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The player in my group that became the moldspeaker and found Tempest is a meteor hammer focused ranger/fighter. Would Tempest convert to a +1/mwk metor hammer or a +1/+1 meteor hammer and would the abilities it gains with the character be gained on both ends of the weapon? or would the character be able to enchant the other end of the weapon as he wants himself?

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The player in my group that became the moldspeaker and found Tempest is a meteor hammer focused ranger/fighter. Would Tempest convert to a +1/mwk metor hammer or a +1/+1 meteor hammer and would the abilities it gains with the character be gained on both ends of the weapon? or would the character be able to enchant the other end of the weapon as he wants himself?
Unless you'd be willing to give a dual weapon character who fights with two separate weapons two copies of Tempest (which would only be fair if you give the same to a double weapon guy), I would suggest having Tempest only affect one end of a double weapon and let the PC magic up the other end as he wants and can afford.

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Don't know why but I would do it for the meteor hammer just to reward the character for taking a local weapon with lots of flavour. I have a PC in my group with 2 shortsword TWF and I only gave hime 1 shortsword however.
Sounds biased, but like I said a roleplaying reward for going with local flavour

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Seraphimpunk wrote:The player in my group that became the moldspeaker and found Tempest is a meteor hammer focused ranger/fighter. Would Tempest convert to a +1/mwk metor hammer or a +1/+1 meteor hammer and would the abilities it gains with the character be gained on both ends of the weapon? or would the character be able to enchant the other end of the weapon as he wants himself?Unless you'd be willing to give a dual weapon character who fights with two separate weapons two copies of Tempest (which would only be fair if you give the same to a double weapon guy), I would suggest having Tempest only affect one end of a double weapon and let the PC magic up the other end as he wants and can afford.
To that end What is the opinion of letting a moldspeaker add their own magics to a weapon? If they are going to have this all the way through the story what if they want to add a modifier they want / can afford?

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To that end What is the opinion of letting a moldspeaker add their own magics to a weapon? If they are going to have this all the way through the story what if they want to add a modifier they want / can afford?
I'd absolutely let such a character enchant Tempest's "off-hand" on their own, as though they were a caster of a level equal to their character level and had the relevant feats. I would possibly even forgo the skill check, depending on the character.