Fake Healer
|
I need some input and assessment of this:
I want to make magic weapons in my campaign to work like wands, i.e. they have charges, but may be recharged. You would need a masterwork weapon, a gemstone to enchant with the weapon's power and someone to charge up the gem(s).
Here is my outline:
Weapon Quality will be divided into 3 categories:
1. Masterwork-+300gp to weapon cost, +1 to hit, can channel enhancements up to +3(so a +1 frost throwing, or +2 flaming, or any combo up to +3)
2. Exquisite- +1000gp to weapon cost, +1 to hit, +2 hardness and hitpoint(for weapon), can channel enhancements up to +6.
3. Flawless- +2000gp to weapon cost, +1 to hit and damage(nonmagical), +2 hardness and hit points, can channel enhancements up to +10.
Gems will carry the charge and fit in sockets in the weapons.
Gem Values
a Gem of at least 1000GP value is needed to store charges for up to +3 enhancements.
a Gem of at least 4000gp value is needed to store charges for up to +6 enhancements.
a Gem of at least 9000gp value is needed to store charges for up to +10 enhancements.
pricing to charge gems:
bonus fully charged per charge price
+1 750gp 15
+2 3000gp 60
+3 6750gp 135
+4 12000gp 240
+5 18750gp 375
+6 27000gp 540
+7 36750gp 735
+8 48000gp 960
+9 60750gp 1215
+10 75000gp 1500
fully charged is 50 charges (each ability)
I need to add a Craft feat to enable casters to charge gems with abilities.
A charge will power a weapon for 1 round, so a fully charged weapon can be used for 50 rounds before using up the power in the gem. Either a command word would activate the power or the weilder would concentrate to activate it. So you could turn it off an on to conserve energy for the BBEG. I would remove regular magic weapons totally from the campaign to be replaced with this.
I stole some of the idea from an older Dungeon mag article on Lesser weapon Qualities.
any comments?
FH
| ignimbrite78 |
couple of thoughts for and against:
No! Personally there is no way I would buy into this as a player. It is the equivalent of buying a new weapon every 166 rounds of combat.
And damn it *another* thing to keep track of as a player, so now I have varying attack rolls, damage, hp, AC *and* the number of charges on my weapon?
And I was a little unclear on the whole activation aspect: was it a free action to activate the weapon for a whole round or a standard action?
And can you upgrade from masterwork to exquisite? Otherwise you have to ditch the weapon and buy a new one whenever you want to upgrade to the next band of enhancements - this adds more cost to the PC.
Yes! As a player I think the idea of being able to adjust your weapon on the fly to overcome DR or energy resistance is a great idea.
As a DM it might be nice to be able to hand out stuff that actually requires maintainance and therefore curtails wealth and power of a character.
Summation: I think the flexibility is cool, but the inherent drawbacks are too great to make this playable.
igi
Fake Healer
|
Yes, free action to activate.
The whole point of it is to increase costs to the players. I currently play in a game where we are paying through the nose for training every level and spending monthes training, I want to cut that and add something to keep players from getting too much money. I am eliminating most magic weapons, and most major magic items will be unavailable for purchase. The characters will find certain items as treasure but there will be no real market for major magic items. They need to spend it on something and I like the mechanics involved in the modified weapons. My intent is to flavor a world differently than the standard Forgotten Realms/Greyhawk campaigns. Most players would learn to conserve the weapon powers for combats that need it instead of hacking up the cannon-fodder with their Ubersword. I also thought it would be interesting to loot the gems off of fallen enemies and testing out their powers for a while. I hate that characters just get rid of weapons and find or buy new all the time. I am trying to eliminate that and add a new wrinkle to my campaign world.
I still need more input people help me out here, and thanks for the critique Igni. Also I don't think its fair that only the Casters have to track charges, they have to track ammo, spells, scrolls, etc. so now the fighter can too, or the DM.
FH
| farewell2kings |
I think it's a good idea, FH. How are the spells that enhance weapons going to be affected by this? If gems can be charged up to act as "magical batteries" can these same gems also be used for other magic items? To be fair, I think they should be. Powerful magically charged gems would become a major trade commodity and I think you might want to develop some cool backstory for your campaign on how they came into existence. Let us know how the playtesting works out, I think this has potential.
Fake Healer
|
I won't be playtesting for a couple months yet but will let you know how it goes F2K.
I haven't figured out how to adapt the concept to make the gems usable in other items (say armor for instance) as I thought that some spells used for item creation would be pretty combat specific (like acid arrow for weapons as opposed by protection from elements:acid for armor).
So I was trying to tackle one issue at a time, and haven't given much thought to the economic impact and Power Gems as a commodity. Any thoughts?
*taps heels together and chants* Lilith, Ultradan, Aberzombie, Saern, and the many other Lords of the Boards, hear my call and aid me in my hour of need.
FH
Heathansson
|
On the downside, I think it would be a bookkeeping pain, but no moreso than keeping track of ammunition in a more modern game with firearms. Just gotta watch those fighters..."duuh, I'm aint no wizard, I don't count too good. Hominny charges I use?"
On the upside, I think it would add a different novel flavor to the game.
All of a sudden the gemcutters' guild is extremely important in the campaign world. Like diamond cutters in the here and now. You can't just go to community college and learn how to cut diamonds; you have to be born into it. Now the gemcutter's also supply some of the world's most potent military raw materials.
Then, wherever the diamond (or gem) mines are in the world becomes of vital military import. What if an extremely aberrant society happened to own the world's richest gem mines? Does your kingdom do business with the Dark Lich Lord, so you can have access to magical weapons charges?
Another angle: South Africa maintained control of possibly the world's most powerful monopoly-the diamond market. They could arbitrarily set prices thruout the world; they had a corner on the market and could do whatever they wanted. So if you want to really deplete the party's gold piece stock, say the Dark Lich Lord has reeeeealy decided to be a bastard and raise prices for delivery of raw gems 500%. He calls all the shots.
| Lilith |
This reminds me very much of Diablo II and their socketed items idea, which I love. If this were Eberron, I would say you've got a built in source of said gems: dragonshards. There is a feat called "Attune Gem" from Magic of Faerun that lets you store a spell in a gem. That might give you the basis for pricing costs and such. That, and the Craft Wands feat, you should be able to balance between the two to create an appropriate pricing guide for the weapon charges. From a DM's standpoint, I don't see any difference from using a weapon as the receptacle for a wand charge - "wand" is just the shape. You could use a finger bone, a femur, a dagger, a stick, a gem, whatever.
Would a +1 flaming longsword require two gemstones - one for the +1 and one for the flaming ability? Does the +1 deactivate after 50 charges? More details, please!
Edit: After reading Heathenson's post, I agree that not just any gem will do. What you could do, and I'm going off of the DM's guide here, is the following:
Type 1 Gems - +1 enhancements
Type 2 Gems - +2 enhancements
etc...
To actually craft these gems appropriately, you would need an increasing DC to Craft (Gemcutting), like so:
Type 1 Gems - DC 10
Type 2 Gems - DC 15
etc...
As an added caveat, you may require that gems need another particular rite or ritual to finally charge them (the knowledge required being represented by taking a feat), and perhaps another to know how to recharge the gems.
Fake Healer
|
Would a +1 flaming longsword require two gemstones - one for the +1 and one for the flaming ability? Does the +1 deactivate after 50 charges? More details, please!
Edit: After reading Heathenson's post, I agree that not just any gem will do. What you could do, and I'm going off of the DM's guide here, is the following:
Type 1 Gems - +1 enhancements
Type 2 Gems - +2 enhancements
etc...
To actually craft these gems appropriately, you would need an increasing DC to Craft (Gemcutting), like so:
Type 1 Gems - DC 10
Type 2 Gems - DC 15
etc...
As an added caveat, you may require that gems need another particular rite or ritual to finally charge them (the knowledge required being represented by taking a feat), and perhaps another to know how to recharge the gems.
a 1000 gp gem would be able to store a full charge of up to +3 enhancement, so a +2 flaming longsword would be able to be activated for 50 rounds, a plain +1 longsword would only last for 50 rounds too because I don't want characters using a +1 enhancement for 150 rounds or triple the +1 enhancement to add up to +3. Hope that is understandable.
I didn't break down the gem pricing into individual plus prices because I was just giving an outline of the possible pricing but I think the minimum pricing for an Enhancement Gem should be at least 1000gp. 1000gp seems too expensive for just a +1 charge gem.I like the gemcutting ideas and modifications, keep em coming.
FH
| Saern |
Answering the summons! :)
I think this is a great idea. If you conserve the charges, then it ends up being cheaper in the longer run, it looks like. I also have always loved the "power component" idea and try to incorporate them whenever possible.
Excellent cultural impact ideas by Heathansson, by the way. It gives a whole new, and extremely understandable and powerful, reason and means for political intrigue and war in the campaign- control over the flow of gems. It also adresses several other thoughts I've had, mainly form the cosmetic aspect. One- I really love powerful magic using gemstones, and have always thought of saying "they're a part of the enchantment process" but this finally gives an mechanic for it, and it also explains why the numerous emralds and diamonds on your sword aren't driving up the price any more than all the other + whatever weapons out there. Also, the thought of having to upgrade weapon types insures that someone actually has a base weapon that *looks* like a 20th level fighter's sword should, not a masterwork sword they found at first level and enchanted the crap out of (which just isn't as impressive or epic-sounding to me).
Here's another little cultural bit for you. Where did this come from, F2K? Gnomes, of course! The masters of all gem cutting. This also resolves another bit of questioning in my mind- gnomes are teh race "in charge" of all magical items, while elves are "in charge" of spell magic, not binding it into weapons and armor.
This could also be the vehicle to introduce the concept of the gnomes once having possessed a great empire or kingdom once, or even to this day, that is the ultimate control of the gem trade. Or, perhaps they don't need a country. They have a racial monopoly on the skill, and thus form an international network that cooperates with its members across geopolitcal boundaries. This could be the basis for introducing new organizations centered around the gem trade; gnome and non-gnome, secret and open. Ones that control the gem trade, and ones that seek to change who's in charge.
As far as the difficulties of tracking it, this could have two outcomes. First, it could indeed just become a chore (though a minor one) to keep track of one more thing, but fighters have so little to keep track of and wizards so much, it's only fair to balance the load, I say! Second, by having to keep track of something so critical, it might put players in the mindset of actually keeping track of things, meaning that you won't forget to mark off another round on the summon monster or haste's duration, or the three arrows you just shot, or whatever.
Not to mention, you can hand out weapons and items when really needed, or just to try them out, without unbalancing the game, since eventually the charge will run out. Want to give the players that awesome sword to defeat the king of the fire giants? Go ahead! Just drop it down to about 10 charges and you can make it as great as you want. Introduce a item that's too good? Just throw a few monsters at them that are extremely tough, to make them use up the charges on the item, and presto! You're back on track.
Overall, and interesting and excellent idea! Keep working on it- I'd love to see the finished version.
| Jonathan Drain |
The whole point of it is to increase costs to the players. I currently play in a game where we are paying through the nose for training every level and spending monthes training, I want to cut that and add something to keep players from getting too much money.
My own way of keeping the players from getting too much money - and I learned this the hard way - is to not give them out too much treasure in the first place. A 5th level NPC won't have the same treasure as a 5th level PC! If you're careful about how much you give out, you won't have to take it away.
I saw a Dungeon magazine that had a weapon charge system. Instead of paying 8,000gp for a +1 flaming sword, you could pay one fiftieth of that and get a sword with a single charge of +1 flaming. Each successful hit (or each hit in general? I'm not sure) drains one charge.
You could, basically, retain balance by giving them gems with less than 50 charges. So that it makes sense, the gems ought to change in appearance depending on how many charges they have left, perhaps glowing brightly when charged to maximum and looking dull, chipped and cracked when nearly empty.
Magagumo
|
I saw a Dungeon magazine that had a weapon charge system. Instead of paying 8,000gp for a +1 flaming sword, you could pay one fiftieth of that and get a sword with a single charge of +1 flaming. Each successful hit (or each hit in general? I'm not sure) drains one charge.
You read that in a Dungeon too, Johnathan? I knew I wasn't crazy! :0 Well, at least not regarding the existence of the lesser weapon enhancements... ;). In a low-magic campaign I'm developing, where magic items cost 2x, I've been working with these charged weapons in order to make sure the NPCs & PCs have decently functioning magical weaponry.
The mechanic also aids the idea of drafting up a weapon for a specific purpose, like an X bane weapon to defeat a powerful X-type foe, that might only see limited use otherwise in the campaign... kind of like buying magically enhanced arrows in clusters of 20, rather than enchanting the bow at a much higher cost.
/aside
Back to the FH's concept, I'm always a bit hesitant to take measures to outright limit the party's available wealth as a solid GM should be able to monitor and keep it in line without too much trouble, but I do applaud the notion of more exquisite weaponry for the most powerful enchantments.
Perhaps a weapon could be reforged in a superior form if a player doesn't wish to discard the blade they have lovingly enhanced from lower levels?
Or, perhaps, such a beloved item could be transformed into a "legacy weapon," which is not restrained by the humble origins of being "merely" masterwork?
Fake Healer
|
As stated, I did get the general idea from a Dungeon article on Lesser weapon abilities.
Searn, I like the Gnomish interaction and fleshing out idea in general. Wow, I got alot of work ahead incorporating this stuff into the homebrew.
I am not so much limiting the player wealth as giving them an alternative method to spend it. As I said regular magic weapons won't exist, part of the reason players get X amount of treasure is to spend it on Y. I changed Y to Z.
How does the pricing look on the weapon qualities, gems, and charges? I went with 75% of the price in dungeon mag for lesser quality weapons and added the gems and weapon qualities to try to balance it out. Does it look doable?
FH
| Saern |
So, all told, a +1 flaming longsword with 50 charges would cost 4315 gp? 15 for the longsword, 300 for the masterwork quality, 1000 for the gem, and 3000 for the +1 and flaming abilities? Under the normal system, a +1 flaming longsword would cost 8315. That's quite a big difference- the player could afford a pair of Gauntlets of Ogre Strength with that, as well, giving them a total of +2 to attack and damage and 1d6 fire damage for the same money that a +1 to attack and damage and 1d6 fire damage costs normally. The fact that it would be the same price for a +3 weapon, or +1 keen flaming longsword or whatever, seems a bit off. That' is correct, isn't it? Any weapon of up to +3 costs the same?
You could possibly mitigate this by making the gem price higher, or simply have a different quality (and thus price) of gem needed for each total enhancement number (or just a different type of gem). Or, you could make the cost to make it the same, but the charges per use dependent on the overall enchantment level of the item (i.e., one charge per use for a +1, 3 charges per use for a +3; maybe even double that) so that the more powerful the weapon is, the more recharging it needs.
Of course, this also distorts the traditional view of the "magic weapon" somewhat. No longer would there be tales about a great warrior's sword and all that it could do, but rather, tales about a gemstone. But not a particular gemstone, as it was used to make the sword, but rather, a type. The emphasis of a specific magic weapon would be decreased and the focus of tales of greatness would become types of gemstones (or the warriors themselves). One thought is to introduce several new minor artifacts, extremely rare, but they allow a certain level of enchantment (say, +5?) but never get used up. You get the gemstone once, and you never have to purchase another so long as you are content with a +5 total weapon (and who wouldn't be for that kind of deal?).
While it's intriguing, I find the in-game implications undesirable for my game as is. That doesn't mean the system is bad, though! If you're okay with that, then run with it. I'd personally like to see it worked to where the item isn't so mutable. Perhaps, once the weapon was enchanted, it could never have a different enchantment, but still needed to be recharged? That resolves the issue it would seem, but might have further implications in game and metagame that I'm not thinking of right now.
The existance of those artifacts would be another point of contention, as many a great wizard or political power with a focus on enchanting would kill to have control over these, or to keep their existance secret.
As an afterthought to the implications on the campaign, one could introduce it to a world that has normal magic items as a type of "new magical lore (technological advancement)" in enchantments, which gives the possibility of running some adventures around this "new magic", thus introducing it to players and giving them the chance to try it out while giving everyone a chance to see if they like it or if it's indeed balanced. If the DM decides it feasible (sp?), the "new magic" quickly becomes the standard for the world; if he deems it a failure, he can keep experimenting with it, as people in the game world are as well, until he likes it or decides permanently that it's no good, at which point, in game, some flaw is realized that sends the whole thing crashing down and stops all production of the items.
Just some thoughts.
Oh, and keep in mind that armor enchantments typcially cost 1/2 that of weapon enchants.
Fake Healer
|
yes the cost is lower but 50 rds of combat later pay to recharge, rinse and repeat. Underling combats may be grittier because PCs won't want waste charges on the cannon fodder,and BBEG combats will have all the stops pulled out. It will make underlings seem tougher IMO and push for more tactical combats.
Kill the BBEG and his gem is a cool reward even with only 8 charges left. Fighting a big DR20 critter and run out of charge and you is in big trouble. "Damn, I'm outta juice! I used too much to off those orcs! Run, we can't hurt it now!"
I think it will add a cool flavor to the scenario but I know it isn't for everyone. I like it and need to tweak it to work well in my world. Love the comments, keep em coming!
FH
| Saern |
I think with the "passive" nature of armor, leaving it as is might be a good idea.
If you get it worked out, I very well might introduce it in my game as a from of "secret" magic, much like the alternates presented in the Tome of Magic; something that those in power don't want others to know about, though why exactly I'd have to work out...
Keep tinkering! You're onto something good here.
Sebastian
Bella Sara Charter Superscriber
|
On the one hand, I think this is a really cool idea. I like that you can raid the gems from your enemies and upgrade your existing weapon rather than having to always buy/sell to have a cutting edge weapon (no pun intended).
Are the gems keyed to the ability? E.g., will they discover that rubies generally provide the flaming quality, or can any gem channel any ability (or is the channeling a quality of the weapon.)
Actually, on that note, it would be cool to have both. So, the weapon may have its own particular channal ability, and there could be generic gems and gems with a particular channel ability.
The thing that I don't like is the bookkeeping (as has been mentioned before). In fact, I house-rule wands because I find them to be such a pain. In my campaigns, wands don't have charges. Instead they have a charge die. Fully charged wands are a d20, 3/4 charged are a d12, 1/2 charged are a d10, and 1/4 charged are a d8. Whenever you use the wand, you roll the charge die. If you get a 1, you either downgrade the wand to the next lowest level (e.g., a d10 wand becomes a d8 wand), or if the wand was already a d8 wand, the last charge has been spent. I've run the stats by those with the knowledge, and am told that this system produces 50 charges on average (though you could add more dice to increase that number).
Granted, this system is a lot better for wands than weapons. There are already 2 dice being rolled in combat - adding a third could just confuse things more.
Anyway, sounds like a cool system, with bookkeeping being the biggest issue.
Sebastian
Bella Sara Charter Superscriber
|
Then, wherever the diamond (or gem) mines are in the world becomes of vital military import. What if an extremely aberrant society happened to own the world's richest gem mines? Does your kingdom do business with the Dark Lich Lord, so you can have access to magical weapons charges?
Another angle: South Africa maintained control of possibly the world's most powerful monopoly-the diamond market. They could arbitrarily set prices thruout the world; they had a corner on the market and could do whatever they wanted. So if you want to really deplete the party's gold piece stock, say the Dark Lich Lord has reeeeealy decided to be a bastard and raise prices for delivery of raw gems 500%. He calls all the shots.
On a similar note, in my campaigns, black onyx (the component for animating dead) is an illegal item. As a result, onyx mines are generally run by goblins or unsavory types and there is a huge black market for the stones.
| ignimbrite78 |
Haven't given much thought to armor yet, may find a way to make the charge permanent in armor or just leave armor as is in DMG. Any suggestions would be apprec.
FH
What about making gems that confer the ability for elemental damage resistance that can be plugged into the armour. So you start with a basic set of MW or better armour and you plug in your green emerald that costs 18,000 gp and the armour now has acid resistance 10.
emerald = green = acid
ruby = red = fire
saphire = blue = cold
pearl = white = electricity
diamond = colourless = sonic
Fake Healer
|
Fake Healer wrote:Haven't given much thought to armor yet, may find a way to make the charge permanent in armor or just leave armor as is in DMG. Any suggestions would be apprec.
FH
What about making gems that confer the ability for elemental damage resistance that can be plugged into the armour. So you start with a basic set of MW or better armour and you plug in your green emerald that costs 18,000 gp and the armour now has acid resistance 10.
emerald = green = acid
ruby = red = fire
saphire = blue = cold
pearl = white = electricity
diamond = colourless = sonic
Interesting. What about the other properties. Slick, Glamored, Fortification, Spell resistance? How do I handle the whole myriad effects that can be put on armor? Too many to each have its own gem type.
FH
Fake Healer
|
Glamered = Opal
Fortification = Agate
Slick = Hematite
Etherealness = Moonstone
Spell Resistance = Golden Yellow Topaz or Star RubyThere are more gems out there than weapon and armor abilities. :-D
But I didn't want to limit the type of abilities that gems hold for weapons, only for armor. How would I justify the two items being treated differently?
FH
Heathansson
|
Lilith wrote:
But I didn't want to limit the type of abilities that gems hold for weapons, only for armor. How would I justify the two items being treated differently?FH
I don't know if this would help in this situation or not, but when I got married I learned more about diamonds than I want to know. There's also different cuts of diamond or gemstone. You got your princess cuts, all kinds of cuts, maybe weapons and armor, or abilities, require different cuts to the gemstone to focus the magic the right way. Maybe you need a certain cut for a weaponstone, irregardless of the gems ability, to focus it for weapon applications, and so you're not limiting the ability of the stone itsself for weapons. If you cut the stone a different way for armor, its innate ability for armor bolstering can shine through. You could have blade cuts, armor cuts, shield cuts, ring cuts, princess cuts, all kinds of cuts.
Just the polyhedral shape they cut the gem in focuses the way in which the magic flows.
Heathansson
|
That gave me another thought: when I went to buy this friggin' ring, not knowing anything about anything, those bastiches really had me over a barrel. I was a babe in the woods, lycanthrope template aside, still a babe. My wife could have a cubic zirconium on her finger for all I know, and those skulduggerers have all my hard earned green. The pc's better have some kinda mad gem appraisal skills, or they're gonna get real jacked around by those gem sellers. They may not all be neutral evil, but they WILL snag all yer jink if they can. Yup, gem sellers are a real good way to separate a party from its ducats, in the real world as well as fantasy.
Fake Healer
|
Gemstone website. Full of nifty information.
Thanks Lilith, I will have to browse it later tonight.
FH
| Saern |
Diamonds for fortification properties, not agates! Everyone knows diamonds are the hardest naturally-occuring substance known to man. :)
Actually, diamonds as the gem for generic bonuses (+1, +2, etc.) sounds good- no elemental affinity.
How are these gems activated? Just by being in one's possession/on one's body? Are they like ammo clips that snap into the magic item?
Heathansson
|
I cast...animate thread!!!
I just wanted to say, I am coming up with a macahuitl that works on this principle--an aztec club with 10-12 small blades of obsidian affixed to it. Each obsidian blade holds a +1 charge, and 1 gets blowed up on a hit, releasing 1 hp of damage.
It's for Gwar Gwar, a half-orc half human Olman barbarian, who will (I hope) be a fun (for me anyway) recurring villain in the savage tide. Imagine a half orc caribe tribesman, covered in blue patterned tattoos from head to foot, with filed down sharky teeth; that's the image I'm working with for Gwar Gwar.
Snorter
|
There's also different cuts of diamond or gemstone. You got your princess cuts, all kinds of cuts, maybe weapons and armor, or abilities, require different cuts to the gemstone to focus the magic the right way. Maybe you need a certain cut for a weaponstone, irregardless of the gems ability, to focus it for weapon applications, and so you're not limiting the ability of the stone itsself for weapons. If you cut the stone a different way for armor, its innate ability for armor bolstering can shine through. You could have blade cuts, armor cuts, shield cuts, ring cuts, princess cuts, all kinds of cuts.
Just the polyhedral shape they cut the gem in focuses the way in which the magic flows.
Finally a use for those unloved dodecahedrons!
(That's D12s to you).
Snorter
|
I haven't figured out how to adapt the concept to make the gems usable in other items (say armor for instance) as I thought that some spells used for item creation would be pretty combat specific (like acid arrow for weapons as opposed by protection from elements:acid for armor).
So I was trying to tackle one issue at a time, and haven't given much thought to the economic impact and Power Gems as a commodity. Any thoughts?
*taps heels together and chants* Lilith, Ultradan, Aberzombie, Saern, and the many other Lords of the Boards, hear my call and aid me in my hour of need.FH
There is an existing item in Arms & Equipment Guide; Ioun Blade, page 111.
Oh, no, I've just checked it and it seems a bit pump; you put the stone in the pommel and it acts as though it was spinning round your head. All it seems to do is prevent the stone being grabbed out the air. It doesn't stop you being disarmed, though an opponent wouldn't necessarily know the stone was affecting you, since it wouldn't be as visible...
When do I get to be a Lord of the Board?
I can make my own secret handshake...
...One board to rule them all, one board to find them...
Fake Healer
|
I cast...animate thread!!!
I just wanted to say, I am coming up with a macahuitl that works on this principle--an aztec club with 10-12 small blades of obsidian affixed to it. Each obsidian blade holds a +1 charge, and 1 gets blowed up on a hit, releasing 1 hp of damage.It's for Gwar Gwar, a half-orc half human Olman barbarian, who will (I hope) be a fun (for me anyway) recurring villain in the savage tide. Imagine a half orc caribe tribesman, covered in blue patterned tattoos from head to foot, with filed down sharky teeth; that's the image I'm working with for Gwar Gwar.
Nnniiicccceee!!!!