A new Weapon-Enhancement for Ammo only [Archive] - Wizards Community

Post/Author/DateTimePost
griffonwing

12-12-04, 08:43 PM
(EDIT) - Renamed the Ability and edited the text for better understanding

Stability: A Stable weapon ignores the breakage and loss normally associated with all ammunition types. This ability does not give the item Damage Reduction, nor any bonuses to hit or damage. This ability can only be added to those of the ammunition type. Unlike normal ammunition-creation, you can only imbue 1 (one) item at a time, not in groups of 50.
- Faint transmutation; CL 5; Craft Magic Arms and Armor, mending; Price: +2,000 gp

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For example:
Normal: You can create a group of 50 arrows +1 for 2,350 (2000 for the +1 bonus, and 350 for the cost of the arrows). These arrows are subject to loss and breakage as per normal. If it hit, it breaks; if it misses, 50% chance to find it intact.

If you wish to have some Stable arrows, each arrow must be imbued separately, at 2,000 GP each. It is my opinion that having a +1 bonus modifier would be entirely too expensive for just 1 arrow [or bolt, or shuriken].

Benefit: With this ability, whether the weapon hits the target, or misses it completely, you can still retrieve and use it. NOTE: There is still the percentage chance to actually finding the item if you miss the target. The percentage change to locate it is left up to the DM, and is dependant upon cover, range, spot checks, indoor/outdoor, etc...)

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The entire reason of creating this enhancement ability is to bypass certain ammunition rules regarding loss and retrieval, but mostly for the ability to combo Arcane Stability and Returning. This will give Returning more use, and open up better gameplay for certain kinds of classes...Archers, Rogues, Monks, and Assassins.
DM Zoc

12-12-04, 09:10 PM
I think it would be balanced to make such an ammunition cost 50 times the normal price (including enchantments). A +1 Stable Arrow would cost just over 2000 GP.
Cade Hedger

12-13-04, 12:11 AM
um... just get a +1 weapon....
ya...
griffonwing

12-13-04, 12:49 AM
If I have made a +2 Shuriken of Wounding, Shocking Burst and Returning, that will cost 98,000. I can add the Stability ability for only 2,000 more and It will not be destroyed on a successful hit like it would normally.

For the dark assassin, spending 100,000 on a weapon like this would be money well spent. Spending 72,000 (minus the returning and stability) for an item that hits and its destroyed, thats just plain stupid.

Think of The Hobbit. Bard of Laketown used his Black Arrow, which never failed him before. In 3.5 rules, it could only not fail him once. After that, it would be destroyed. He would never have it for the fight against Smaug. It would be gone after the first time he let it fly. It's ammunition.

The same goes for -Your- ammo. At 2,000 a pop extra, you can create some magic ammo that you can use over and over again.
evangelion1010

12-13-04, 06:56 PM
I think it would be balanced to make such an ammunition cost 50 times the normal price (including enchantments). A +1 Stable Arrow would cost just over 2000 GP.

Ammunition should not use the same pricing guidelines as weapons. Why?

Because a fighter needs 1-3 weapons, only one of which needs to be enchanted to +5 or better

If someone uses magical arrows, suddenly they need 20 arrows, and thats assuming only 5 arrows a round, for 4 rounds, assuming the lose none. Remember, you can't retreive arrows in the middle of combat.

I run into a similar problem with my throwing rogue who uses 16 daggers. 16 +2 or +3 daggers (needed to bypass DR, let alone deal extra damage) cost more than a +10 weapon. Nevermind that i can't use a "bow" to enchant every dagger thrown as x properties.
DM Zoc

12-13-04, 07:09 PM
Ammunition should not use the same pricing guidelines as weapons. Why?

Because a fighter needs 1-3 weapons, only one of which needs to be enchanted to +5 or better

If someone uses magical arrows, suddenly they need 20 arrows, and thats assuming only 5 arrows a round, for 4 rounds, assuming the lose none. Remember, you can't retreive arrows in the middle of combat.


I was naturally assuming that every weapon enchanted as such would benefit first from "returning"; otherwise, you have the same problem as a fighter whose tactics involves throwing longswords.

While it is true that most such arrows will wind up at your feet....
griffonwing

12-13-04, 11:47 PM
I was naturally assuming that every weapon enchanted as such would benefit first from "returning"; otherwise, you have the same problem as a fighter whose tactics involves throwing longswords.

While it is true that most such arrows will wind up at your feet....

In regards to "weapons" Returning, yes, a normal weapon would return to your hand.
In regards to "ammunition" returning, on a successful hit, the weapon is destroyed on impact. Minimum of 8,000gp gone (+1 weapon bonus for magic, +1 weapon bonus for Returning).

If these arrows had Stability as well as Returning, then yes, they would be at your feet, or in your quiver (if the DM ruled as such.)

Hrmmm.... maybe another weapon ability Attune. This ability must have the Returning ability, and if it is on ammunition, the ammo must have Returning and Stabilityl. This ability attunes a specific weapon or ammo to a given location such as Sheath, Quiver, Weapon Harness, etc...) This way, when you throw your weapon, the next round, instead of catching weapon, can can pull out your 2-handed and your dagger will appear in your sheath.

I need a spell that will be best used for this ability. The only think I can think of rigth now of Drawmij's Instant SUmmons, but thats a 7th level spell! Also, what do you think a good price will be? Once I get this info, I will write up the full listing.
Evadyn

12-14-04, 11:47 AM
Well me and my DM have House ruled that adamantine amunution cannot brak this is easy and as adamantine is one of the hardest materials in the game it makes sense. a adamantine arrow would cost 50 gp a piece.
Faustus von Kai

12-14-04, 09:32 PM
I was naturally assuming that every weapon enchanted as such would benefit first from "returning"; otherwise, you have the same problem as a fighter whose tactics involves throwing longswords.

While it is true that most such arrows will wind up at your feet....

Actually, one of our rogues has better luck throwing anything he picks up rather than actual ranged weapons, so I bought him a pair of returning shortswords which he has kicked rather a large amount of butt with, owing to someone charging at the 'unarmed' one only to be sneak-attacked as his weapon returns the next instant.