New Elemental Enchantments: Splash, Immobilize, Instant-Kill


Homebrew and House Rules


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In addition to the flaming/frost/shock and burst enchantments, my players are asking for new +3, +4, +5 elemental weapon enchantments.

Here are my ideas.
I need to make sure that they are balanced and fair.

Splash: +3 enchantment
On a successful crit, everybody adjacent to the target receives 1d6 splash damage.

Immobilize: +4 enchantment
On a successful crit, the enemy is immobilized for 1d6 rounds.
Fort Save negates, rolled once per round (DC = BAB + 5).
Enemies who are immune to that element are not affected.
Enemies with resistance to that element receive a +4 bonus to their save.

Instant-Kill: +5 enchantment
On a successful crit, the enemy is immediately killed.
Enemies who are immune to that element are not affected.
Enemies with resistance to that element roll a Fort Save (DC = BAB + 5) and receive an additional +4 bonus to their save.
A successful save results in immobilization rather than death.

These enchantments stack with all previous enchantments.

Do these ideas sound balanced?
Are the Fort Save and +4 resistance bonus appropriate?

RPG Superstar 2012 Top 32

Shadow13.com wrote:

In addition to the flaming/frost/shock and burst enchantments, my players are asking for new +3, +4, +5 elemental weapon enchantments.

Here are my ideas.
I need to make sure that they are balanced and fair.

Splash: +3 enchantment
On a successful crit, everybody adjacent to the target receives 1d6 splash damage.

Immobilize: +4 enchantment
On a successful crit, the enemy is immobilized for 1d6 rounds.
Fort Save negates, rolled once per round (DC = BAB + 5).
Enemies who are immune to that element are not affected.
Enemies with resistance to that element receive a +4 bonus to their save.

Instant-Kill: +5 enchantment
On a successful crit, the enemy is immediately killed.
Enemies who are immune to that element are not affected.
Enemies with resistance to that element roll a Fort Save (DC = BAB + 5) and receive an additional +4 bonus to their save.
A successful save results in immobilization rather than death.

These enchantments stack with all previous enchantments.

Do these ideas sound balanced?
Are the Fort Save and +4 resistance bonus appropriate?

I'm not a big fan of instant-kill....it's kind of boring.

Maybe....

+3 Power: Flaming Immolation (+1 and special). On a successful critical hit, the enemy catches on fire, taking 1d6 points of damage per enhancement bonus to hit and damage of the weapon each round unless they take a full round action to make a successful Reflex save with a DC of the wielder's BAB plus the weapon's enhancement bonus to hit and damage. This ability can only be added to a weapon with the flaming burst ability.

+4 Power: Flaming Wildfire (+1 and special). On a successful critical hit, any opponents of the wielder that are adjacent to his target take 1d6 points of damage per enhancement bonus to the weapon's attack and damage rolls and must make a Reflex Save with a DC equal to the wielder's BAB plus the weapon's enhancement bonus to attack and damage rolls to avoid catching on fire. Creatures adjacent to any creature that catches on fire from the Flaming Wildfire must also make a Reflex save to avoid catching on fire. This continues until the link of adjacent creatures are either on fire or have successfully saved. Creatures with fire resistance or immunity do not catch on fire (and do not spread the wildfire) if they take no damage from the wildfire. This ability can only be added to a weapon with the flaming immolation ability

+5 Power: Flaming Inferno (+1 and special). On a successful critical hit, the target takes 2d6 points of energy damage per point of the wielder's BAB. A successful Fortitude save with a DC equal to the wielder's BAB + the weapon's enhancement bonus to attack and damage rolls can be made to reduce the damage to 2d6 points of damage per enhancement bonus to the weapon's attack and damage rolls. This ability can only be added to a weapon with the flaming wildfire ability.

This way, a +5 Flaming Inferno weapon will be more effective than a +1 keen, holy, axiomatic, fiery inferno weapon. More effective at burning things up, anyways.


So your structure works like this:
Mandatory +1 enchantment
Flaming (+2)
Flaming Burst (+3)
Flaming Immolation (+4)
Flaming Wildfire (+5)
Flaming Inferno (+6)

SmiloDan wrote:


+3 Power: Flaming Immolation (+1 and special)...enemy catches on fire, taking 1d6 points of damage per enhancement bonus...

With this enchantment, the sword would be considered +4, right?

So you're suggesting 4d6 fire damage on a successful crit?

SmiloDan wrote:


+4 Power: Flaming Wildfire (+1 and special).
opponents of the wielder that are adjacent to his target take 1d6 points of damage

I like it. It reminds me of chain lightning.

One of my players in particular really wants to freeze and shatter enemies with a frost sword. (I think he got the idea from Baldur's Gate or Diablo).

I know that Vorpal is instant kill and it's a +5 enchantment, so I figure an instant kill Frost enchantment would also be about +5.

An enchantment that freezes enemies is less lethal, so that's probably somewhere around +4.

Once I get that frost sword figured out, then I can come up with cool enchantments for fire and electricity.

I love the concept of giving each of the elements its own unique effects and I dig your idea about the fire spreading.

I like your recommendation about including the sword's enchantment bonus. Kudos.

Thanks for the input.


No love for earth with corrosive (acid) enchantments?

RPG Superstar 2012 Top 32

Shadow13.com wrote:

So your structure works like this:

Mandatory +1 enchantment
Flaming (+2)
Flaming Burst (+3)
Flaming Immolation (+4)
Flaming Wildfire (+5)
Flaming Inferno (+6)

SmiloDan wrote:


+3 Power: Flaming Immolation (+1 and special)...enemy catches on fire, taking 1d6 points of damage per enhancement bonus...

With this enchantment, the sword would be considered +4, right?

So you're suggesting 4d6 fire damage on a successful crit?
I like your recommendation about including the sword's enchantment bonus. Kudos.

Thanks for the input.

Actually, what I meant was that a +1 Flaming Immolation (+4 total) would do +1d6 points of fire damage each round, and a +5 Flaming Immolation (+8 total) would do +5d6 points of damage each round.

I like the idea of a frost sword freezing an opponent in a solid block of ice as the +4 power, and shattering the block of ice as the +5 power. I actually designed a PrC for 3.5 that did that. I think I called it the frostblade rake. I'll have to look it up and re-post it.


Felgoroth wrote:
No love for earth with corrosive (acid) enchantments?

That would be awesome. All in due time. Muah ha ha!


Shadow13.com wrote:
I know that Vorpal is instant kill and it's a +5 enchantment, so I figure an instant kill Frost enchantment would also be about +5.

Vorpal only works on a confirmed natural 20 however.

I think SmiloDan's ideas are a bit too strong overall, but great concepts. I like the save = BAB + enhancement - it's low but grows fast. I don't like damage = BAB d6, that gets out of hand. 20 only... that's probably workable, but still think using BAB isn't appropriate.

For comparison, an epic Fiery Blast weapon does +3d6 fire per hit, multiplied by any crit, and that's a +6. Is it worth a +6 - maybe, maybe not, but that's your starting point.


Majuba wrote:
Vorpal only works on a confirmed natural 20 however.

Good catch. I hadn't noticed that it required a natural 20.

That makes the instant kill much less common.

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