New Weapon/Armor Enchantments

Hmm, I think that it could actually be a +1 thing. Since it doesn't increase damage and max +hit is +5. It would be good in a one vs. one fight, but against multiple opponents it wouldn't be nearly as good, which is why I would make it a +1. The principle of the ability is good though, so nothing wrong there. You could make a Greater Learning, where the plus increased with +2 for every scored hit, that would equal out at a +3 market price perhaps.

Like the rather long-described little abilities I put there? :)

Anyways, hope you saw something useful in the Immortal Handbooks thread, I think Upper_Krust is gonna use alot of them in the book.
 

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Bleeding: +3 Enchantment. This can only be instilled on slashing weapons. The weapon deepens its wounds with every successful hit, causing more damage per round. There are no bonuses with this weapon until after a successful hit is scored. After that first hit, the next hit, the wielder adds an additional +1 point of damage. If he hits the same creature again, the bonus is increased to +2. If another succesful strike is scored it is increased to +3. This bonus increases to its max of +10. After a creature has been hit by a weapon of bleeding, can only have the damage modifier go back down to zero after a full day after the first hit. (The person teleports away when the bonus is at +6, and the person finds him with the sword five hours later, the damage by the sword is still +6)
 


A new one


Healing... +2 Enchantment...

The gods watch the battles of the mortals and when a mortal shows great prowess in battle and scores a hit that oohs and awes the gods, they repay him/her for such great work by a little assistance in battle. When a critical hit is scored the weilder is wrapped in white light and is healed partially depending on how good his/her shot was.

This weapon must be put on a melee weapon. When the weapon crits, The player rolls the initial damage roll. He/she gains hp equal to the inital damage rolled on the crit...(this includes strength bonus, weapon specialization, etc...). These hitpoints cannot go above his standard total.

For example, lets say you crit with a +1 Healing Longsword. You have a strength modifier of +3 and are specialized in that weapon. You roll a 6 on the initial d8 for damage. Before you roll the other d8 (for the x2 part of the crit for a longsword)... you add your strength, magical bonus, and weapon specialization to the six you rolled. That equals 12. Not only do you deal 12 damage with your sword but you also gain 12 hit points back. Its not that difficult. After that point, you then roll the other d8, add in your modifiers for the other set of damage.
 

Urza82 said:
This weapon must be put on a melee weapon. When the weapon crits, The player rolls the initial damage roll. He/she gains hp equal to the inital damage rolled on the crit...(this includes strength bonus, weapon specialization, etc...). These hitpoints cannot go above his standard total.

Again, you're favouring large crit thresh/low crit damage weapons (like longsword or rapier) over small crit thresh/high crit damage weapons (like battleaxe or pick). Not a terribly bad thing, but it tends to create a tendancy towards homogeneity -- if swords are much better than other weapons, you'll find everyone in your game uses a scimitar, long sword, bastard sword, or greatsword.

Also, why the "melee weapons only" restriction?
 
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To mike sullivan,,, i cant see some one gaining healing energy transported straight to them from a ranged attack. When the melee sword makes contact on a critical hit, the energy transfers from the blade to your hands... that is my logic on that, i am up to changing it to ranged weapons for sure,, im not at all in stone in these ideas, these are just my ideas,,, i want to see what you all think, and maybe spark an interest from you, to you use them in your campaign, this allows your players more options


The weapons with the higher crit ranges,, people tend to use them anyway naturally.. I know that when i a play a fighter, i tend to use long sword for the traditional them of fighters... people who power game always use the higher criting weapons, let them its part of the game everyonce in a while,,, it happens.,,, plus if some one is using a scimitar,, shoot let them,
 

I hope the tendency to favor crit-more-often weapons over crit-more-harder weapons isn't so consistent that it doesn't seem like a problem any more. My players know that mathematically, a 20-X3, crit weapon deals as much damage as a (19-20)-x2 crit weapon. Nobody feels like he's shorting himseld on damage for using an axe instead of a sword. It's good for flavor.

Depending on the consistency of the pool from which you draw your beasties, either one might actually wind up more useful.

Still, I'd love to see someone use a scythe, and I'm making sure that the deity with that favored weapon has attractive domains in my homebrew.

As for the enhancements, I like slowing and alertness best. Good, simple effects.

I've got some trouble with Learning and Greater Learning. They seem like they'd generate a voracious need for bookkeeping. The Healing enhancement, while a good idea, also has a similar problem. As it's written, it requires the damage dice be thrown one at a time (so one is first). My players usually throw more than that. If my rogue sneak attacked for +3d6 damage with a flaming rapier and scored a critical, he'd roll 6d6 all at once. The only exceptions would be if there were a fire resistance or vulnerability in question.

::Note to self: give rogue a flaming rapier::
 

Urza82 said:
To mike sullivan,,, i cant see some one gaining healing energy transported straight to them from a ranged attack. When the melee sword makes contact on a critical hit, the energy transfers from the blade to your hands... that is my logic on that, i am up to changing it to ranged weapons for sure,, im not at all in stone in these ideas, these are just my ideas,,, i want to see what you all think, and maybe spark an interest from you, to you use them in your campaign, this allows your players more options

They seem equally fantastic to me, honestly. But I could see an argument that says that archers are powerful enough already.

The weapons with the higher crit ranges,, people tend to use them anyway naturally.. I know that when i a play a fighter, i tend to use long sword for the traditional them of fighters... people who power game always use the higher criting weapons, let them its part of the game everyonce in a while,,, it happens.,,, plus if some one is using a scimitar,, shoot let them,

Well, as I said, I don't think that it's a huge deal either way. But, all things considered, I think it's nice that someone can with assurance say, "I chose the longsword because that was my vision for this character," or "I chose the battleaxe because that's the traditional weapon of my character's culture," and not be tempted to use the other because of a mechanical advantage.
 

Thanks for the comments, i really appretiate them... Tell me some of your ideas if you have any, im very open to suggestions...
 

Bound Spirit +1 Enchantment: You have a spirit bound to your weapon that grants you knowledge in one area at a +10 circumstantial bonus. It is a full round action to gain this bonus and also draws an attack of opportunity.

Arcane Cleaving: +2 Bonus - If you cast a spell through a weapon, you add an additional +2 to your check when attempting to override spell resistance. This does stack with Spell Penetration and Greater Spell Penetration.
 

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