Planar Heroes; CALLING FERRIX (accepting alternates)

Pyrex said:
I don't have the book, but my understanding is that it's per weapon/attack, not by type.

So a dragon with
Claw/Claw/Bite/Wing/Wing/Tail would need to pay the market price of 12,000gp to make all 6 attacks +1.

Alternatively, if you had Craft Arms & Armor, you could 'craft' them yourself at 6,000gp and 480xp.

Or you could buy yourself an Amulet of Might Fists +1(DMG) for 6,000gp. :)
 

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Well, you could, but then you couldn't have a Flaming Keen Holy Bite +1

For a straight-up enhancement bonus it's certainly cheaper though.

:lightbulb: Of course, you could always do both...
 

Pyrex said:
So a dragon with Claw/Claw/Bite/Wing/Wing/Tail would need to pay the market price of 12,000gp to make all 6 attacks +1.

Alternatively, if you had Craft Arms & Armor, you could 'craft' them yourself at 6,000gp and 480xp.

Hmm, I never thought about it like that. I guess that's why the amulet of mighty fists is so expensive.

But yeah, you already have the weapon, so you just pay the market price for the enchantment per attack that you have. Could be more expensive... but could be more versitile as well. I imagine that a pair of spell-storing claw attacks could be devestating (+5d6 electrical damage per claw with Shocking grasp, and that's just a 1st level spell).
 

Pyrex said:
Well, you could, but then you couldn't have a Flaming Keen Holy Bite +1

For a straight-up enhancement bonus it's certainly cheaper though.

:lightbulb: Of course, you could always do both...
Shh... don't give him ideas. ;)


I just wanted to pipe up and apologize for the lack of posting on my part. One of our players started a HUGE word-of-mouth campaign against us and running damage control + my normal duties (payment processing, training, oversight, & promotion planning/implementation) has consumed my work-internet time.

...and uh... FATE has consumed my home computer time (well, that and helping my wife with some work-related projects that she has).

The work surge should be over soon though, and I'll be able to post more frequently.
 

I changed some feats and redid equipment. One additional feat from the Draconomicon that I used is:

Improved Multiattack
Prereq: Multiattack
It makes all natural attacks the same by removing the -2 penalty from secondary attacks.

I'll update my character sheet in the Rogues Gallery.
 

Tailspinner said:
I changed some feats and redid equipment. One additional feat from the Draconomicon that I used is:

Improved Multiattack
Prereq: Multiattack
It makes all natural attacks the same by removing the -2 penalty from secondary attacks.

I'll update my character sheet in the Rogues Gallery.
That's in the SRD as well. :)
 

Lobo Lurker said:
I imagine that a pair of spell-storing claw attacks could be devestating (+5d6 electrical damage per claw with Shocking grasp, and that's just a 1st level spell).

If only that worked. Spell storing weapons use the minimum caster level for the stored spell, so that Shocking Grasp only does 1d6 of damage.

However, if you get a Sorcerer to store Vampiric Touch you get 3d6 of damage + temp hit points. (Note however that if using multiple VT spells the temp hp don't stack, you only get the benefit of the largest value)
 

While that AE feat is really cool and I could free up two feats by taking a level of monk instead of littoran, I think I'm going to stick to my character as created.
 

Pyrex said:
If only that worked. Spell storing weapons use the minimum caster level for the stored spell, so that Shocking Grasp only does 1d6 of damage.

However, if you get a Sorcerer to store Vampiric Touch you get 3d6 of damage + temp hit points. (Note however that if using multiple VT spells the temp hp don't stack, you only get the benefit of the largest value)
Doh! Forgot about that. :)
 

Pyrex said:
If only that worked. Spell storing weapons use the minimum caster level for the stored spell, so that Shocking Grasp only does 1d6 of damage.)

Where did you read that, the SRD says nothing of that sort.

SRD said:
Spell Storing

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.

Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
 

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