criticism [Archive] - Wizards Community

Post/Author/DateTimePost
Travin

01-14-05, 03:46 AM
well I just wondered what some of you thought... I am making a bracer that is kinda like jaraxles bracer ( that was my reference ) I am making this for my lvl 15 rogue/invisible blade

Bracer of Endless Daggers.
When you pull your hand back to throw a dagger it creates a dagger that it places in your hand ready to be thrown. The daggers disappear at the end of the round and can not be thrown back at you. There are 5 levels of this bracer that can be created. They all do roughly the same thing. The only difference is that they will create more daggers in a single round, but it is still subject to the PC’s attacks per round. So you can not buy the 6 per round and throw 6 per round if you only have 3 melee attacks per round. Daggers created from this bracer can not be used for standard melee attacks. They must be thrown in the same round they are created or they disappear. This Bracer gives the effect of the quick draw feat, but only for the daggers that it creates.

All the daggers do 2d4 points of damage. They are normally create non elemental damage daggers but can be created to deal elemental type damages. The cost for these is one rank higher then the daggers created per round. (if you want a bracers of endless shocking daggers. That will create 2 daggers per round you would pay the cost of the rank 2 bracer.)

Rank daggers per round Cost
1 2 10,000gp
2 3 24,000gp
3 4 36,000gp
4 5 48,000gp
5 6 60,000gp
6* 6 72,000gp


minor to strong conjuration; CL5-18; Craft Wondrous Item; Spell Melf's acid arrow; price 10,000-72,000 gp

*The rank 6 bracer is included only for calculating the cost of an elemental damage base rank 5 bracer.

The “normal” dagger is created to simulate a metal dagger and is subject to all normal dagger damage.

The “elemental” dagger is a spell effect and is subject to the rules of a spell. This damage bypasses DR, but it is subject to SR. Each dagger must make a check. This form of the bracer does not provoke an Attack of opportunity for activating a magic item such as a wand. It does follow all of the standard throwing weapon rules.
jokotoko

01-14-05, 05:40 AM
Seems fine to me but I would let them do 1d4 damage instead of 2d4 since 1d4 is the normal damage for a dagger.
Travin

01-14-05, 07:59 AM
Seems fine to me but I would let them do 1d4 damage instead of 2d4 since 1d4 is the normal damage for a dagger.

yeah but into the higher levels that would be worthless with out enchantments... and the 2d4 is based off melfs acid arrow. Which is what the bracers uses in it creation...
Soulmage

01-14-05, 11:47 AM
Even at 2d4 base dagger attacks at higher levels wind up being just about worthless. . . .

Unless you have feats, a PrC (like the Master Thrower), sneak attack damage, or some other means of increasing thrown dagger lethality.

I would drop the daggers back to 1d4, and just make some of the other things to make throwing daggers more deadly available to your players.
Kyaran

01-14-05, 05:04 PM
Use this: The Lone Drow: Companions of the Hall (https://www.wizards.com/default.asp?x=books/fr/lonedrowstats)
Quiver of Anariel: Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows); Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 1 lb.
Instead of arrows, use daggers; and instead of a quiver, use a belt sheath. You can also exchange points of enhancement for equivalent enchantments, as long as you meet the requirements for crafting the enchantment.

I agree, the daggers should only do standard 1d4 damage. The base damage is negligible either way, and that extra d4 really begs for a DM to deny the entire item. I also don't think you should roll Quick Draw into an item, especially one that provides all the ammunition you can use.
evangelion1010

01-14-05, 11:31 PM
I would have suggested the quiver as well. Creating 6 daggers a round at that cost is pointless - i'd rather just carry a ton in a portable hole or something, and throw regular daggers.

Plus, if you're a dagger thrower, you should be throwing 16+ daggers/round. (Using TWF, rapid shot, MtW palm shot) - that'd up the cost of the bracers, by perhaps 1.5, but still much more reasonable i feel than the item you suggested.
Travin

01-15-05, 05:33 AM
I pretty much already scrapped the whole thing...
Draco Strang

01-15-05, 01:26 PM
Don't get down on yourself man, it was a good idea, just not real practical. Besides, people saw what you wanted and gave a viable alternative.

Pretty effective post, if I may say so.