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<blockquote data-quote="Kugar" data-source="post: 199720" data-attributes="member: 442"><p>Actually, I like the ideas, the power level is just screwy.</p><p>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.</p><p></p><p>2) Alright we have a masterwork glaive, let's enhance it with magic. </p><p>A) In order to hold the secondary ability, the weapon must first have an enhancement bounus - remember this boosts the overall cost.</p><p>B) The closest spell to the effect desired is Flesh-to-Stone(Wiz6)</p><p>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.</p><p>*(Min DC = 10 base + 6 lvl spell + 3 stat = 19)</p><p>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.</p><p></p><p>3) Now we have a disappointed / frustrated lvl 1 character. </p><p>a) Make him suck it up, or</p><p>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.</p><p></p><p>Hope this helps.</p><p>Kugar</p></blockquote><p></p>
[QUOTE="Kugar, post: 199720, member: 442"] 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 [/QUOTE]
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