
Von Marshal |

Um, if im reading your ranting right. Do you not think that you can use your arcane pool to add abilities to your blade? Just like all magus you can add all the magic abilities to you blade a normal magus can (dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal). You can even add others if you take the right magas. Heck a black blade can even get them sooner than a normal magus. Dont't know about you but i can't seem to get a +1 sword before level 3 most of the time, and thats if it's the first think I get, so the bb is ahead there (definatly able to have a +1 at level three). If you don't take enduring blade asap your prob not focusing in the right area with a bb. "IT's all about the Blade baby." So use your weapons arcane pool to give it the damage boost(black blade strike) give it keen, flaming, frost, shock, and speed(preferance order is mine) and let it give itself the +#. Manage your spells better to conserve your ap. Talk to your party about effectiveness and pace. Get over the fact that you can't futher enchant a class feature with gold. and do lots of damage. Example. level say 3 Holdign a shocking grasp while using its light as a torch. Round one spell combate with spell strike normal attacks first, use blade ap to give +1dmage one min, use your ap give keen to your blade use your now +1 keen +1damage blade(rapier) to full attack. Attack +2bab+1from blade -2 from spell combate +3 for the shocking grasp your holding +4 to hit with a +1d6+1ench+1(bbs)+str mod(rapier,piercing{dr applies})Maybe crit on a 15+ roll adding +3d6 elec(dr does not apply) then cast shocking grasp again repeat above. More than likely at least one will crit so you doing around (1d6+1+1+3d6)to (2d6+2+2+6d6)x2. thas a max of 16d6+8+2xstrmod. OMG the target has dr10 your doing average 50+ damage in round one. Black blades really do suck.

Banatine |
I'd specify that they would require the Craft Magical Arms and Armor feat, and that they would then need to meet any of the other crafting requirements. Personally, I also like the example of the Daimyo feature from Oriental Adventures, and would also allow that in my games.
I quite like your way of handling it. It certainly works, and if i did allow it, i would probably do it the same way tbh, but it touches on the other element you could find problematic.
Lets say your in the middle of your progress on enchanting your Black Blade with Spellstoring. Then you hit, for example, 9th level. Your blade just went up to +3, and suddenly the cost and time required to 'finish' enchanting the blade has doubled.
Now, you CAN'T let your player say 'i'm close to leveling, so i gotta do this quick.' He has no way of knowing his blade is just about to become stronger to the point of complicating his work. There is no way you can avoid this situation happening without meta-gaming. I mean you could always just have nothing happen during the time, but sometimes events don't allow it.
This is the situation i wouldn't like to deal with as a DM, as the player then says 'why do i suddenly have to pay twice as much to give it spellstoring now? that's bogus!' and the argument starts, and the fun drains away...

Von Marshal |

No kidding I can't stand it when it becomes un-fun do to differences in opinion. So, I just let the Gm's word be law after asking once; till after game time. I may try to argue it later away from the game. I did find an answer as to how to give a black blade spellstoring tho. It's not PFA but it will work. If you remember the scabard of keen edge adds keen to all bladed weapons put in them; you wounder if there is anything else that does the same thing. Well in an old d20 iteam compindium, somewhere in my attic again, I found a (sword chain) it's a fetish like iteam that you tie to the hilt of a sword, there are other thing like it to (hilt gems and the such) that impart magic abilities to the weapon they are attached to. And with that idea as a base for creating a magic iteam you can use the 'no slot" rules for creating an iteam that can be affixed to your weapon that can give it a new power. DRESS UP YOUR SWORD DAY. So, if your gm will allow you to do this go for it.

Vid Avehn |
Vid Avehn wrote:I'd specify that they would require the Craft Magical Arms and Armor feat, and that they would then need to meet any of the other crafting requirements. Personally, I also like the example of the Daimyo feature from Oriental Adventures, and would also allow that in my games.I quite like your way of handling it. It certainly works, and if i did allow it, i would probably do it the same way tbh, but it touches on the other element you could find problematic.
Lets say your in the middle of your progress on enchanting your Black Blade with Spellstoring. Then you hit, for example, 9th level. Your blade just went up to +3, and suddenly the cost and time required to 'finish' enchanting the blade has doubled.
Now, you CAN'T let your player say 'i'm close to leveling, so i gotta do this quick.' He has no way of knowing his blade is just about to become stronger to the point of complicating his work. There is no way you can avoid this situation happening without meta-gaming. I mean you could always just have nothing happen during the time, but sometimes events don't allow it.
This is the situation i wouldn't like to deal with as a DM, as the player then says 'why do i suddenly have to pay twice as much to give it spellstoring now? that's bogus!' and the argument starts, and the fun drains away...
That's not how adding an enchantment works. It's based on the bonus cost of the ability, not the weapon.
Spell Storing
Aura Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
Nowhere in any of that does the price of Spell Storing change because of the weapon you're attaching it to. I'm not sure exactly what mechanic you're using to say that the cost now doubles because they're in the process of enchanting the weapon. If that is the case, well all the more reason to be cautious about when and how you work on it, but that's no reason that it can't be done at all.
Still, seeing as wondrous items as Von Marshal has pointed out may be used to adjust certain similar effects, it seems like it's not expressly forbidden that these effects cannot be added at all, just that the process may still need to be written.