RFC: Weapon Enhancement [Wicked]

I meant that you use magic arms and armor to create a Wicked weapon, but you just pretend that it was crafted normally afterwards. Don't give it a "plus" rating, and make it more like a superior masterwork, that requires magic to create. After it's wicked, then go ahead and enchant it like anything else.
 

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"A weapon with the wicked enhancement may only be enchanted to a maximum of +8, rather than the +10 that is standard for a weapon."
 

Oni said:
A little brainstorming for you.

Instead of just doubling the base damage dice as that leaves very small weapons out in the cold. how about bumping the damage up two notches. For instance a dagger would go from 1d4 to 1d8. Not sure how well this will work, as I don't have my books here to reference but as I recall this ought to work better than straight doubling.


Umm...

I'd rather have 2d4 (double of 1d4) than 1d8. The average is higher.
 

tburdett said:


Umm...

I'd rather have 2d4 (double of 1d4) than 1d8. The average is higher.

Perhaps, but I think you'll find there is less of a disparity in benefit overall. For instance with doubling you would have a dagger that does 2d4 and a longsword that does 2d8, but by bumping you would have a dagger that does 1d8 and a longsword that does 1d12. Or this way. 2-8 and 2-16 v. 1-8 and 1-12. Now which of those seems more fair overall? It only gets worse when you get into weapons like the the scythe and the greatsword if you stay with the doubling method.
 

Thanks for all your help. I was thinking that maybe I should have the weapon just deal an additional die like suggested, using either ad8 or d10 for the bonus die. That way no matter what the weapon was, it was an even amount across all weapons. I decided to just go with my Alternative A listing with some tweaking.
  • Weapon Enhancement: [Wicked]
    Enchantment cost: +2
    Requirements: a non-enchanted masterwork quality bladed weapon during the forging process.


    Forging a weapon with the Wicked enhancement makes a bladed weapon more potent. Magic used in the forging process alters the blade in such a way that the weapon slices deeper, cuts longer, and tears harder.

    A wicked weapon has it's base die increased to the next larger die, ie 1d6 becomes 1d8, 1d10 becomes 1d12, 1d12 becomes 2d8, etc. A wicked weapons' threat range also increases by 1. The wicked enhancement can only be placed into a weapon at the time of the weapons creation. Magic is used during the creation process, but the newly forged weapon itself is not considered magical. A weapon with the wicked enhancement may only be enchanted to a maximum of +8, rather than the +10 that is standard for a weapon.

    All wicked weapons are considered masterwork, and incur an additional +10 to the crafting DC.

    [Spell(s) used to be posted later]
 
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Why only bladed weapons what about spears why can't they be wicked

Also consider vorpal may only be placed on slashing
Disrupting only on bludgeoning

how about wicked weapons may only be peircing

Instead of spells used ( this isn't magic remember ) how about increase gold cost and require a material that the crafter just might not have.
(We can't have every bozo walking around with a +5 wicked keen dagger of returning, now can we)
 


This will create problems however you sact it, in that it will always be better on some weapons. 1 extra die, the greataxes get a big boost. Damage as if it was one size larger, it throws off the balance between longswords and rapiers. How about this version.

Wicked: +2 enhancement bonus.
A wicked weapon does an extra d6 of slashing/piercing/bludgeoning damage with each hit. This damage is not multiplied on a critical hit, and is subject to damage reduction.

I think +2, as the damage is more reliable than any element or even holy.
 

Here's my version:

Wicked

A Wicked weapon is one forged with the magic of wounding. Magic used in the forging process alters the weapon in such a way that it tears flesh to devastating effect.

A Wicked weapon inflicts an extra 1d6 damage of the weapon's type on a successful hit. On a critial hit, the weapon inflicts an extra 1d10, plus 1d10 per critical multiplier level over 2 (e.g., a greatsword would inflict 3d6 per hit, and 4d6+1d10 on a critical, while a greataxe would inflict 1d12+1d6 per hit, and 3d12+2d10 on a critical).

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, Harm or Finger of Death; Market Price: +3 bonus.

-- Nifft
 

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