Wizard

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27 posts. Alias of Micah Higgins 220.




Okay just looking through magic weapons, the different specific abilities, etc. there seems to only be 4 alignment enchantments Axiomatic, Anarchic, Holy, and Unholy.

All of them align a weapon against a specific type of DR, but they also add additional damage dice and all are +2 enchantments.

So the answer to the question I'm looking for is what if I just want to align a weapon. Say I want to make a +1 short sword that is good aligned, not holy, just good aligned for the purpose of getting through damage reduction.

Are there actual RAW for this or would it simply be house ruled as a +1 enchantment?


This question is primarily directed to fellow DM's. The question?

How do you handle player wealth in your campaigns and why do you handle it in the manner you do?

I am curious on peoples opinion of this matter and how it has changed or even broken their games. I myself have found that if I allow the party to have even the "standard" level of wealth, as recommended, they always seem to have a lot of coin laying around and thus want to try and throw money around as far as trying to find someone selling powerful magic items, like all some poor wizard does is construct useful magical items for adventurers and sells them.

In this last campaign I have basically made a point to make sure the PC's have little money at all. Now I still throw in a few magic items here and there, and they are quick to sell the +1 short sword they found only to find that everyone around them is very poor and they are offered very little if nothing for it. I am trying to get them to focus more on the game and improving their characters from a role playing stand point rather than purchasing powerful magical items to make them "stronger". I believe the best item that any of them have at this point (they are level 11) has a +2 enchantment. At this point I think one character has amassed a small fortune of 3300 gp in various precious stones and coin. All of them have at least a +1 weapon, +1 armor, and at least 2 other magic items either a cloak, ring, belt, or something. I do leave a few healing potions around for them to find or buy, but they are of the lesser or moderate variety and I don't really consider potions treasure, they are consumables.

So far it seems to have worked and I feel the players have a better grasp of their characters, and one of the players has even taken the initiative to take craft magic arms and armor since he cannot find a suitable magic user to buy from.

What about you folks?


Improvised Flurry

A monk can use an improvised weapon as part of their flurry of blows.

Prerequisites: Catch Off-Guard or Throw Anything

Benefit: You are able to use an improvised melee or ranged weapon in a flurry of blows. You still suffer the penalties for using an improvised weapon if you do not have the appropriate prequisite feat when using an improvised weapon you are not proficient in (Catch Off-Guard for melee, Throw Anything for ranged).

Normal: You can make a flurry of blows with unarmed attacks or monk weapons only.