
Night_Shade |

Quick question on how to handle this idea. Back in the day there used to be a ring called a ring of regeneration (like what you can find in pathfinder), but there were a few that were rings of vampiric regeneration. These had the ability to heal the wearer based on the damage they dealt. I do not recall if it was a full transfer or half, but the idea was that if you hit someone for 10 points of damage you would heal 5 or 10 HPs.
Now I have a PC in a friends game that has the ability to make magical swords and was wondering how to implement this within a pathfinder game. Looking at the vampiric gloves, I was thinking of doing something similar usinf the same method of making the gloves, but substituing the sword in place of the gloves.
Does this seem reasonable? Any other idea or suggestions on how to do this?
Thanks for any help on this.

Darksol the Painbringer |

Quick question on how to handle this idea. Back in the day there used to be a ring called a ring of regeneration (like what you can find in pathfinder), but there were a few that were rings of vampiric regeneration. These had the ability to heal the wearer based on the damage they dealt. I do not recall if it was a full transfer or half, but the idea was that if you hit someone for 10 points of damage you would heal 5 or 10 HPs.
Now I have a PC in a friends game that has the ability to make magical swords and was wondering how to implement this within a pathfinder game. Looking at the vampiric gloves, I was thinking of doing something similar usinf the same method of making the gloves, but substituing the sword in place of the gloves.
Does this seem reasonable? Any other idea or suggestions on how to do this?
Thanks for any help on this.
The effects of the Vampiric Gloves are valued the same as a +3 Enhancement Bonus Weapon (and that's at the minimum). I'd suggest a +2 Vampirism property that grants 1D6 Negative Energy damage, and heals the wearer for the same amount, to keep in power with the rest of the elemental abilities (which would equate to a +1 Vampirism weapon, valued at the 18,000 gold the Gloves are pegged at). A Burst type would be +4, falling in the same effects as the Elemental-Burst properties (and honestly, would make crit fishing builds that much more powerful). I'd also put in a clause that allows you to disable the effect if you so desire.
Of course, that's just basic, by-the-bookwork suggesting there. I have made spells that grant the benefits you speak of to weapons, as shown here:
Spell: Vampirism
School: Necromancy (Manipulation) [Evil]
Level: Sorcerer/Wizard 5, Magus 6, Cleric 5
Casting Time: 1 standard action
Components: V, S, M (a drop of living blood)
Range: Touch
Target: Creature's Weapon
Duration: 1 round/caster level
Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless)
Description: You infuse a friendly target's weapon with unholy energies, causing it to surge with a thirst for nourishment from blood and souls. Weapons enhanced with this spell deal an additional 1d4 points of Negative Energy Damage per 4 caster levels, and causes attacks to absorb health, adding 20% of the damage the attack deals to the wielder's hit points, rounded down (this amount cannot be less than 1). Hostile undead targets that are struck by weapons with this spell active are not healed, though the bearer may choose to heal an undead creature within melee reach in place of an attack. If the allied undead creature is touched, it gains hit points equal to 120% of the Negative Energy Damage inflicted (rounded down). Health gained that would exceed the wielder's or target's total hit point value is instead stored into a temporary hit point pool for 1 minute/caster level of the spell, up to 1 hit dice per 4 caster levels. This spell can be applied to a Natural Weapon or Unarmed Strike as if it were a Manufactured Weapon.
Spell: Greater Vampirism
Level: Sorcerer/Wizard 9, Cleric 9
Duration: See Text
Description: This spell operates like Vampirism, except the spell also grants each successful attack a 25% chance to drain one level from the target (wielder's choice), granting the character an additional temporary level (+1 bonus to attack rolls, saving throws, skill checks, ability checks, and an additional 5 temporary hit points), which fades after 1 minute. When used to heal allied undead creatures in place of a melee attack, it has a 25% chance to grant a temporary level, granting an additional hit dice as temporary hit points in place of the standard 5 temporary hit points.
In addition, the negative energy damage dealt from this spell increases to 2d4 per 4 caster levels. The spell fades if the amount of levels drained equals the caster's primary spellcasting modifier or if the duration expires. For example, a level 18 Cleric casts the Greater Vampirism spell upon a target's weapon with a +6 Wisdom modifier. This means that the duration of the spell is 18 rounds, or successfully draining 6 levels from enemies, whichever occurs first.
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Making a specific weapon that grants uses of this spell for say 3 times per day is another (and probably more expensive) alternative.

RumpinRufus |

Even half transfer sounds overpowered. For a martial character, you can reasonably assume that they'll be doing damage every round, so even if the healing was capped at 10 HP/round, that would be almost like giving them Fast Healing 10, an extremely strong ability.
What level is your character at? That might give us some idea of how much you can spend on this item.

Darksol the Painbringer |

Even half transfer sounds overpowered. For a martial character, you can reasonably assume that they'll be doing damage every round, so even if the healing was capped at 10 HP/round, that would be almost like giving them Fast Healing 10, an extremely strong ability.
What level is your character at? That might give us some idea of how much you can spend on this item.
The only big problem with that is at-will or constant abilities provide permanent (or pseudo-permanent) sustain, which is technically not okay unless you can easily pressure past that. Simultaneously, you see PCs who can acquire DR over the 20's, and nobody scoffs at that being extremely powerful.
After all, HP doesn't prevent them being useless in a combat, or dead. Death Effects, Con Damage, Ability Drain, Conditions, all of that renders HP regeneration (and therefore Damage Reduction) useless.

RumpinRufus |

Simultaneously, you see PCs who can acquire DR over the 20's, and nobody scoffs at that being extremely powerful.
Really? You don't think anyone thinks DR 20 is an extremely powerful ability?
Anyways, for a comparison benchmark, the best I can find is the Infernal Cord. It activates only when someone else scores a crit on you, and grants fast healing for a minute. The normal version grants fast healing 1, and costs 1,000 gp more than a normal Con belt. The greater version grants fast healing 4, and costs 15,000 more than a normal Con belt.

Darksol the Painbringer |

Darksol the Painbringer wrote:Simultaneously, you see PCs who can acquire DR over the 20's, and nobody scoffs at that being extremely powerful.Really? You don't think anyone thinks DR 20 is an extremely powerful ability?
Anyways, for a comparison benchmark, the best I can find is the Infernal Cord. It activates only when someone else scores a crit on you, and grants fast healing for a minute. The normal version grants fast healing 1, and costs 1,000 gp more than a normal Con belt. The greater version grants fast healing 4, and costs 15,000 more than a normal Con belt.
I'd say it is, but if you re-read what I posted, I said nobody makes claims of PCs having over DR 20 being extremely powerful (notice all of the "PC HAS TOO MUCH DR, HALP" threads?), and that's because it's not as powerful or as broken as Magic.
It's only good when it comes to melee combat. Although Fast Healing has more implications beyond just getting hit in melee, they both still cover the same base, and that is reducing effective Hit Point damage taken, which we all know only prevents them from dying by damage, and even that has a threshold (which, if anyone specialized in hit point damage, is not much of a problem at all). There's still death by Death Effects, or an effective nullification of ability (AKA Save or Suck) that DR or Fast Healing do not prevent.

Night_Shade |

Rumpin - character is an 8th level caster that has the ability to craft magical blades. As far as the weapon itself, I was thinking along the lines of an additional die type (D4 or D6) or the base damage of the weapon only. So if I use a scimitar then the damage dealt by the scimitar prior to any other bonus would be the only thing that would transfer over. Half of the damage dealt would be very high as the character in question uses a weapon 2-handed and has a 20 strength, the PC deals 17-24 points of damage on normal hits so that would mean 8 HPs healed (minimum) per hit.
I was thinking of going with the weapon being infused with a power to drink in the essence of those it strikes and having the base damage of the weapon transfer over, instead of adding more damage die to the over-all damage output.

Lilith Knight |

I think that as a +1 ability that heals you the damage done that round, any damage that would not be multiplied on a critical is not healed would be reasonable. You'd want to test it first and it would be more powerful than an elemental weapon but if it was also a command word ability then it would be in the same ball park.

kestral287 |
Command word makes minimal difference unless you also slap a time frame on it.
Healing for a number based on damage dealt is... going to be borked.
Since Pathfinder was designed to be compatible with 3.5, and the Vampiric ability is certainly not gamebreaking... I'd frankly just ask the GM for that ability. There's no value in reinventing the wheel here.

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From 3.5 Magic item Compendium Pg. 45
VAMPIRIC
Price: +2 bonus
Property: Melee weapon
Caster Level: 9th
Aura: Moderate; (DC 19) necromancy
Activation: —
A gaping maw with elongated incisors adorns this weapon. The fangs shimmer wetly.
A vampiric weapon deals an extra 1d6 points of damage to any living creature it hits, and you heal damage equal to this amount.
Prerequisites: Craft Magic Arms and Armor, vampiric touch.
Cost to Create: Varies.
Another way to d it would be custom magic item creation rules
Vampiric Touch: level 3 spell; requires caster level 5
Use activated / continuous effect item (attacking)
spell level x caster level x 2,000gp
3 x 5 x 2,000 = 30,000gp and you need a +1 magic weapon before you enchant it with this (2,300gp + weapon cost)
the main diffrence with this is that it deals 2d6 damage and you gain temp HP instead of healing your HP
But that is also the difference between 3.5 and pathfinder. in 3.5 Vampiric Touch restored base HP in pathfinder it now just grants temporary health.

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Have you considered the Sword of Life Stealing straight out of the Core Rulebook? Get it made as a lesser version, +1 instead of +2, for 19,715 GP. And you can get it forged as a 18-20 by using a scimitar or kukri as a base, just alter the weapon cost from 15 for a longsword to 8 for a kukri, a scimitar actually costs the same so the price stays the same.