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Magic weapon abilities
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<blockquote data-quote="jaker2003" data-source="post: 2998768" data-attributes="member: 18667"><p>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 <em>sunbeam</em> spell description. </p><p></p><p>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.</p><p></p><p>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</p><p></p><p>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</p><p></p><p>In retrospect (hindsight), I have to agree with Nifft, the weapon quality should be priced at +3.</p><p></p><p>Here is the edited form:</p><p><strong>Daylight:</strong> 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 <em>daylight</em> 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. <s>The weapon also bypasses Damage Reduction as if it were composed of alchemical silver.</s></p><p>Strong evocation; CL13th; Craft Magic Arms and Armor; <em>daylight, sunbeam;</em> Price +3 bonus.</p><p></p><p>Please give feedback.</p></blockquote><p></p>
[QUOTE="jaker2003, post: 2998768, member: 18667"] 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 [I]sunbeam[/I] 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: [B]Daylight:[/B] 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 [I]daylight[/I] 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. [S]The weapon also bypasses Damage Reduction as if it were composed of alchemical silver.[/S] Strong evocation; CL13th; Craft Magic Arms and Armor; [I]daylight, sunbeam;[/I] Price +3 bonus. Please give feedback. [/QUOTE]
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