| Goblich |
I am trying to figure out the price for a weapon enchantment. The idea comes from the old AEG "Mercenaries" book. there is a PrC called the Slayer that can soak a weapon in blood, and the weapon's damage increases by one die size (1d8 to 1d10, 1d10 to 1d12, etc.). I am looking to make an enchantment that is similar to this, but can be used by anyone (the original could only be used by the slayer that Blooded the weapon).
What would the price be for this enchantment? I was thinking +3.
I would love some input on this.
| udalrich |
What happens to a d12? Does it become a d20? 2d8? For d4 through d10, this gives an average +1 to damage, so a d12 should probably become 2d8 or d6+d8.
Assuming you go with one of those for the d12, this shouldn't be that expensive. The worst case scenario is either a large greatsword (3d6 -> 3d8) or a large level 20 monk, if you can put it on an amulet of mighty fists (4d8 -> 4d10). In either case, it's an average of +1 damage per die, so +3 for the greatsword or +4 for the monk.
A +1 elemental enhancement would add an average of 3.5 damage. However, it wouldn't multiply on a critical or vital strike (like this would) and could be negated by energy resistance.
An elemental burst weapon would do 3.5 damage on average for a non-critical hit and 9 on a x2 critical hit. On a x2 critical hit, this enhancement averages +4 (medium great sword), +6 (large greatsword) or +8 (monk). Again, this isn't subject to energy resistance while the flaming burst is.
I'd say that it's comparable or better than a +1 enhancement (depending on the weapon size), but it's worse than a +2 enhancement. How I would price it depends on what type of players I have. If they generally are medium characters not trying to completely optimize their combat ability, I'd allow it as a +1. If they tend to play Large (or larger) characters and/or use magic to increase their size, I'd price it at +2.
| Carpjay |
I know that 3.5 had some pretty clear steps to follow for upping any particular damage dice (I think 1d10 became 2d6, for example). I can't recall and don't have my books, but those progressions are likely retained in PF and listed somewhere in the core rulebook. I think their starting point was the actual size of the weapon, but it should be the same progression through the dice for any effect that bumps die size.
+3 is too high, not sure if I'd go +1 or +2, or maybe it's a flat add-on instead of a multiplier. The argument above comparing it to similar powers is solid.
| The Speaker in Dreams |
+1 is where I'd go (cool idea, btw) with pricing it.
Even if it can up crit results a bit ... it's a crit with an average of +1 more (oooo!!! a whole 2 or 3 added points!!!!). I doesn't add a full dx of damage, but then it's balanced by not being subject to resistances. I think it's a nice, flavorful, +1 level ability myself.
| Abraham spalding |
There is a cursed item called the mace of blood on page 541.
It's a +3 heavy mace that must be coated in blood everyday or its bonus fades away. Anyone using the mace must make a DC 13 will save everyday or become CE.
Seems pretty close to what you are looking for, drop off the curse and give a 20% deduction on price and it's a "failed" magic item.