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Thank you so much by your answers, aggatahx and Suthain.

My PCs have chosen to sell the falchion.
I'll read the Kingmaker forum in order to see ideas about balancing the kingdom.

Now it's the time that my PCs go to The Forgotten Keep without the weapon ;)
:_D


Hi Everybody,

I'm playing RRR as a GM with four friends.

In the last session, the players defeated The Lonely Warrior. I changed his weapon to a +2 fey bane falchion to fit it with one os the PC.

I'd like to know the price of this weapon and what the PC could do with it.
Using the table of magic weapons, the price is +3(square)x2000 gp. (+2 and +1 equivalent to Bane) = 18.000 gp. Plus the base price and masterwork (75+300 gp), the full price is 18.375 gp.

Due to its broken condition, the final price is the 75% of 18.375 = 13.781 gp (approx.)

I think that everything it's okay until this point. However, it seems very expensive for the group level (5 PC at 5th).

Now, they can fix the weapon or sell it. And there is our problem. If they want to repair this weapon:

1. From BROKEN CONDITION description

"If the item is magical, it CAN ONLY BE REPAIRED with a mending or make whole spell cast by a character with a caster level EQUAL TO OR HIGHER THAN THE ITEM'S and then only if the spell eliminates all of the damage the object has taken."

2. From MAKE WHOLE spell

"Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least TWICE THAT OF THE ITEM."

The weapon level is 8th (+2 --> 6th and Bane (higher) --> CL 8th). And, with the price of spellcasting (Caster level × spell level × 10 gp), we have two different caster level (and price!):

1. Caster level (8th) x Make Whole level (2) x 10 gp = 160 gp.
2. Caster level (16th) x Make Whole level (2) x 10 gp = 320 gp. (The best interpretation por me)

Even so, I think we are making something wrong, because it's very cheap versus they create the item or versus the actual sell price (13.781 / 2 = 6.890 gp). In addition, they would have a very powerful weapon at 5h level (+3!!!).

Any advice?

Thank you in advance for your time and sorry for my english and the post's length.


Thanks to everybody.

While my players don't have the EWP feat, he can't use the "deadly" quality of the weapon. It is what I understand of the EWP description.

The rest of qualities can be used with no restriction.

I'm sure he is going to finish bringing two katanas with 15-20 :D


Thanks for replying.

I'm sure that my friend hasn't see the nodachi. Sure. ^_^

He's a munchkin (but in the good meaning), believe me... I think I don't use "munchkin" as a bad word. It's a joke for my players because we aren't english-speaking.

However, I'm still not sure that the special quality can be used without the feat. Otherwise, why it is written in the rules that only with the EWP feat the character "...can utilize any special tricks or qualities that exotic weapon might allow".

I understand if you don't have the feat, you can't use "any special tricks or qualities" of the weapon.


Hi everyone,

one of my player had created a new character who uses the katana with the two hands.
He is a fighter level 1 and one of the feats he had chosen is "Power Attack". Also, his STR is 16 (+3).

So, in this way, the damage of the katana is 1d8+4 and, when he uses the Power Attack, the damage becomes 1d8+7 (+4 Two handed STR, +3 Power Attack).

I think that he is the king of munchkin and this "trick" is legal.

However, I'm not sure if the threat of the katana is 18-20 or only 20. In the Feats chapter is written about Exotic Weapon Proficiency: "... and can utilize any special tricks or qualities that exotic weapon might allow."

I know the "deadly" special ability isn't applicable but, what happens with the threat? It is 18-20 or only 20?

Any ideas?

I'm afraid he will take the "Improve Critical" feat when he reaches 8th level and it will unbalance the warrior's damage.

Thanks in advance for your time and forgive my english.