| Post/Author/DateTime | Post |
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| JiCi04-29-06, 01:44 PM | Greetings, I present you two new weapons special enhancements: one that allows you to shoot the energy property and the other to charge the energy property and then shoot it or discharge it by an attack. I'm using the synergy system from DMG 2, which means the weapon must possess another specific enhancement before receiving these ones. Energy Missile (Synergy): Special: Only flaming, frost, shock, corrosive and screaming melee weapons can be enchanted with this ability. Burst and blast (epic) enchantments are also eligible. Effect: A weapon of energy missile has the power to shoot a missile (in the shape of a orb, dart, spike, diving bird, dragon head or the like) made out of a certain energy type. As a standard action but no more than once per round, the wielder swing or thrust the weapon toward an opponent and fires a missile, requiering a ranged touch attack, which deals 1d6 points of energy damage (fire, cold, acid, electricity or sonic). This damage is not multiplied by critical hit. The range increment is 60 ft. and any enhancement on the weapon applies to the ranged attack roll. If the melee attack normally deals more energy damage on normal strikes or on critical hits, the missile deals the same amount of damage when launched. For example, a +2 frost missile longsword would deals 1d6 points of cold damage. A +2 icy burst missile longsword would deals 1d6 points of cold damage, plus 1d10 points of cold damage on a critical hit. A +2 icy blast missile longsword (epic) would deals 3d6 points of cold damage, plus 6d6 points of cold damage on a critical hit. Moderate conjuration; CL 7th; Craft Magic Arms and Armor, orb of acid, orb of cold, orb of electricity, orb of fire or orb of sound; Price +2 bonus. Energy Charging (Synergy): Special: Only flaming, frost, shock, corrosive and screaming melee weapons with the energy missile synergy enchantment can be enhanced with this ability. Burst and blast (epic) enchantments are also eligible. Effect: A energy charging weapon requires its wielder to concentrate on the weapon’s energy magic. By concentrating, the next melee attack, such as flaming or flaming burst, or the next ranged touch attack, such as energy missile, deals additional dice of damage. Concentrating takes a standard action that provokes an attack of opportunity and the wielder cannot do anything else. If the wielder gets hit, it must make a Concentration check (DC 15 + damage taken) or lose focus and having to restart the charging. Each round the wielder spends concentrating, the weapon’s energy damage increases by one die, up to 10d6 for a flaming weapon, 15d6 for a flaming burst weapon and 20d6 for a fiery blast (epic) weapon. The energy missile property is also affected. If the energy enchantment deals additional damage on critical hits, the extra damage is not affected, nor is the charged-up damage. The weapon can hold the energy charge for 1 minute, after that all the energy dissipates harmlessly, which must be recharged again. For example, a +2 frost missile charged longsword could deals up to 10d6 points of cold damage. A +2 icy burst missile charged longsword could deals 15d6 points of cold damage, plus 1d10 points of cold damage on a critical hit. A +2 icy blast missile charged longsword (epic) could deals up to 20d6 points of cold damage, plus 6d6 points of cold damage on a critical hit. Strong conjuration; CL 15th; Craft Magic Arms and Armor, orb of acid, orb of cold, orb of electricity, orb of fire or orb of sound; Price +3 bonus. So what do you think ? Feel free to post your comments. EDIT: fixed a few thing |
| bondious04-29-06, 02:07 PM | Hey JiCi, I'm always on the look-out for new weapon/armor enhancements, and am happy to reply to your post. Here we go... I like the Energy Missile enchantment. I'm wondering, though, if the weapon's enhancement bonus should apply to hit and damage rolls. As for the Energy Charging, I think it has potential but am not sure about the damage caps and the length of time to activate. I'm thinking the damage cap should go something like 5d6, 10d6 and 15d6 (to your examples, respectively). Also, I'm sure a Standard Action would do to "charge up", instead of a Full-Round Action. I'm not so sure about the rules on concentrating to keep up an effect, though, so if I'm wrong then I'm wrong (and I'm sure SOMEBODY will point it out/rub it in my :( ). Question: I notice that the Energy Missile enchantment is a +2 market bonus. So I'm curious, does this mean you have to spend +1 for Flaming and then another +2 for Energy Missile, or does that +2 include both (+1 for Flaming, +1 for Energy Missile)? Overall, I like your ideas (esp. the Energy Missile, which I'm gonna steal from ya ;) ) and give you kudos for them. :pint: |
| Krug_the_smasher04-29-06, 03:09 PM | They look pretty good to me. The only thing I see wrong is that energy missile has a range increment of 30 feet. Do you mean to say that it has a range of 30 feet with no range beyond that? or can it go further than 30 feet with penalties? As bondious said, i think adding a range to an already exsisting ability for an additional +2 is a little steep. I would change it to a +1. The energy charging sounds good though. Also the full-round action to charge it up is too much. Make it a standard action. thats alot better. |
| Xeviat-DM04-29-06, 03:38 PM | The energy missile thing is definately too expensive right now, and you should note that the weapon's enhancement bonus applies to it. Currently, this is a little worse then putting returning and throwing on a weapon (which together is +2 worth of abilities), so it should have a lower bonus. As for your second, I don't know if I'd spend that much time doing that, unless you can do it out of battle and hold the charge for some time. As it stands, I'd be better spending that enhancement on a new energy type and making attacks every round, instead of waisting rounds to get one big hit. If the damage gained per round of concentration increased at a faster rate, then maybe ... |
| JiCi04-29-06, 05:20 PM | Thanks for all your feedback guys. UPDATE: I changes the missile's range for 60 ft and the reduce the concentrating time to a standard action. |
| Chrono Nexus04-29-06, 07:04 PM | I think that the missile effect should still have a range of 30 ft, but the effect should be able to extend beyond (figuring in incremental penalties for additional range). It should be a +1 bonus, not +2. |
| bondious04-29-06, 09:51 PM | I think that the missile effect should still have a range of 30 ft, but the effect should be able to extend beyond (figuring in incremental penalties for additional range). It should be a +1 bonus, not +2. Well, based on the the Orb of [energy type here] spell, from the Complete Arcane, the range category is Close (25' +5'/2 levels). AND, since its CL is 7th, I'd say that the range (if extrapolated from the base spell used) should be 40 feet. I'm not so sure, though, if this should be treated as a standard ranged attack. It has all the make-up of a spell: purely energy/magic based, ranged touch attack, "point and shoot". Taking this into account, I think it should be treated as most spells that are similar (Searing Light, Scorching Ray, Acid Splash) and have a set range...40 feet. |
| JiCi05-01-06, 07:19 AM | Well, many rays have a range of 60 ft., so hence the range of the missile. |
| bondious05-01-06, 11:25 AM | Well, many rays have a range of 60 ft., so hence the range of the missile. Now is that the fixed range or the range increment? |
| tarkin05-01-06, 11:34 AM | If you drop the "other things on the weapon affect the damage" then it would make more sense to ignore the weapon pricing and price it using the +x,000 gp. method. But if you allow other enchantments on the weapon to improve the damage of the missiles, then you need to price it as a +1/+2/+3/+4/+5 method, so as to fairly increase the price of getting a superior missile. |