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Magic Items with "Quirks"
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<blockquote data-quote="DiFier" data-source="post: 1371470" data-attributes="member: 2345"><p>my question is how do you price them. if you have a +3 long sword of singing is that considered a +4 equiv? (or more likely higher) if you want to add keen to it what is the bonus. perhaps there would be a %price decrease of that particular power. Example add quirky keen to you +1 long sword. The long sword is only keen when you make light saber noises. it would be a +2 equiv sword. you would take the price of a +1 long sword (2315gp) and normally add 6000gp to make it +2 equiv but instead you add 3000gp to make it +2 equiv. when you deciede to make it +3 equiv with a normal power you add the 10000gp it costs to make it a +3 equiv. there would have to be rules on the % discount that the quirks gave. depending on what they did and how they effect the weapon. </p><p></p><p>some examples of weapon quirks that I just came up with. </p><p></p><p>Boasting: You must boast in each round that you use the sword to attack. you must begin boasting prior to attacking and must continue untill you act again. you must boast in a full clear voice. this not only negates a rogues sneak attack ability while invisible, it reduces the bonus for attacking while invisible to +1, and allows the intended target to act during a surprise round that you imitate. also those you are fighting are more likely to attack you back if they have mulitipule targets because you are annoying them. </p><p></p><p>Leaking: This weapon loses +1 equivilent each round, begining the round after it first does damage, untill it is just a masterwork variety of the original weapon. to reactivate it to full power you must sheath it and leave it in the sheath for a couple of seconds and then redraw it. losing a round off attacking (but you oculd still move) .</p><p></p><p>Sporatic: each time you attack with this weapon roll d% to figure out which ability of the weapon doesn't work. each special power is equal (reguardless of the + equivilent) each +1 bonus to hit a adameg (+2 is considered 2 +1) counts as a seperate power. (so a plus +3 keen ghoast touch sword would have a 20% chance of losing the ghost touch ability, 20% chance of losing the keen ability and a 60% chance of losing +1 to hit and damage)</p><p></p><p>draining: to use the ability you have added to this weapon you must impible some of you life force into it. if this quirk can effects just one ability. you must sacrifice 1 HP for each + in the cost of the ability each time you attempt to use it. a flaming weapon doesn't do extra fire damage unless you let it drain 1 hp from you each round you want to use the flaming ability.</p></blockquote><p></p>
[QUOTE="DiFier, post: 1371470, member: 2345"] my question is how do you price them. if you have a +3 long sword of singing is that considered a +4 equiv? (or more likely higher) if you want to add keen to it what is the bonus. perhaps there would be a %price decrease of that particular power. Example add quirky keen to you +1 long sword. The long sword is only keen when you make light saber noises. it would be a +2 equiv sword. you would take the price of a +1 long sword (2315gp) and normally add 6000gp to make it +2 equiv but instead you add 3000gp to make it +2 equiv. when you deciede to make it +3 equiv with a normal power you add the 10000gp it costs to make it a +3 equiv. there would have to be rules on the % discount that the quirks gave. depending on what they did and how they effect the weapon. some examples of weapon quirks that I just came up with. Boasting: You must boast in each round that you use the sword to attack. you must begin boasting prior to attacking and must continue untill you act again. you must boast in a full clear voice. this not only negates a rogues sneak attack ability while invisible, it reduces the bonus for attacking while invisible to +1, and allows the intended target to act during a surprise round that you imitate. also those you are fighting are more likely to attack you back if they have mulitipule targets because you are annoying them. Leaking: This weapon loses +1 equivilent each round, begining the round after it first does damage, untill it is just a masterwork variety of the original weapon. to reactivate it to full power you must sheath it and leave it in the sheath for a couple of seconds and then redraw it. losing a round off attacking (but you oculd still move) . Sporatic: each time you attack with this weapon roll d% to figure out which ability of the weapon doesn't work. each special power is equal (reguardless of the + equivilent) each +1 bonus to hit a adameg (+2 is considered 2 +1) counts as a seperate power. (so a plus +3 keen ghoast touch sword would have a 20% chance of losing the ghost touch ability, 20% chance of losing the keen ability and a 60% chance of losing +1 to hit and damage) draining: to use the ability you have added to this weapon you must impible some of you life force into it. if this quirk can effects just one ability. you must sacrifice 1 HP for each + in the cost of the ability each time you attempt to use it. a flaming weapon doesn't do extra fire damage unless you let it drain 1 hp from you each round you want to use the flaming ability. [/QUOTE]
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