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Thoughts on prismatic burst

Is the Prismatic Burst enhancement too cheap?


Arabesu

Registered User
The MIC compendium has a new weapon enhancement: Prismatic Burst.

This provides a DC 20 prismatic spray-like affect when you crit a creature. Its +30,000 gp.

Does this seem too good for only 30k? My GM is riding the fence on this one, my artificer says "no," other players are saying "yes." but I don't want to break the game with an item too cheap for the effect granted.

For those that answer "yes, too cheap," what would be an apropriate price? Can you show your work please? (sorry I'm a teacher.)

Arabesu
 

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probably

I think so, but only on the target hits (so more like prismatic ray) and only on a successful critical hit...
 

Given the random outcome that only occurs on a confirmed crit with a comparatively low Save DC it's probably ok at +30kgp; but I'd have to see it in play to be sure.
 

After looking at the SRD, I'm concluding that two effects from prismatic spray might not be incorporated into the above cost:

1) Auto-blindness for creatures with fewer than 9hd, no save. I'm guessing this is omitted from this ability otherwise it'd be too strong at middle levels.

2) Multiple Rays - on an 8, with prismatic spray, two rays affect the target. That might not apply with this ability, I don't have the book with me so I can't check.
 


I've seen one of these in use in one of my games (by a Dervish with Improved Crit(scimitar) no less), she had a +1 holy shocking scimitar and a +1 prismatic burst scimitar, the prismatic burst really didn't outshine the holy shocking scimitar at all. A lot of targets are immune or resistant to at least some of the effects, and the save DC really isn't that high when you look at the save bonuses most creatures will have by the time you can afford it. I think that +3 is about right, but I may be able to be talked into the flat 30K (which is the same as adding a +3 ability to a +1 weapon).
 

I actually had a player dual-wielding these weapons, and it was fine. When he hit 22nd or 23rd level, their usefulness hit nearly rock bottom (DC 20 save is rather low for that level, I think), but before that, it was okay.

On a related note, I prefer +xx gp enhancements for weapons and armor, but still like a balanced mix of those and straight +x enhancements. I think any enhancement that allows a saving throw should be a +xx gp type, as such enhancements lose their usefulness at higher levels. The fixed cost is great for things that will always deal damage without a save (such as flaming, shock, etc), but otherwise...
 

lukelightning said:
Too cheap. This is perfect for keen rapier/scimitar monkeys.

Fair enough, so what should the price be? You voted that it should be slightly higher, what value would be appropriate?
 

kreynolds said:
On a related note, I prefer +xx gp enhancements for weapons and armor, but still like a balanced mix of those and straight +x enhancements. I think any enhancement that allows a saving throw should be a +xx gp type, as such enhancements lose their usefulness at higher levels. The fixed cost is great for things that will always deal damage without a save (such as flaming, shock, etc), but otherwise...

I completely agree that the effects with a save DC should generally have fixed cost, or if they don't then the DC should probably scale with the weilder's hd. As far as I can tell, this ability could easily be a +3 equivalent, but with the DC set at 12+1/2 wielders hd or BAB or something allong those lines. Thus at 10th level it'd be DC 17 or DC 22 at twentieth. Even better would be to connect to hd and an ability just like a spell, say str? So the DC would be 10+str+1/2 hd. Thus the DCs should keep pretty good pace with saves.
 

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