
golden pony |

Ok, so please say if you agree with the enhancement bonus I give them and if you would add anything or change something. Note: this abilities are upgrades of vicious and defending, much like flaming burst is an upgrade to flaming.
Guarding: A guarding weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to her AC as a bonus that stacks with all others, or to the AC of an ally adjacent to her.
As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of her turn before using the weapon, and the bonus to AC lasts until her next turn.
Furthermore, at any time before her next turn and once per round, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the wielder makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the wielder, the wielder takes a –4 penalty on her attack roll. She also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The wielder must declare the use of this ability after the attack is announced, but before the roll is made.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, shield or shield of faith; Price +2 bonus.
Savage: When a savage weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.
Additionally, the weapon's critical multiplier is increased by one, and on a confirmed critical hit, the target will suffer an extra point of bleeding damageper critical multiplier of the weapon. Multiple hits from a savage weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 24 (10+CL) Heal check or through the application of any spell that cures hit point damage after it succeeds a DC 24 CL check. If it fails, no damage is healed. Only melee weapons can be savage.
Strong necromancy; CL 14th; Craft Magic Arms and Armor, enervation, harm; Price +4 bonus.
Finally, what about a 'Drainning' type of weapon, which heals its wielder for half the bleeding damage inflicted by him as temporary hit points lasting for as long as the bleed lasts. Sounds like a +4 adn a strong necromancy to me.
The max cheese you could get out of it would be, I think, a dual wielding kukri fighter with improved critical, bleeding critical and 2 kukris +2 with savage and draining abilities. Am not sure it would be worse than wielding 2 vorpals of speed +2 for instance?

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Guarding looks fine.
Savage seems too complicated to me. I would break it apart. Make a +2
cost enchantment that increase the critical multiplier (think of as the upgrade to Keen). Then make a separate +2 with the viscous and bleeding on crit. The only risk then becomes redundancy of what "Savage" brings that "Viscous Wounding" doesn't. You are basically Wounding low bleed rate of 1 per hit for a higher bleed amount (minimum of 2) and higher cure AC, but with the additional cost of only getting it some of the time.
I've been building a soul-drinking sword that sounds very similar to your Draining. Basically it deals an extra d6 of damage that also gets returned to the wielder as temp hitpoints, to a max of the wielders con mod times their HD. The group just got the weapon, and hasn't actually used it in combat, but I'll let you know how it goes.

golden pony |

In that case then on one hand maybe I should just introduce 'savage' as a 'keen+' ability which makes the weapon keen and also increases the critical multiplier by 1, on one hand. +2 bonus ability. Would just have to change teh name for something more fluff appropriate perhaps.
On the other hand, I would introduce a 'wounding +', call it 'cruel' for instances, which works like wounding and needs a caster level check or heal check (not sure about DC, maybe 26) to stop the bleeding, negates any healing meanwhile, and also inflicts extra bleeding damage on critical equal to the weapon multiplier so that wounding does not become obsolete at higher levels. It would be a +4 I think.
The DC should escalate somehow, otherwise the weapon becoems again barely betetr than wounding at higher levels. But how to escalate it...