What are the rules on stacking magical abilities for weapons

Patryn of Elvenshae said:
Additionally, there's no explicit limit on having the same ability more than once (like, say, 2x Flaming). There's such examples in WotC products, like a Fire Giant King with a Flaming x3 Battle Axe.

The only real question I'd have with that is, how does that interact with Fire Resistance? Is each of those extra dice resisted separately? For example, Bob has Fire Resistance 5, and Sam stabs him with a +1 flaming flaming dagger. Sam rolls a 4 and 6 on his two dice of fire damage. Does Bob take 5 points of fire damage (add the 6 and 4 and then apply fire resistance), or 1 point of fire damage (apply fire resistance to each die)?
 

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punkorange said:
so it is correct to assume that a flaming dagger would cost the same as a +2 magical weapon?

Correct, since the dagger would have to be a +1 dagger before it could receive the flaming ability, and flaming is costed as a +1 bonus.

So...

317gp for the masterwork dagger you start with
+ 2000gp to make it a +1 dagger
+ 6000gp to make it a +1 flaming dagger

....for a total cost of 8317gp. If you have the Craft Magic Arms and Armor feat, and make it yourself, those last two are halved, so it'd cost 4317gp, plus 320xp.
 

Keep in mind, of course, that energy weapons have to be activated. So unless you've specifically made that +1 flaming, shocking, frost, shocking, flaming, flaming, frost, flaming, flaming dagger to activate all of its properties on the same command word, it'd take 9 standard actions to get it all up and running.
 

UltimaGabe said:
So unless you've specifically made that +1 flaming, shocking, frost, shocking, flaming, flaming, frost, flaming, flaming dagger to activate all of its properties on the same command word...

Assuming that particular FAQism is even permitted by your DM :)

-Hyp.
 

UltimaGabe said:
that +1 flaming, shocking, frost, shocking, flaming, flaming, frost, flaming, flaming dagger

"Can I get something without any frost? I don't like frost!"

"Then get the +1 flaming, shocking, frost, shocking, flaming, flaming, frost, flaming, flaming dagger...it's only got a little bit of frost in it."

"That's still got frost in it! I DON'T LIKE FROST!"

::cue Vikings:: "Frost, frost, frost, frost, frost, frost, frost, frost...."

(with apologies to Monty Python)
 

This applies to crittable critters with con


Um... +2 wounding, wounding, wounding, wounding...
+4 wounding wounding
+1 Brilliant Energy wounding wounding
2 hits=4 con
4 hits=8 con
16 con=kill stuff
32 con=Kill stuff
48 con=Kill all

With Brilliant Energy going through natural armor and armor, you'd only have to stay alive for 6 rounds, which many people can do.
WOUNDING
(CON=0 DEAD)
 

kenobi65 said:
Correct, since the dagger would have to be a +1 dagger before it could receive the flaming ability, and flaming is costed as a +1 bonus.

So...

317gp for the masterwork dagger you start with
+ 2000gp to make it a +1 dagger
+ 6000gp to make it a +1 flaming dagger

....for a total cost of 8317gp. If you have the Craft Magic Arms and Armor feat, and make it yourself, those last two are halved, so it'd cost 4317gp, plus 320xp.

Doesn't a masterwork dagger cost 302gp, not 317gp? So a +1 flaming dagger would cost 8302gp to purchase.

Cheers, Al'Kelhar
 


Patryn of Elvenshae said:
Additionally, there's no explicit limit on having the same ability more than once (like, say, 2x Flaming). There's such examples in WotC products, like a Fire Giant King with a Flaming x3 Battle Axe.

Could you give a specific reference on that? It's counter to the way I'd always interpreted it.
 

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