Missing Magic Items: Critques Welcome!

Wolf72 said:
ah okay so it would be different for each target and it only really matters if you hit.

so you could attack a goblin and a bugbear ... you cleave the goblin (even with the wimpy dmg bonus) ... and then move on to the bugbear, hit ... then do +2 dmg (instead of your normal str).

Yup...thats it. And if you wanted this to be an effect added to any weapon, Id just say that for each size level above Medium you would advance the die range by 1 die type, and decrease it by 1 die type for each level below Medium.


cute? CUTE?? ... he's viscious I tell you! ... Watch what happens when the cat next door comes over this time ...

(peanuts fan at all? ... poor snoopy)

:) Love Peanuts!
 

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so are you gonna type all this up nice and neat? or do we have to do it?

oh wait a sec, names ... um what would you call the change in size? (in house rules I like the way urban mech was doing it, make it only usable for small or smaller characters and call it LongTooth ... a weapon is one size greater when weilded by a small character ... a dagger does 1d6, a short sword 1d8 ...)

the str bonus one ... no idea
 

DnDChick said:
Direction:..... Market Price: 26,400 gp
Is this weapon meant to have a price designator in GP and not a + modifier? Seemed a bit odd - I mean, this is somewhere between a +3 and a +4 bonus - is it really that strong of an enchantment?

DnDChick said:
Striking: This weapon has the equivalent of a +3 enhancement to hit and damage. Twice per day, however, its enhancement to damage can be increased to +6. Once per day, the enhancement to damage can be increased to +9. This special ability can only be applied to bludgeoning weapons.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, greater magic weapon; Market Price: +3
Another couple questions - first, since this thing already has a +3 enhancement, and can go higher 3/day, it's actually worth slightly more than a +3 weapon... unless, of course, the assumption is that it already has to be +3 before this enchantment can be applied, in which case the price seems too high. Also, when the weapon enhancement is used, it only applies to damage, yes? (Thus not overcoming Damage Reduction x/+5.) If so, it seems odd no matter *which* of the above two interpretations is used... I'd change to power to read as follows:

Striking: This weapon's enhancement bonus may be increased by +3 twice per day, and by +6 once per day. This effect lasts for one attack, and for that attack the weapon acts as a weapon of it's raised enhancement, (thus overcoming DR and increasing both the attack roll and damage done.)
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, greater magic weapon; Market Price: +2
Since a weapon must be at least +1 to have another bonus, this will let the enchantment be put on any weapon, raising a +1 weapon to a +4 twice per day and to a +7 once per day. Having the full benefits of the bonus also makes the power more worthwhile. Lastly, I wasn't sure why this could only be applied to Bludgeoning weapons - nostalgia? That's really a 'feel' application, I believe, so I didn't include it in my revision. Anyway...

You did a lot of very nice work on these, and those are the only two that seemed to stand out as a bit odd - but, as such, it looks great!
 

Re: Re: Missing Magic Items: Critques Welcome!


quote:
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Originally posted by DnDChick
Direction:..... Market Price: 26,400 gp
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Is this weapon meant to have a price designator in GP and not a + modifier? Seemed a bit odd - I mean, this is somewhere between a +3 and a +4 bonus - is it really that strong of an enchantment?


Youre right...thats an editing error on my part. I originally converted it arrow of direction as a specific magic weapon, then though it would be more interesting to have "of direction" be an ability that can be added to any weapon.

Change the Market Price calculation to make it +3 bonus


quote:
--------------------------------------------------------------------------------
Originally posted by DnDChick
Striking: This weapon has the equivalent of a +3 enhancement to hit and damage. Twice per day, however, its enhancement to damage can be increased to +6. Once per day, the enhancement to damage can be increased to +9. This special ability can only be applied to bludgeoning weapons.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, greater magic weapon; Market Price: +3
--------------------------------------------------------------------------------

Another couple questions - first, since this thing already has a +3 enhancement, and can go higher 3/day, it's actually worth slightly more than a +3 weapon... unless, of course, the assumption is that it already has to be +3 before this enchantment can be applied, in which case the price seems too high. Also, when the weapon enhancement is used, it only applies to damage, yes? (Thus not overcoming Damage Reduction x/+5.) If so, it seems odd no matter *which* of the above two interpretations is used... I'd change to power to read as follows:


quote:
--------------------------------------------------------------------------------
Striking: This weapon's enhancement bonus may be increased by +3 twice per day, and by +6 once per day. This effect lasts for one attack, and for that attack the weapon acts as a weapon of it's raised enhancement, (thus overcoming DR and increasing both the attack roll and damage done.)
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, greater magic weapon; Market Price: +2
--------------------------------------------------------------------------------

Since a weapon must be at least +1 to have another bonus, this will let the enchantment be put on any weapon, raising a +1 weapon to a +4 twice per day and to a +7 once per day. Having the full benefits of the bonus also makes the power more worthwhile. Lastly, I wasn't sure why this could only be applied to Bludgeoning weapons - nostalgia? That's really a 'feel' application, I believe, so I didn't include it in my revision. Anyway...

You did a lot of very nice work on these, and those are the only two that seemed to stand out as a bit odd - but, as such, it looks great!


Good idea here. I like your version, so Ill edit mine. Thanks! :)

But for Striking weapons, adding the bonus to the attack roll as well as the damage roll wasnt part of the original Staff of Striking. It was a +3 weapon that could to +3, +6, or +9 damage depending on how many charges the wielder spent. It was my understanding that the bonus increase only applied to damage.

This is one of the weapons that I had the most trouble with trying to convert.
 




DnDChick said:
Piercing: A piercing weapon is not actually hurled, as once per day, when the command word is spoken, the weapon launches itself. It has a range increment of 30 feet. The weapon attacks with a ranged attack bonus of +6, and inflicts normal damage. Only weapons with range or that can be thrown can be enchanted with this special ability.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, telekinesis; Market Price: +2 bonus; Converted From: javelin of piercing.

I might be missing info here, but this item is much too weak to warrant a +2 bonus to enchantment.

Do you mean that it gives a +6 bonus to ranged attack in addition to your standard ranged attack value? Than it probably would be worth +1. You'll only use this weapon once every fight unless you also pay for a returning enchantment.

If you just say the command word and the weapon lauches itself and attack with a +6, than it is virtually worthless.

BTW: If the weapon launches itself, you don't add your strenght value, right?
 

Mal Malenkirk said:


I might be missing info here, but this item is much too weak to warrant a +2 bonus to enchantment.

Do you mean that it gives a +6 bonus to ranged attack in addition to your standard ranged attack value? Than it probably would be worth +1. You'll only use this weapon once every fight unless you also pay for a returning enchantment.

If you just say the command word and the weapon lauches itself and attack with a +6, than it is virtually worthless.

BTW: If the weapon launches itself, you don't add your strenght value, right?


Hmm...very good points. Once per day with no strength bonus to damage and only a +6 to hit is kinda lame. Ill work on this one.

Thanks!
 

Re: Missing Magic Items: Critques Welcome! (VERY long)

DnDChick said:
WEAPON SPECIAL ABILITIES
Direction: A weapon of direction typically appears to be a normal (or possibly magic) weapon of its type. Its magical properties make it function much as a find the path spell, however, empowering the weapon to show the direction of the desired way. Once per day the device can be tossed into the air; it will fall and point towards the desired way, and this process can be repeated 7 times during the next 70 minutes.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, find the path; Market Price: +3; Converted From: arrow of direction.

Submission: A weapon of this nature appears unremarkable, exactly as any normal weapon of its type. The wielder of a weapon of submission causes any opponent struck to make a Will save (DC 15). If the opponent fails to save, he is affected as though by the spell emotions: despair for 2d4 rounds. Thereafter the creature is normal again.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, emotions; Market Price: +3 bonus; Converted From: trident of submission.

Both enchantments are very cool but one is also very overpriced.

There are absolutely no way I'd pay a +3 enchantment bonus to allow my weapon to serve as a magical compass. None whatsoever.

Ask yourself, would you choose a +1 longsword of direction for 32,000 GP instead of a holy longsword +2 or simply a +4 longsword for the same price?

This could be a cool ability for an intelligent weapon but is barely worth a +1 enchantment.

The enchantment of submission is not to shabby, OTOH, but maybe, just maybe a little too pricey. Truthfully, I'd probably try it out as +3 first and see how it turns out. It would have to compete with swords combining for the same price enchantments such as Keen+Holy, Bane+shock, Flaming+Ghost touch+Keen etc.

In the end I think it might turn out closer to +2 enchantment bonus.
 
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