| QAlchemist |
So, I'm trying to figure out a fiddly bit of rules here - thought you all might be able to help me on it.
A net can be slashed through at 5 hp, escaped at a DC 20 Escape Artist check, or burst with a 25 DC strength check.
Now, what if you enchant it? For the purposes of the discussion, say it's a Net +2. Obviously it'd be +2 to hit, and the enhancement bonus to damage would do nothing, since it doesn't do damage. What about someone trying to break out of it? As per the rules, you cannot damage an enchanted weapon without a weapon with at least an equal enhancement bonus - so slashing through it, unless you have a +2 or better weapon, seems impossible. That's obvious. But what about /bursting/ the net? Does this bypass the usual near-indestructibility of magical weapons? Does it become un-burstable? Or does the act of 'bursting' a net not actually destroy it?
Happler
|
Oh, I had not thought of that yet. Not sure on the answer.
But now that you have me thinking on it. Adding enchantments to nets would be fun. Everybody needs a net with distance and bane. Or the holy, Undead bane net (great for Paladins).
Now, for damage like bane and holy, would you apply the damage each round that the undead was stuck in the net, or only once?
| Blueluck |
Looking at existing magic items, and they have regular strength checks to escape. The Iron Bands of Binding are destroyed on a DC 30, and the Rope of Entanglement can be escaped with a DC 20, but is not destroyed.
Aura strong transmutation; CL 12th
Slot —; Price 21,000 gp; Weight 5 lbs.
DESCRIPTION
A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.
A rope of entanglement has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects, animate rope or entangle; Cost 10,500 gp
Aura strong evocation; CL 13th
Slot —; Price 26,000 gp; Weight 1 lb.
DESCRIPTION
This potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe.
When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile (as if pinned) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check. Iron bands of binding are usable once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, grasping hand; Cost 13,000 gp
If I were a GM making a +2 net for a game, I would want to replace the +2 damage with something useful. I would probably add +1 to the Strength DC for each +1 of enchantment. That would give your +2 net a burst DC 27, and say that the item is "Broken" rather than "Destroyed" if it is burst.
+0 - DC 25 - Strength 20, roll 20
+1 - DC 26 - Strength 22, roll 20
+2 - DC 27 - Strength 24, roll 20
+3 - DC 28 - Strength 26, roll 20
+4 - DC 29 - Strength 28, roll 20
+5 - DC 30 - Strength 30, roll 20
Happler
|
You know, that is a curious thing that the "Rope of Entanglement" has a lower STR Break DC than a standard hemp rope.
Rope, Hemp: This rope has 2 hit points and can be burst with a DC 23 Strength check.
Now, it does have higher HPs and DR.
I do agree with the bonus applying to the DC. sounds like a good balance to me.