Magic weapon abilities

IMHO, Daylight is too strong. I'd make it required to be an Alchemical Silver weapon (to start with), and I'd price it as +3 or +4.

It's Ooze-bane, semi-Plant-bane, Undead-bane and Vampire Vorpal? That's some strong stuff!

-- N
 

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Nifft said:
IMHO, Daylight is too strong. I'd make it required to be an Alchemical Silver weapon (to start with), and I'd price it as +3 or +4.

It's Ooze-bane, semi-Plant-bane, Undead-bane and Vampire Vorpal? That's some strong stuff!

-- N
First, thanks for the feedback, I hope it keeps coming. Second, I tried to keep it from becoming too powerful by limiting its applicable targets. The short list of types in the entry came right out of the sunbeam spell description.

As for the alchemical silver: I just wanted the weapon to bypass a vampire's DR. Any magic weapon composed of alchemical silver can do that, so I'll leave that ability out.

As for the Vampire Vorpal: The weapon targets vampires specifically, so it should deal with them faster than other foes. Vorpal weapons only instant-kill on critical hits, this weapon would threaten instant destruction with every hit. The closest analog to that is the Disruption weapon quality. It threatens destruction on a failed Will save (DC 14) when it strikes any undead. That quaility is priced at +2. I figure that it's worth 1 less if it can only affect one kind of target instead of a certain type. Estimated Quality Price: +1

As for the Bane resemblance: I like bane weapons. When I make weapon qualities, Bane is my usual reference. So, this comes out in a bane style as well. You're right that it's basically two and a half Banes. From a technical standpoint, I can't limit this because my weapon quality is based on the principle of harnessing light as a weapon. Light effectively kills fungi, mold, oozes, slimes, and some kinds of undead. This aspect is Ooze-Bane and Undead-Bane. Estimated Quality Price: +2

In retrospect (hindsight), I have to agree with Nifft, the weapon quality should be priced at +3.

Here is the edited form:
Daylight: This weapon was created to destroy vampires and their spawn. The entire weapon appears to be composed of light. When unsheathed, the weaon sheds light as a daylight spell. The weapon deals an additional 2d6 damage against fungi, mold, oozes, slimes, and undead. Undead creatures specifically harmed by bright light (such as a vampire) must succeed on a DC 14 Fortitude save or be destroyed. The weapon also bypasses Damage Reduction as if it were composed of alchemical silver.
Strong evocation; CL13th; Craft Magic Arms and Armor; daylight, sunbeam; Price +3 bonus.

Please give feedback.
 


Here's a new one that I would like evaluated:

Necrodious: Necrodious weapons strike deeper on undead than other weapons. Weapons with this quality may deal critical hits to undead, though it does not provide any sneak attack ability. This ability doubles the threat range of a weapon when it is used against undead. Likewise, the weapon's critical multiplier is increased by one when dealing a critical hit against undead.
Moderate necromancy; CL 8th; Craft Magic Arms and Armor, Power Attack, Improved Turning, keen edge, disrupt undead, consecrate; Price +2 bonus.
 


Well, a couple years ago I posted a thread here containing a series of +4-cost "Greater" elemental enhancements. They've worked very well for us.

Actually, we've got a good 30 or 40 custom ones we use in our campaign. Our "Blooded", "Serrated", and "Searing" ones are really popular, I'll try to find the full text of them when I get home.
 

i think i'd allow a bludgeoning dmg type even if the weapon has no "bluntness", i think of it as an enchantment which adds a compressed air blow before the pointy end peirces. ever seen a bullet wound track? while the actual bullet hole is small one sustains impact damage in a wide area around it simply from the force of the blow.
if i can get a crossbow that fires lightning bolts and reloads itself i got no problems with this kind of enhancment.
Z
 

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