| Post/Author/DateTime | Post |
|---|---|
| Dhavaer10-25-05, 05:08 AM | How much would a weapon enhancement that allows you to 'call' to weapon to you cost? I was thinking +3 for something that would let you 'call' as a free action with a max range of 30 feet. |
| himmelsfisch10-25-05, 07:26 AM | I can't help you with adjusting the bonus value of such a weapon enchantment. But I remember that thrown weapons can have the "returning" property (I believe it's in the PHB), and that there is an armor property allowing you to summon the enchantet armor. Unfortunatly I can't remember where I found it. |
| Dhavaer10-25-05, 08:06 AM | Returning's in the DMG, Called (the armour thing) is in Defenders of the Faith. From memory, it was +1 and required a command word. Maybe +2? |
| killbot10-25-05, 08:22 AM | I don't think any thing more than +1 would be worth it. Even then it is overpriced. Remember you can draw your weapon for free as part of a move if you have BAB of +1. Why6 would you need this power? |
| Dhavaer10-25-05, 08:54 AM | If your weapon gets taken off you, if you're disarmed or simply too far away from it to draw normally. Possibly if you're restrained? |
| Akharu10-25-05, 09:08 AM | MY SWORD, TO ME!!! The weapon you are trying to contact is not in service. Please hang up and try your call again. DAMN YOU, SPRINT!!! |
| killbot10-25-05, 09:20 AM | If your weapon gets taken off you, if you're disarmed or simply too far away from it to draw normally. Possibly if you're restrained? Most fighters will have at least 1 back up weapon and if you are restrained you probably can't use it anyway. I find if you are a fighter type who has been disarmed a grapple or a run for another weapon are probably the go, I would like my weapons to be enhanced with extra damage or something. Of course other people will think different. That said i still don't think it should be any more than +1, if not a GP value and not an enhancement spot. |
| Dhavaer10-25-05, 09:25 AM | Well, that's good I guess. And to think I was worried people would think this was over powered... |
| Ilium10-25-05, 09:36 AM | MY SWORD, TO ME!!! The weapon you are trying to contact is not in service. Please hang up and try your call again. DAMN YOU, SPRINT!!! Can you hear me now? :) I agree that it should be +1 at most. A handy ability but since it's not teleporting and has such a limited range, it still means you can lose the weapon if captured, etc. But it does raise the question of "ownership". If the weapon will respond to anybody using the command word it could get ugly. Maybe make a ring you have to wear and the weapon only goes to the person with the ring. Actually I think that's a good idea. Make the ring the magic item, and have its power be that it summons one specific object from within 30 feet. Then allow the user to attune it to a different object with, say, an hour's concentration. Hmm. Ring of Retrieval. It's like a very limited Ring of Telekinesis. |
| killbot10-25-05, 10:16 AM | The ring sounds like a good idea, but ring spots are pretty scarce. |
| Dhavaer10-25-05, 10:21 AM | I was thinking that either you needed the scabbard, or the weapon 'attuned' over, say, 24 hours like a Ring of Sustenence. Also, how do you mean it's not teleporting? It appears in your hand, it just doesn't do it from very far away. My thoughts on the exact stats were: 30ft max range, free action, appears in your hand. Pre-reqs to make would probably be either Dimension Door or Drawmij's Summoning. |
| Ilium10-25-05, 10:36 AM | Ok. Somehow I was under the impression that it actually flew through the air. I guess it was the reference to the Returning property earlier. That does make it a little more powerful. Do you need line of sight to the weapon to summon it? Even if you don't that 30 ft. range is a good limiter. I think that raises it to a +1 value. Not so much for its combat utility as the fact that you can now easily appear unarmed but have instant access to your weapon. You can bury your sword in luggage or wrapped in a rug or something and get it instantly. I like Dimension Door as the requirement. Maybe Locate Object as well if you don't need line of sight. The 24-hour attunement is a good way to handle the ownership problem. |
| tarkin10-25-05, 10:43 AM | It depends a lot on range, and on action. Within 30 ft, as a standard action, use a strength of 20 to try and break free from anything holding it. = +1 If you make it a free action, increase that by +1 to a +2 minimum (Disarmed you is now pointless) If you make it teleporting from anywhere on the plane, breaks freem from anything that does not block teleportion (no strength check required) add another +1 (Either +2 for a standard action, +3 for as a free action. |
| Pliskit10-25-05, 10:54 AM | Actually I think that's a good idea. Make the ring the magic item, and have its power be that it summons one specific object from within 30 feet. Then allow the user to attune it to a different object with, say, an hour's concentration. Hmm. Ring of Retrieval.. A guy in our party had a ring once that could store one object, and he always had a hidden weapon in it. It was back in the 3.0 days, and I checked the 3.0 AND 3.5 DMGs but couldn´t find it... |
| killbot10-25-05, 10:55 AM | I just can't imagine anyone wanting it as a +2 equivalant, let alone +3. It seems like the kind of thing that you might only ever use once or twice in a whole career. Called armor on the otherhand is powerful. |
| Adraedan10-25-05, 10:55 AM | There actually used to be an item in 2nd ed that was a set of rings, one put on your finger, the other would resize itself onto the haft/hilt of any weapon you wanted. Speaking the command word would bring the weapon to your hand...can't remember the price, name or exact description, I just know I had a guy with a throwing spear that had the item on it. |
| Dhavaer10-25-05, 11:02 AM | Okay, How about: 30 ft range. Can't be held on to (prevented from coming to owner) without the use of magic. Free action Teleporting Melee Weapons only (so as not to supercede returning for thrown weapons) +2 Equivalent Sound balanced? |
| SamirTrollslayer10-25-05, 11:07 AM | A guy in our party had a ring once that could store one object, and he always had a hidden weapon in it. It was back in the 3.0 days, and I checked the 3.0 AND 3.5 DMGs but couldn´t find it... Glove of storing is not that expensive. Holds 1 item of under 20 lbs. |
| Mystic Mouse10-25-05, 11:28 AM | I would use the Teleporting/Returning/Calling +1 modifier, if you could "call" it as if you were drawing a weapon. If you want to call it as a free action, you would be simulating a feat (quickdraw), in which case, I would have to say a +2. Also, adding feat-like abilities lends itself more to wondrous items. I like the idea of an attuned scabbard, were if it gets disarmed or taken, it automatically returns back to the scabbard, where it can be drawn again on your next move action (or free action if the character has quickdraw). If your talking about storing a sword in an "extra dimensional space", and calling it when needed, that if also disarmed, returns to that extradimensional space; then +2 (or +3 with the quickdraw-like feature). The sword would then need at least some time to get to "know" it's proper weilder, and based on other "attuned" items, 24 hours of having it on your person seems sufficient. You could then "release" the sword from service with a command word (and "bind" as well, for that matter) so it could be sold, or borrowed (but it would have to be re-attuned once you got it back). A good example of the "extra-dimensional" sword would be one fashioned from something like Astral Driftmetal (for flavor) that get drawn from the "astral" plane. A specific version of this weapon could include the Shaping and Sizing properties as well (it could then shape into any weapon the user wanted), add metaline to simulated other metals, and Proficient so that any weapon it becomes allow the user to become automatically proficient with it. Yada-yada-yada... |
| ninja110-25-05, 01:32 PM | Defenders of the Faith (3.0) had a "Called" ablity for armor, rated as a +1. Sounds reasonable to me. (EDIT: don't mind me... I totally missed Dhavaer's first post... :weep: ) |
| Vaelan10-25-05, 06:55 PM | First of all, this should not be a +X enhancement as it has no bearing on how well the weapon functions in combat. I would make the property call the weapon to you from a maximum of 30 feet away as a standard action. Further, you must be able to see the weapon to call it. If someone is in possession of your weapon, a Will save DC 14 will negate the call. Since something as simple as a locked gauntlet makes this property largely useless, I would price it at a mere 1,000gp. |
| E. Ravenwood10-25-05, 07:13 PM | I'm not certain, but the "Dancing" Enhancement allows you to call your weapon on command, even let it fight on its own. I am not certain what level enhancement it is, but it sounds like a two for the price of one deal to me. |
| Super_Demolition_Christ10-25-05, 07:30 PM | well I was thinking that this would be an ideal enhancment for a Paladin. a fighter might not have as much value in the sword. this may be to complecated but whatever This enhancment allows you to call out to your weapon and grab hold of it as a swift action that provokes an attack of oppotunity. If the weapon is within 500 ft it comes to you. For every additional 500ft it takes an extra round to get to you. Should the weapon be further than a mile away, the weapon cannot be called, but it begins to glow and the owner knows what direction it lies and an estimate on how far it is (less than a mile, 2 miles, 50 miles ect...) Though the owner does not know its wearabouts if it is on another plane, being unable to sense the weapon gives this fact away. If the weapon is being worn by another person, they can make a reflex save Dc15 to catch it. However, when called the weapon has an effective str of 20 and can drag creatures and objects at a seed of 5ft per round(unless the holder/object is less than 50 lbs, in which the weapon drags it at 100ft per round);winning a str check of 20 allows the holder to avoid being pulled. If the weapon is being held and is called, make a free disarm attempt with an enhancement bonus equal to the weapon's enhancement bonus. If the weilder still holds the weapon than it is not subject to another disarm attempt in this way, but is subject to being pulled. CL 10 Scry, Telekinsesis, Must be able to speak words of power. When the weapon is made the crafter must speak the intended owner's name to the weapon. Price and xp to make ???? |
| Dhavaer10-25-05, 11:44 PM | This enhancment allows you to call out to your weapon and grab hold of it as a swift action that provokes an attack of oppotunity. If the weapon is within 500 ft it comes to you. For every additional 500ft it takes an extra round to get to you. Should the weapon be further than a mile away, the weapon cannot be called, but it begins to glow and the owner knows what direction it lies and an estimate on how far it is (less than a mile, 2 miles, 50 miles ect...) Though the owner does not know its wearabouts if it is on another plane, being unable to sense the weapon gives this fact away. If the weapon is being worn by another person, they can make a reflex save Dc15 to catch it. However, when called the weapon has an effective str of 20 and can drag creatures and objects at a seed of 5ft per round(unless the holder/object is less than 50 lbs, in which the weapon drags it at 100ft per round);winning a str check of 20 allows the holder to avoid being pulled. If the weapon is being held and is called, make a free disarm attempt with an enhancement bonus equal to the weapon's enhancement bonus. If the weilder still holds the weapon than it is not subject to another disarm attempt in this way, but is subject to being pulled. CL 10 Scry, Telekinsesis, Must be able to speak words of power. When the weapon is made the crafter must speak the intended owner's name to the weapon. Price and xp to make ???? I like this, it sounds like a stronger version of what I was thinking of. The fact that it's permanently bound to the weilder, though, might be a bit difficult to balance. To Mystic Mouse: The weapon's stored in a sheathe like any other weapon. This is just for when, for example, you have to give it to a guard to go into somewhere. If you need it, and you're close enough, you 'call' it. I think I'll increase the range to 60ft, and attunement requires the owner to 'blood' the weapon as well as carry it around for 24 hours. For clarification, the weapon teleports rather than flies, and cannot be prevented from following the 'call' without magic. Enhancement is +2. Is this balanced? |
| allenchan10-25-05, 11:48 PM | I cant believe noone's mentioned this yet! Be a Jedi. :cool: Kidding. |
| HalfMunchkin10-25-05, 11:57 PM | This one is in the Psionics section of the SRD. Teleporting: This ability can be imbedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn. Faint psychoportation; ML 5th; Craft Psionic Arms and Armor, psionic dimension door; Price +1 bonus. |
| Vaelan10-26-05, 02:08 AM | I think I'll increase the range to 60ft, and attunement requires the owner to 'blood' the weapon as well as carry it around for 24 hours. For clarification, the weapon teleports rather than flies, and cannot be prevented from following the 'call' without magic. Enhancement is +2. Is this balanced? This ability does not directly affect the weapon's effectiveness in combat, and thus it should be assigned a price modifier (such as +8,000) and not an effective enhancement cost (such as +2). |
| Dhavaer10-26-05, 02:16 AM | Okay. Do you think 8000gp is balanced, or was that just a random number? |
| Nom10-26-05, 08:10 AM | The easiest mechanic to deal with possession is to say that the "owner" is the last person to have held the weapon in hand by the grip. Once someone else picks up the weapon you are no longer the owner. A more sophisticated system would require some rite of ownership, which could be anything from speaking the command word while wielding the weapon to a week long meditation ritual in a sacred glade. In this case, any creature who currently had the weapon in their possession would get a Will (Ref?) save as normal. |
| Dhavaer10-26-05, 08:46 AM | Ownership of the weapon requires possession for 24 hours, plus a 'blooding' ceremony. (You make a small cut with the weapon and smear some of your blood over the blade. Hopefully this would not be enough to trigger the 'wounding' property.) |
| Aristulous10-26-05, 09:10 AM | How much would a weapon enhancement that allows you to 'call' to weapon to you cost? I was thinking +3 for something that would let you 'call' as a free action with a max range of 30 feet. Rod of Arming in Heroes of Battle comes to mind but it's not exactly what your looking for. The rod makes you fully armed AND armoured. Of course... using the rod is a standard action and cost's like 15,000gp (I think) |
| Keenath10-26-05, 09:34 AM | This ability does not directly affect the weapon's effectiveness in combat, and thus it should be assigned a price modifier (such as +8,000) and not an effective enhancement cost (such as +2). This is exactly what I was going to suggest. A called blade isn't worth a lot in terms of combat power, so it shouldn't be even +1. I'd make it something like 4,000 gp if it's a standard action to call the sword; that's not a terribly strong power. (And I would make it a standard action -- just like command word -- rather than a move; this should be a BIGGER hassle than picking up or drawing the blade, but you don't risk AOOs.) |
| JoshuaWilhoyte10-26-05, 01:41 PM | You may notice that D&D 3.5 has pretty much done away with straight cost modifiers for weapons, they're pretty much only on armor now. All weapon modifiers in 3.5 core and 3.5 Eberron ( I can't speak about elsewhere ) are +X equivalents. I tend to agree with them on that point. And Calling does have a large impact on combat, it renders Disarm a moot point verson this character. Given that most Melee'ers have one primary weapon, plus back ups that are vastly inferior, it can be a huge advantage, depending on how many skilled warriors you face as opposed to monsters. In the end, I agree with Tarkin. +1 equivalent if it takes a standard action and if someone else is holding the weapon they get a save. +2 if it's a free action that can't be stopped short of Dimensional Anchor. |
| Cole-Terenzin10-26-05, 06:07 PM | Hello Everyone, thought that I would mention that maybe you could develop a 5 level Cleric spell that functions like Word of recall but in reverse. You cast this on the relevant item that you wish to have recalled. It is effective until used. You speak a command word to complete the spell and recall the item. sounds like this would meet your immediate needs. |