| Gandal |
Not sure this goes here.
How would anyone convert this marvelous weapon (from Baldur's Gate II SoA) in Pathfinder ?
It is at least a +3 weapon (it becomes +5 or +6 in the expansion ToB), it has three heads inflicting cold, fire and acid damage with each strike (it adds poison and electrical in the expansion if i remember correctly) and it has a chance of casting Slow on the creature hit without save.
| ProfessorCirno |
Not sure this goes here.
How would anyone convert this marvelous weapon (from Baldur's Gate II SoA) in Pathfinder ?
It is at least a +3 weapon (it becomes +5 or +6 in the expansion ToB), it has three heads inflicting cold, fire and acid damage with each strike (it adds poison and electrical in the expansion if i remember correctly) and it has a chance of casting Slow on the creature hit without save.
Keep in mind, HP values in 2e were significantly lower then they are in 3e, and as such a measly "+1 fire damage" was a much bigger deal then it is in 3e.
Straight conversion would be:
+3 flail, +1 fire, acid, and cold damage
+4 flail, +1 fire, acid, cold, and poison damage, DC x or be Slowed
+5 flail, +2 fire, acid, cold, poison, and lightning damage, DC x or be Slowed, Freedom of Movement on wielder, y Spell Resistance.
The +5 would probably be some sorta artifact, the +3 is more in line with a +4 weapon then anything else.
| Dreaming Psion |
For the simplest way to convert it, I would do
Enhancement bonus +3
And the elemental damage:
Frost special ability +1
Corrosive special ability +1
flaming special ability +1
Each of those would add +1d6 damage of the respective elemental type to the weapon's damadge
That would make it (pre ToB) a +6 weapon when adding up enhancement bonuses and special abilities, or 72,315 gp
The slow and other special abilities, eh, that would take some more work. The bonus electrical damage can be added with a further +1 enhancement bonus in terms of cost with the Shock special ability.
| Jeraa |
For the simplest way to convert it, I would do
Enhancement bonus +3
And the elemental damage:
Frost special ability +1
Corrosive special ability +1
flaming special ability +1Each of those would add +1d6 damage of the respective elemental type to the weapon's damadge
That would make it (pre ToB) a +6 weapon when adding up enhancement bonuses and special abilities, or 72,315 gp
The slow and other special abilities, eh, that would take some more work. The bonus electrical damage can be added with a further +1 enhancement bonus in terms of cost with the Shock special ability.
Lets see, if we make the Slow effect Use Activated (by swinging and hitting with the weapon), it would cost spell level 3 x caster level 5 x 2000 gold. So 30,000 gold. The save to negate the Slow effect would only be a DC 14 Will save, and the effects would last 5 rounds.
You are supposed to compare to similiar magic items when pricing, and the Freedom of Movement effect is the same as a Ring of Freedom of Movement, so costs 40,000 gold. (And it is a good thing you are supposed to compare to existing magic items. The formula says this effect would actually cost 84,000 gold.)
Spell resistance works differently, so that one isn't as easy. It doesn't seem to be a major effect though. Since SR 13 is the minimum you can get with a magic item, thats what I would use. Costs 10,000 gold.
Note, all of these prices (Save the freedom of movement) were priced according to page 550 of the book.
| idilippy |
Remember the backstory if you do convert it, the flail was kept in pieces by Nalia's dad for a reason, and when put together it tended to attract the Rakshasa that created it, so play up that drawback at least once or twice if your player's get it. Also, you might be better off making the Slow effect x/day, and maybe even reducing the base enhancement bonus of the flail if you don't want it to be too powerful. A +1 or even +2 flaming, frost, and corrosive Flail is still a +4 or +5 weapon, add in the Slow effect x/day rather than every hit and you have a weapon that is powerful but useable at mid levels without being too pricey.
Regrs
|
I had converted that weapon back at the 3rd edition for a Forgotten Realms game, using the appropriate books for the setting.
Each head of the flail (or scourge IMO) was made from different metals or alloys of steel.
There where some materials that added elemental damage on weapons made with it not by magic but due to material.
Most bonuses where +2 "element" damage per hit, not improved by critical etc.
So Effectively it was a +5 Heavy Flail dealing 1d8+5 +10 (various elements) damage with a special ability to cast "Slow per hit"
The last part was a bit heavy IMO but cost-wise totally achievable since
there is already a weapon that can do a similar effect.
See the "Demon Armor" its claws deal damage like +1 Bastard Swords and cast Contagion (Wiz/Sorc 4) per hit.
Totally obtainable and worthy of near Lesser Artifact status.