This ability increases the damage multiplier of a weapon by 1. This benefit doesn't stack with other spell effects, weapon properties and feats that increase the damage multiplier of a weapon(Such as the Heighten Impact Spell or the Improved Damage Multiplier Feat).
Heighten Impact:
School Transmutation Level Inquisitor 3, Magus 3, Sorcer/Wizard 3;
Casting Time 1 Standard Action
Components V,S
Range Close [25 ft. + 5 ft./2 Levels]
Targets One weapon or 50 projectiles, all of which must be together at the time of casting
Duration 10 min/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Description This spell magically improves a weapon's impact, increasing the damage it deals during a critical hit. This transmutation increases the damage multiplier of the weapon by 1. A damage multiplier of 2 becomes 3. A damage multiplier of 3 becomes 4. A damage multiplier of 4 becomes 5. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.
Multiple spell effects, weapon properties and feats that increase a weapon's damage multiplier (such as the impact special weapon property and the Improved Damage Multiplier feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.
Improved Damage Multiplier:
Critical attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your damage multiplier is increased by one.
Special: You can gain Improved Damage Multiplier multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any spell effect, weapon property or feat that increase the damage multiplier of a weapon.
A note on the stack wording: I want this effect to still work with a Fighter's capstone ability Weapon Mastery. I think that if someone wants to take their Naginata all the way to a x6 multiplier, they are more than welcome to.
Now here is my conundrum: Should I allow this to also stack with things that increase a weapon's threat range as well? Doing so will definitely create a very powerful option for characters, and increase DPR, but is it unbalancing?
Or should I keep this as more of an option for players who don't want more crits, but bigger ones?
While the discussion on non-consensual PvP is important, it seems that the design of PvP will involve penalties (or at least consequences) to unprovoked aggression.
Now, whether it's client or server handled is a different thing, but the idea is the same: While allowed, there will be some sort of game-based deterrent to picking fights w/ people w/o their consent.
However, the amount of effectiveness that this deterrence might have is totally dependent on what it is, and how it's enforced. Anyone have any cool ideas that people would be satisfied with.
So I was looking over Sohei to see what kinda quirky little academic practice I could put whip up in terms of character building, and I noticed that it's possible for a monk to use Flurry of blows with a double cross-bow.
I'm not entirely sure what it means in the long run, and while the number of attacks doesn't increase at all, but it could make for either an interesting NPC, or a fun party member.
To note - Crossbow-mastery in required for this to work, so getting that ASAP is a must.
We had one going for Ultimate Combat, and have one going currently for the Advanced Races guide, so why not start up the Ultimate Equipment Wishlist early, and may be our incessant yammering might get heard.
I'll start:
New weapon and armor properties, both magical and mundage
More class specific items that give benefits to particular class features, and new ones for classes that don't have any
A set of feats that are based of a fighter's weapon group that augment the ability to fight with the weapon group (Think the Whip Mastery tree fro ultimate combat, but applied to broad groups of weapons, not just a single one)
Alternate proficiency rules so that non-full BAB classes can have an easy time of getting exotic weapon proficiency
More cool and quirky mundane adventuring gear
A way to make natural attacks and unarmed strikes masterwork on a case by case basis. So a monk can get weapon enhancements on his body, and monsters with only one or two natural attacks can get a buff as well.
Step 1: Titan Mauler Archetype
Step 2: Huge (Or larger) fire arm
Step 3: ?????
Step 4: Profit!
How does that happen? pg. 136 of Ultimate Combat specifically states that the size of a firearm does not affect how many hands you need to shoot it, therefore a Titan Mauler (who decreases the penalties for weilding larger weapons) would be able to fire off a Huge weapon with one hand. If they want, the could go all the way to Gargantuan or larger for a cumulative -2 penalty.
Everyone should rule as they see fit, but I'm actually wanting to see this happen at least once in a game I run.
So the Kusarigama and the double chained Kama, they each have text that almost implies that they can be used within the normal 5ft range.
In the DCK's instance it says that you may fight with them as though you had a kama in each hand, or make a single reach attack. This is pretty clear cut.
However, the Kusarigama says that the sickle is used to make trips, jabs and blocks, while the metal weight attacked to crash into one's opponents.
Does this mean that the sickle end is used in close combat, while the metal ball is used with reach? The description is fairly vague on this point, and I'm not sure how I should interpret this.
So I was reading on weapon properties a while ago and noticed that bane and ghostflame both provide an interesting way to get beyond +5 (with up to +8 total enchantment)
Basically, if you're fighting the bane's target (lets say Evil Outsider) and you have an active ghost flame, you treat your enhancement bonus as 3 higher, and you add 3d6 damage to you attack.
not too shabby. I'm just wondering if they stacking is improper, or if I'm missing something.
Adventurer's Armory has a pretty cute exotic weapon called the Crossbow Launcher.
Essentially, it's a crossbow for splash weapons, with a range of 30 ft.
Alchemist bombs are splash weapons, so it's reasonable to assume they work together.
But how would you rule on weapon properties? Direct enhancement bonuses are easy, they benefit normally.
But what about things like Flaming Burst? or Holy?
And what about things like Strafing Bombs? or other bomb properties?
My snap opinion: They work as normal against whoever is targeted, so a flaming burst Concussive bomb deals 5d4 sonic + 1d6 Fire normally, plus an aditional 1d10 on a crit. Minimum damage is increased accordingly so it would be 6+int regular, 7+int on crit.
Strafing Bombs get a boost,(by RAW, I think it'll always be a 40ft line) and become a 60ft line if shot by the crossbow, and 160 if the bomb is explosive.
YMMV, and I'd like to see what other people think.