Kugar
First Post
Actually, I like the ideas, the power level is just screwy.
1) Half-Glaive: I'd make it an exotic weapon using a pole arm stats with the ability to attack at 5' as well as 10'. Base cost = 75 - 100 gp. Masterwork cost an additional 300 gp as normal.
2) Alright we have a masterwork glaive, let's enhance it with magic.
A) In order to hold the secondary ability, the weapon must first have an enhancement bounus - remember this boosts the overall cost.
B) The closest spell to the effect desired is Flesh-to-Stone(Wiz6)
C) Comparing it to other effects, I would assign this a +3 or +4 equivalent. On a confirmed critical, the target must succeed in a fortitude save or be turned to stone as per the flesh-to-stone spell. Requires: Flesh-to-Stone, Craft Magical Arms and Armor.
*(Min DC = 10 base + 6 lvl spell + 3 stat = 19)
D) If you are looking for a cheaper spell you could use "Hold Person" and say the spell causes the person to become temporary paralyzed, or use a dagger of venom and adjust cost based on a different poison.
3) Now we have a disappointed / frustrated lvl 1 character.
a) Make him suck it up, or
b) Design the Half-Glaive like the article "Leveling Up Your Longsword" or treat it as Samurai Swords are in Oriental Adventures. In a nutshell the basic concept = EXP of GP for cool sword abilities.
Hope this helps.
Kugar
1) Half-Glaive: I'd make it an exotic weapon using a pole arm stats with the ability to attack at 5' as well as 10'. Base cost = 75 - 100 gp. Masterwork cost an additional 300 gp as normal.
2) Alright we have a masterwork glaive, let's enhance it with magic.
A) In order to hold the secondary ability, the weapon must first have an enhancement bounus - remember this boosts the overall cost.
B) The closest spell to the effect desired is Flesh-to-Stone(Wiz6)
C) Comparing it to other effects, I would assign this a +3 or +4 equivalent. On a confirmed critical, the target must succeed in a fortitude save or be turned to stone as per the flesh-to-stone spell. Requires: Flesh-to-Stone, Craft Magical Arms and Armor.
*(Min DC = 10 base + 6 lvl spell + 3 stat = 19)
D) If you are looking for a cheaper spell you could use "Hold Person" and say the spell causes the person to become temporary paralyzed, or use a dagger of venom and adjust cost based on a different poison.
3) Now we have a disappointed / frustrated lvl 1 character.
a) Make him suck it up, or
b) Design the Half-Glaive like the article "Leveling Up Your Longsword" or treat it as Samurai Swords are in Oriental Adventures. In a nutshell the basic concept = EXP of GP for cool sword abilities.
Hope this helps.
Kugar