New Weapon enhancements for Pathfinder (and a spell)


Homebrew and House Rules

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So Corrosive, Acidic Burst and Screaming aren't OGL, it seems.

Fortunately, there are a lot of words that work in their place, like Caustic, Alkaline, Dissolving, Solvent, Howling, Cacophonous, Wailing, Thundering, etc. :)

Alkaline: Upon command, an alkaline weapon is coated in a viscous corrosive agent that sloughs off on any target struck, inflicting +1d6 Acid damage on a successful hit. This acid does not affect the weapon or its wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms & Armor, acid arrow; Price +1 bonus

Caustic Burst: A caustic burst weapon functions as an alkaline weapon that also discharges a splash of acid upon a successful critical hit. The acid does not damage the weapon or its wielder. In addition to the extra acid damage from the alkaline ability, the caustic burst weapon deals an addition +1d10 of acid damage on a successful critical hit. If the weapon’s critical modifier is x3, add an extra 2d10 points of acid damage instead, and if the multiplier is x4, add an extra 3d10 points of acid damage instead.
Strong evocation; CL 12th; Craft Magic Arms & Armor, acid fog; Price +2 bonus.

Howling: Upon command, a howling weapon begins vibrating and emitting a low howl, like wind through trees, which rises to a bone-rattling shriek when it strikes a target, inflicting +1d6 sonic damage on a successful hit. This sound does not affect the weapon or its wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms & Armor, sound burst or shatter; Price +1 bonus

Cacophonous Burst: A cacophonous burst weapon functions as a howling weapon that also produces a discordant burst of damaging sound upon a successful critical hit. This sound does not damage the weapon or its wielder. In addition to the extra sonic damage from the howling ability, the cacophonous burst weapon deals an addition +1d10 of sonic damage on a successful critical hit. If the weapon’s critical modifier is x3, add an extra 2d10 points of sonic damage instead, and if the multiplier is x4, add an extra 3d10 points of sonic damage instead.
Strong evocation; CL 12th; Craft Magic Arms & Armor, shout; Price +2 bonus.

And some new ones;

Fiery: This weapon grows warm when used in battle and emits a tongue of flame when it strikes a target, inflicting +1 hit point of fire damage. This property can be stacked with the flaming or flaming burst properties, but not with any other energy enhancement (such as icy burst or shock).
Weak evocation; CL 5th; Craft Magic Arms & Armor, burning hands or cantrip level fire effect; Price +500 gp

Solvent: This weapon has a greenish cast to it when used in battle and has a bitter smell. When it strikes a target, a small quantity of acid is transferred to the target, inflicting +1 hit point of acid damage. This property can be stacked with the alkaline or caustic burst properties, but not with any other energy enhancement (such as flaming or shock burst).
Weak conjuration; CL 5th; Craft Magic Arms & Armor, acid splash; Price +500 gp

Icy: This weapon is cold to the touch and patterns of frost spider along the blade and cold mist follows its arc in combat. When it strikes a target, a blast of cold inflicts +1 hit point of cold damage. This property can be stacked with frost or icy burst, but not any other energy enhancement (such as shock or flaming burst).
Weak evocation; CL 5th; Craft Magic Arms & Armor, ray of frost; Price +500 gp

Spark: This weapon smells of ozone and tingles to the touch, producing a buzzing sound when it is used in combat and shooting off sparks of electricity when it strikes a target. This inflicts +1 hit point of electrical damage, and this property can be stacked with shock or shocking burst, but not other energy enhancements such as frost or flaming burst).
Weak evocation; CL 5th; Craft Magic Arms & Armor, shocking grasp or cantrip-level electrical effect; Price +500 gp

Moaning: This weapon produces a low vibrating moan as it rips through the air, which creates a destructive sonic resonance when it hits, inflicting +1 hit point of sonic damage. This property can be stacked with the howling, thundering or cacophonous burst properties, but not other energy enhancements such as flaming or icy burst.
Weak evocation; CL 5th; Craft Magic Arms & Armor, shatter or cantrip-level sonic effect; Price +500 gp

Each of these enhancements cost 500 gp to add to a weapon, and the weapon need not already have a +1 enhancement bonus, but must be Masterwork.

Dark Archive

Satiation
Level: Adp 1, Clr 1, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour / level
Saving Throw: None
Spell Resistance: Yes (harmless)

With a touch, you can eliminate all sensations of hunger or thirst, including the fatigued condition resultant from nonlethal damage suffered as a result of hunger or thirst. While the spell is in effect, nonlethal damage suffered from hunger or thirst can be cured normally. If the recipient has still not consumed any food or drink when the spell expires, a new Con check must be made immediately to avoid a new instance of nonlethal damage and the resumption of a fatigued condition (although the Con checks are made at DC 10, even if you had progressed to a much more advanced stage of starvation / dehydration before the spell was cast).

Items crafted with this spell are extremely popular in Geb, among the Ghoulish and Vampiric nobility, as freedom from their incessant and distracting cravings for flesh and blood allow them to devote more of their attentions to scholarly matters, courtly affairs and the business of rulership. Vampires in particular are somewhat prickly regarding their dependence on such items, and usually attempt to have them fashioned in such a way as to be easily concealed, particularly when in the presence of fellow undead nobles who suffer no such hungers, such as liches. Ghouls have no such qualms, and wear their hunger-negating tokens openly.


I've got one to add.

Bonded: This ability must be enchanted to a pair of two weapons of the same type (Two medium short swords, two medium daggers, etc) or to both sides of a double weapon at the same time. When it has been completed, both sides are enchanted as a single weapon, at cost for a single weapon.
Special: Both weapons must have the same enhancements at the time this is applied.
Moderate Transmutation; CL 5th; Craft Magic Arms & Armor, Greater Magic Weapon; Price +10,000 gold

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kyrt-ryder wrote:

I've got one to add.

Bonded: This ability must be enchanted to a pair of two weapons of the same type (Two medium short swords, two medium daggers, etc) or to both sides of a double weapon at the same time. When it has been completed, both sides are enchanted as a single weapon, at cost for a single weapon.
Special: Both weapons must have the same enhancements at the time this is applied.
Moderate Transmutation; CL 5th; Craft Magic Arms & Armor, Greater Magic Weapon; Price +10,000 gold

A +10,000 gp enhancement that could end up saving you 162,000 gp by the end of your career? I'm sure that someone would squawk. (Me, not so much. I hate the way armor / weapon costs scale upwards.)

I sure as heck wouldn't be amiss to seeing it as an option for double weapons, 'though. Having to enhance each end of quarterstaff separately is freakishly expensive for the TWF staff-master...

A variation on this could require the weapons to be linked to be made at the same time, from the same raw materials, by the same smith / craftsman, and the end result is that the secondary weapon can receive the exact same enhancements as the primary, at only half the cost. It's still a crazy savings, once you get to +4, but has the downside that you can't just replace one of these weapons if it gets lost or destroyed by having the 'Bonded' enhancement slapped onto a new shortsword or dagger or whatever.

Another variation on this theme you're exploring that I'd love to see is an armor / weapon enhancement that allows an armor spike or shield spike to use the enhancement bonus of the armor / shield it's attached to for it's own enhancement bonus, rather than having to be enhanced separately. Since weapon enhancements cost so much more than armor enhancements, it would probably have some sort of scaling cost, enough that it would still be pricy, but still cheaper than separately enhancing armor and armor spike or shield and shield spike. Something similar could work for the Klar.

Alternately, the total cost could just be +1 or +2, to cover the enhancement bonus applying to the entire dual-weapon, pair of indentical 'bonded' weapons, or armor/shield & spikes. Use the more expensive weapon cost, for the armor/spikes combos, with a +1 to the weapon enhancement cost to have the spikes enhancement also apply to the attached armor/shield, and a +2 cost for a dual weapon or pair of related weapons. Still, pricier than I like for a quarterstaff TWF, but, such is life.

There would have to be some sort of rule that it only applies to enhancement bonuses, for armor/shield & spikes combos, and that any weapon properties taken have to apply to each side of the weapon (so no keen for a weapon that's piercing on one side and bludgeoning on the other, like the gnomish hooked hammer, for instance).


Yeah, I had considerred making it a +1 bonus that required both weapons to have +1 at the time it was done or somesuch, but it felt too complicated, that's why I opted for the flat gold.

But yeah, making it a bonus makes it have a scaling cost.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
kyrt-ryder wrote:

Yeah, I had considerred making it a +1 bonus that required both weapons to have +1 at the time it was done or somesuch, but it felt too complicated, that's why I opted for the flat gold.

But yeah, making it a bonus makes it have a scaling cost.

I'd go for at least +2, and probably +3. This is a massive boost to the power to a TWF and needs a lot of cost added to it.


Paul Watson wrote:
kyrt-ryder wrote:

Yeah, I had considerred making it a +1 bonus that required both weapons to have +1 at the time it was done or somesuch, but it felt too complicated, that's why I opted for the flat gold.

But yeah, making it a bonus makes it have a scaling cost.

I'd go for at least +2, and probably +3. This is a massive boost to the power to a TWF and needs a lot of cost added to it.

To each their own Paul. To me, it's a patch on the fact that I feel one should be able to buy magically linked +1 weapons that are enchanted as a pair without paying anything extra.

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