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<blockquote data-quote="DogBackward" data-source="post: 4263826" data-attributes="member: 50642"><p>I'm set to start up an online 4e game soon, and one of my players (that I used to know personally before I moved) wants to rework one of his old 3.5 characters. We were talking about one of his favorite magic items, and I decided to remake it for 4e. I don't have any books handy right now to check other items for a comparison, so I'm looking for some help to determine what level it might be.</p><p></p><p>The Bloodspike Gauntlets originally had a 3/day power that allowed you to take xd6 (up to 1/3 your level) damage and turn that into xd10 damage to nearby enemies, as you sprayed your blood-turned-solid out as razor-sharp spikes. I've changed it a bit; the new Bloody mechanic makes for an interesting twist, and helps the item to scale at higher levels while making it a slightly more worrisome choice; you have to use it at or near the start of a fight for best effect, but that means you'll be fighting at a major loss for the entire battle. But if you use it later on, it's likely to be a lot less powerful, unless you managed to avoid taking any damage.</p><p></p><p>So, I'm looking for some help as to what level it should be. Also, any ideas for interesting powers to add to it are always welcome.</p><p></p><p>[sblock=The Bloodspike Gauntlets]<em>When you don these rusted, blood-encrusted iron gauntlets, a series of winding markings travel up your arms and across your body, resembling tattoos of barbed wire. When you activate the Daily power, these "tattoos" become real, digging into your flesh with a spray of blood that crystalizes instantly, spearing out to impale your foes.</em></p><p></p><p><em><strong>Item Slot;</strong></em> Hands (??? gp)</p><p><strong><em>Property</em></strong>; Any time you suffer a melee critical hit, your attacker takes 5 damage.</p><p></p><p><em><strong>Power (Daily);</strong> Standard, Close Burst 3</em></p><p>You take exactly enough damage to reduce you to your Bloodied HP amount, and you make a Constitution attack with a +2 bonus against the AC of all enemies within the area. On a hit, a target takes damage equal to the amount of HP you lost. Temporary HP lost to this power do not add to the damage. On a miss, a target takes half damage.[/sblock]I'm thinking of adding an Encounter power that allows you to take 1d6 damage per tier and deal that much plus your Con. bonus to a single target as a ranged (5? 10?) Con. +2 vs. AC. attack. How do you guys think that might affect the level?</p></blockquote><p></p>
[QUOTE="DogBackward, post: 4263826, member: 50642"] I'm set to start up an online 4e game soon, and one of my players (that I used to know personally before I moved) wants to rework one of his old 3.5 characters. We were talking about one of his favorite magic items, and I decided to remake it for 4e. I don't have any books handy right now to check other items for a comparison, so I'm looking for some help to determine what level it might be. The Bloodspike Gauntlets originally had a 3/day power that allowed you to take xd6 (up to 1/3 your level) damage and turn that into xd10 damage to nearby enemies, as you sprayed your blood-turned-solid out as razor-sharp spikes. I've changed it a bit; the new Bloody mechanic makes for an interesting twist, and helps the item to scale at higher levels while making it a slightly more worrisome choice; you have to use it at or near the start of a fight for best effect, but that means you'll be fighting at a major loss for the entire battle. But if you use it later on, it's likely to be a lot less powerful, unless you managed to avoid taking any damage. So, I'm looking for some help as to what level it should be. Also, any ideas for interesting powers to add to it are always welcome. [sblock=The Bloodspike Gauntlets][i]When you don these rusted, blood-encrusted iron gauntlets, a series of winding markings travel up your arms and across your body, resembling tattoos of barbed wire. When you activate the Daily power, these "tattoos" become real, digging into your flesh with a spray of blood that crystalizes instantly, spearing out to impale your foes.[/i] [i][b]Item Slot;[/b][/i] Hands (??? gp) [b][i]Property[/i][/b]; Any time you suffer a melee critical hit, your attacker takes 5 damage. [i][b]Power (Daily);[/b] Standard, Close Burst 3[/i] You take exactly enough damage to reduce you to your Bloodied HP amount, and you make a Constitution attack with a +2 bonus against the AC of all enemies within the area. On a hit, a target takes damage equal to the amount of HP you lost. Temporary HP lost to this power do not add to the damage. On a miss, a target takes half damage.[/sblock]I'm thinking of adding an Encounter power that allows you to take 1d6 damage per tier and deal that much plus your Con. bonus to a single target as a ranged (5? 10?) Con. +2 vs. AC. attack. How do you guys think that might affect the level? [/QUOTE]
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