spell any day of the week.

Cheers,
 

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Giltonio_Santos said:
It works exactly like the bless weapon spell, that's why I see no problem with it.

Here's the problem:

SRD said:
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Price Values.

You're pulling from the table as your first resort, but it's supposed to be your last resort.

There's something else, too: the spell fails to work if you try to combine it with any crit enhancing spells or special abilities.

Automatic crit confirmation is really, really strong. Paladin spells are usually quite easily dispelled, so an undispellable version of such a strong buff should be pretty expensive (if it's available at all).

Are there any price guidelines for crit confirmation enhancers?

Cheers, -- N
 

jaker2003 said:
I like this Idea, but I think it's more appropriate as a flavorful and unique weapon with it's own background.

I apply basically the same idea to all the weapons and armor in the campaigns I DM. I use a variation on Rich's Imbued Magic Item rules so that as characters progress through a campaign a relatively small portion is siphoned off their XP and in return their weapons and armor gain enhancement bonuses automatically as they level and they can choose to spend XP on special properties of their choosing.
It also slows down advancement slightly which draws out the campaign a little longer. For one it means I don't have to keep throwing more weapons at them, characters usually keep the same weapons they started out with more often than not even to high levels. It fits much more with the flavor of epic fantasy and the fact that each magical weapon does have a story behind it. There aren't any +x swords, instead they encounter an enemy wielding the Mauling Fist of Gadrak the Merciless who united the tribes of the Ironroot mountains two centuries ago.
 

Nifft said:
You're pulling from the table as your first resort, but it's supposed to be your last resort.

I didn't use the table to estimate the power. I compared it with holy, that is worth a +2 enhancement, and delivers +2d6 damage againt evil creatures all the time. I believe that to be far more worthy than the critical ability of blessed weapons. As a paladin player myself, I would never, not even with a 17-20 weapon exchange a holy enhancement for permanent bless enhancement.

Nifft said:
There's something else, too: the spell fails to work if you try to combine it with any crit enhancing spells or special abilities.

The special ability could work exactly the same way, no problem with that.

Nifft said:
Automatic crit confirmation is really, really strong. Paladin spells are usually quite easily dispelled, so an undispellable version of such a strong buff should be pretty expensive (if it's available at all).

I think you're superestimating bless weapon. Yes, it's a powerful spell, but as a magic enhancement there are just other things who happen to be more interesting, even if only because they affect the battle all the time, and not only when you roll high enough.

Cheers,
 

Nifft said:
Here's the problem:
You're pulling from the table as your first resort, but it's supposed to be your last resort. . . Are there any price guidelines for crit confirmation enhancers?
Cheers, -- N
Felix said:
This is worth quite a bit more than a +1 bonus; a better +1 equivalent bonus would be to add +4 to the confirmation roll to crit.
Keen, a +1 property, is equivalent to Improved Critical. Power Critical (I think that's the name) which adds +4 to the confirmation roll would then be worth the +1 magic equivalence that Blessed would provide.
At least, that's how I'd equate it.
I think his logic went something like this: +1 = Keen = Improved Critical = Power Critical = +1

Nifft said:
There's something else, too: the spell fails to work if you try to combine it with any crit enhancing spells or special abilities.
Just the auto-crit fails, the remainder of the spell continues to function normally.

Nifft said:
Automatic crit confirmation is really, really strong. Paladin spells are usually quite easily dispelled, so an undispellable version of such a strong buff should be pretty expensive (if it's available at all).
How about the paladin's wizard friend helps out with a spell instead?
Blessed Weapon: This transmutation makes a weapon strike true against evil foes. The weapon becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
Faint transmutation; Cl 9th; bless weapon, permanency; Price weapon + 500XP

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RangerWickett said:
Given that paladins have the spell holy sword which makes a holy avenger, I don't see why they couldn't make holy avengers. It's just a 4th level spell.
How about this:
Avenger's Blade: This +5 cold iron longsword has been imbued with holy power. The weapon deals an extra 2d6 damage against evil opponents. It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action.
Moderate evocation [good]; CL 8th; Craft Magic Arms and Armor, holy sword, creator must be goood; Price ?
 

Ah, I saw someone else's pricing guidelines, and it looked like they were using that table for pricing. My apologies. However, I do still find automatic effects to be problematic, particularly if they stack with Keen and/or Vorpal.

So... how about we remove the auto-confirm for crits?

As a +1 enhancement, you'd get "Penetrates DR/good; +4 to confirm crits vs. Evil foes".

Cheers, -- N
 

jaker2003 said:
How about the paladin's wizard friend helps out with a spell instead?
Blessed Weapon: This transmutation makes a weapon strike true against evil foes. [...]
Faint transmutation; Cl 9th; bless weapon, permanency; Price weapon + 500XP

Cute. :) Rules-as-written, can you apply permanency to effects that aren't listed on that table?

Even if you can, it's still only good until someone drops a dispel magic ... then you lose the XP.

C, -- N
 

*sigh*

Okay.
I wanted to expand the list of magic items a paladin could make . . . assuming that a paladin (who has devoted their life to righting wrongs and obliterating evil) would make magic items for combating evil and lawlessness, as well as to alleviate the suffering they bring. So, I want to draw all the attention back to that. I've listed everything from the DMG that a paladin could make in post 13.

I've offered up 3 items in the first post for the paladin:
Healer's Gloves - These seem to have been accepted :)
Blessed (weapon ability) - Has been catching a lot of flack :(
Dripping (weapon ability) - Has recieved no comments :(

I would apprediate any help with the above items.
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I still want to get more items for paladins to make, so I would appreciate any ideas and suggestions. To help with this, i'm going to include all the paladin spells from the SRD.http://www.wizards.com/d20/files/v35/SpellListII.rtf
[sblock]1ST-LEVEL PALADIN SPELLS[sblock]
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.[/sblock]
2ND-LEVEL PALADIN SPELLS[sblock]
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other F: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.[/sblock]
3RD-LEVEL PALADIN SPELLS[sblock]
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Heal Mount: As heal on warhorse or other special mount.
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.[/sblock]
4TH-LEVEL PALADIN SPELLS[sblock]
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.[/sblock][/sblock]
 
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jaker2003 said:
Dripping: A dripping weapon has a sheen of Holy Water. A dripping weapon deals an additional 2d4 damage to evil outsiders and undead from holy water. The holy water damage is multiplied with weapon damage on a successful critical hit. The holy water evaporates quickly, so puddles do not form and the holy water cannot be stored for later use.
Moderate conjuration [good]; CL 8th; Craft Magic Arms and Armor, create water, bless water; Price +2 bonus

Does this mean you could make a touch attack to just splatter holy water on a foe?
Does it deal splash damage on a critical hit?

The effect sounds easier to balance as a "specific weapon" -- maybe even a rod that does something cool for Clerics.

Thanks, -- N
 

jaker2003 said:
I've offered up 3 items in the first post for the paladin:
Healer's Gloves - These seem to have been accepted :)
Uhm... just a minor idea: What about making this lay on hand item something ... religious relic thing? Nothing too special, you know, like the "splinter of the true cross"... I don't like the gloves idea too much, the item itself is nice.
 

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