Please, help me understand the math behind the rapier of puncturing.


Homebrew and House Rules


The rapier of puncturing (page 159 of "Ultimate Equipment") is a really nifty weapon and I have been looking at it to try to understand the design behind the magic weapons a bit before.

Basically it is a +2 rapier that not only has the wounding quality, but also can deal 1d6 points of constitution damage three times a day.
The weapon costs 50320 GP.

Ok, so the 320 GP are easilly accounted for, this is the price of a masterwork rapier.

Then, the wounding ability is a +2 enhancement, so the rapier is the equivalent of a +4 weapon (I guess, it means it deals 4 points of bleeding damage? Nasty...).
As per the book, this +4 enhancement costs 32000 GP.

That means that a +2 wounding rapier would cost 320+32000 =32320GP.

So, the nifty 1d6 con damage three times a day will costs 18000 GP.
Which suggests that, having such an object works every attacks (quite certainly overpowered, I think) would costs (18000X5)/3= 30 000 GP.

Now, I believe that adding a secondary ability on an object increases its prices by 1.5 which suggests that the price of the spell, by itself, would be 20 000 GP.

A use activated spell costs 2000 X Spell level X Caster level so that suggests that the spell level X Caster level is 10.
That does not really add up, right? Maybe a second level spell as at a 5th level caster? Weird.

If I am wrong about the 1.5 the cost bit, that makes the caster level X spell level = 15 which makes much more sense. It is a third level spell cast by a 5 level mage as soon as he gets it, makes perfect sense.

Now, I can't find any spell that deals 1d6 points of constitution damage... The weapon description mentions the spell "harm" that deals the usual hit points damage and... is a 6th level spell... So, could never produce a SLXCL value of 15, let alone 10...

Now, I understand that these discrepancies could be there simply for balance and flavor reasons and that the formula does not really apply.

But it makes me wonder if it is the case or I am just really misunderstanding the math behind such complex weapons... so if anybody more knowledgeable than me could fix my misunderstandings, I would be most grateful...


SimonML wrote:
The rapier of puncturing (page 159 of "Ultimate Equipment") is a really nifty weapon and I have been looking at it to try to understand the design behind the magic weapons a bit before.

There is little math to work out and understand. The design of weapon abilities doesn't necessarily fit the same matrix as the design of spells. (Thus no greatswords of True Strike.) This is particularly true when you're comparing numeric enhancements (like the +2) with effectively spell-like special abilities, since one scales quadratically and the other is effectively a fixed cost.

IF you want a comparison spell, look at Poison, a third-level druid spell that causes several rounds of 1d3 Con damage, but which permits a saving throw.

The Exchange

It just plain shouldn't be allowed. It is, as you said, overpowered to have a weapon that does 1d6 con damage with every hit. Some abilities just shouldn't happen.


Fake Healer wrote:
It just plain shouldn't be allowed. It is, as you said, overpowered to have a weapon that does 1d6 con damage with every hit. Some abilities just shouldn't happen.

It doesn't do it on every hit; it does it 3x per day. Still a damn powerful weapon, but not substantially different than a (possibly heightened) poison spell.

The Exchange

Orfamay Quest wrote:
Fake Healer wrote:
It just plain shouldn't be allowed. It is, as you said, overpowered to have a weapon that does 1d6 con damage with every hit. Some abilities just shouldn't happen.
It doesn't do it on every hit; it does it 3x per day. Still a damn powerful weapon, but not substantially different than a (possibly heightened) poison spell.

Read the OP's post. He is looking at what the cost would be for it to do the 1d6 con damage ON EVERY HIT. I said it shouldn't matter because that would be Overpowered.


Fake Healer wrote:
Orfamay Quest wrote:
Fake Healer wrote:
It just plain shouldn't be allowed. It is, as you said, overpowered to have a weapon that does 1d6 con damage with every hit. Some abilities just shouldn't happen.
It doesn't do it on every hit; it does it 3x per day. Still a damn powerful weapon, but not substantially different than a (possibly heightened) poison spell.
Read the OP's post. He is looking at what the cost would be for it to do the 1d6 con damage ON EVERY HIT. I said it shouldn't matter because that would be Overpowered.

Ah, my apologies. Yes, an every-hit version of this weapon should be eliminated for the same reason that a rapier of True Strike is.


Yea..that is op, try making it do less like 1d3 if you are going to do that, or 1d2, or even 1 damadge! But I highly advise you not to do this...


Fake Healer wrote:
It just plain shouldn't be allowed. It is, as you said, overpowered to have a weapon that does 1d6 con damage with every hit. Some abilities just shouldn't happen.

Indeed, I certainly agree with that, but I wish to have the numbers, mostly to improve my understanding of how to calculate this kind of values for other spells...

And, yes, there is a dagger of poison that use the poison spell and is much cheaper too (8000gp) and I will most likely end up using that template...

But I would like to make sure my math is, at least theorically, correct...


SimonML wrote:
Fake Healer wrote:
It just plain shouldn't be allowed. It is, as you said, overpowered to have a weapon that does 1d6 con damage with every hit. Some abilities just shouldn't happen.

Indeed, I certainly agree with that, but I wish to have the numbers, mostly to improve my understanding of how to calculate this kind of values for other spells...

And, yes, there is a dagger of poison that use the poison spell and is much cheaper too (8000gp) and I will most likely end up using that template...

But I would like to make sure my math is, at least theorically, correct...

It is not your math that is flawed it is your presumption that the math actually has any bearing on a specific weapon, specific weapons are generally cheaper than it's component parts, and are likewise usually not optimal item choices for the enchantment. If you want a specific weapon that does something like that judge it on it's own potential.


I see... it does make sense...

I'd like to give my players their "dream items", something that will accompany their character through the campaign so, this sort of runs against using sub-optimal weapons... Although, I generally round up the cost of the magical items I design...

Case in point, the party thief has expressed her love for the Elven curve blade, as well as for viridium weapons.
So, I was thinking of desigining a "blade of elves are bastards", something that first drain the con. of its victim, then infect them with the viridium poison (leprosy/greenblood)... That might be powerful, if she ends up picking the improved critical feat...


FWIW, there's an enchantment from the old 3.0 Book of Vile Darkness called Marrowcrushing, which inflicted 1 Con damage with every hit. It was a +3 enchantment.


Interesting.

Re-doing the math, the pricing seems actually similar to the rapier...

I ended up calculating a theorical price of 30 000 for the ability to be "always on".

Adding a +3 enhancement on a +1 item, would rise the price of this weapon by... 30 000 GP, from 2000 to 3 2000 GP.

But the rapier is more powerful, dealing an average 3.5 (id6) instead of 1...

Thanks for info. Xeryz, is is interesting...


Unless that weapon is different (don't have the book), wounding does 1 point of bleed damage per hit. The enhancement bonus has nothing to do with it.


Make Stilts of Poke-Kick, and give them to the Monk.


Durngrun Stonebreaker wrote:
Unless that weapon is different (don't have the book), wounding does 1 point of bleed damage per hit. The enhancement bonus has nothing to do with it.

You are indeed most correct. Funny that, I was convinced otherwise... Actually, it makes more sense that way...

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