New Magic Weapon Quality

Schmoe

Adventurer
I would like to hear what other people think about this weapon quality.

Bloodthirsting

A weapon enchanted with Bloodthirsting grows progressively more powerful each time it strikes. Every hit with a Bloodthirsting weapon deals +1 HP of damage for each prior consecutive hit during an encounter. For example, if a Bloodthirsting sword has been swung and hit 8 times consecutively, the ninth attack deals +8 damage. A missed attack resets the bonus to +0. Likewise, if the weapon is not swung in a combat round, the bonus damage is reset to +0. Hits only count if they are made against living, corporeal creatures. This quality can only be added to slashing or piercing melee weapons.

Enhancement modifier: +1
Prerequisites: ?


At first glance it may seem somewhat overpowered, but consider that a fighter's last iterative attacks are usually not automatic hits, and the bonus needs to be at least +2 before it is the equivalent of a straight +1 enhancement bonus to the weapon. On the contrary, I almost feel that the ability is slightly underpowered, and I have considered increasing the cumulative bonus to +2 per prior hit, rather than +1.

Also, what are your thoughts on the record-keeping involved? My initial feeling is that the player should be able to simply make tick-marks to track consecutive hits.

Edit: corrected numerical value.
 
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I think it looks good, my only suggestion would be to have the damage bonus cap at some point (+8?) and to have it lose 2 point per round that the chracters does not attack due to having to close (or whatever). But as long as the weilder is trying to get into combat at least part of the damage bonus should carry over.

It should be a very popular enhancement with the Great Cleave crowd.

What about making the PreReq inlict serious wounds or bestow curse?
 

Knight-of-Roses said:
I think it looks good, my only suggestion would be to have the damage bonus cap at some point (+8?) and to have it lose 2 point per round that the chracters does not attack due to having to close (or whatever). But as long as the weilder is trying to get into combat at least part of the damage bonus should carry over.

It should be a very popular enhancement with the Great Cleave crowd.

What about making the PreReq inlict serious wounds or bestow curse?

That's a good idea about having damage carry over and slowly dissipate. My only concern would be that it would add too much record-keeping, but maybe it's not that much of a problem.

Inflict Wounds is a pretty decent pre-req. Are there any other spells that are more blood-focused or seem more appropriate, though?

You're right, that Great Cleave fans would probably enjoy this enhancement. I think Whirlwind Attack might get even better use out of it, though. :)
 

Would the damage apply to the attacks straight away or after the round ends?

For example: Ted the fighter is 20th level and has four attacks he hits with all of them. Would the first do no extra damage the next +1 the next +2, and so on? Or +4 in the next round.
 

Ferret said:
Would the damage apply to the attacks straight away or after the round ends?

For example: Ted the fighter is 20th level and has four attacks he hits with all of them. Would the first do no extra damage the next +1 the next +2, and so on? Or +4 in the next round.

The idea is that the bonus would be applied immediately, so Ted would get +1 on his second swing, +2 on his third, and +3 on his fourth, all in the same round.

"Ted whirled through the crowd of guards, his red blade singing with power. Each stroke brought a spray of crimson, and the sword thrummed with ever-increasing power in an orgy of blood and death. A desperate parry clanged against the sword, and it fell ominously silent, waiting for the next drink of life."
 

This would be incredibly unbalanced when used with the Bucket of Puppies tactic... of course, any DM worth his salt would throw such a situation out as a matter of course, but the Rules As You've Written Them would allow it...
 

Fieari said:
This would be incredibly unbalanced when used with the Bucket of Puppies tactic... of course, any DM worth his salt would throw such a situation out as a matter of course, but the Rules As You've Written Them would allow it...

Well, the Bucket of Puppies tactic is incredibly unbalanced, illogical, and a warped artifact of the rules to start with, so I'm not going to let that influence my design. If a DM out there is so inclined to allow the tactic in question, I would absolutely recommend a cap to the bonus damage. Even so, however, you are still going to miss on 5% of your swings.
 

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