Magic Weapon Advice


Advice


hi everyone. I really like coming up with magic weapons but I'm not very good when determining what level player it should be given to or what the value of the weapon should be.

I came up with one weapon earlier and what do you guys think.

Shooting Star lance.

the when used with a charge the wielders charge increment is increased by 10 feet, if an attack is made with the lance in the additional 10 feet charge increment. you deal an additional 1D6 Flaming damage and the target is knocked back 5 feet. if a surface or wall would prevent the target being knocked back 5 feet, it is knocked prone instead.

What do you think of the weapon? I'll also probably add more as time goes on.


I might give this a +2 as a property at best. Maybe a +1. It does basic flaming, and has a decent enough effect, but rather restricted.

So add that onto whatever enhancement bonus the weapon has, and that should give you an idea of generl level it should be placed at.


lemeres wrote:

I might give this a +2 as a property at best. Maybe a +1. It does basic flaming, and has a decent enough effect, but rather restricted.

So add that onto whatever enhancement bonus the weapon has, and that should give you an idea of generl level it should be placed at.

okay cool, I'll probably make it a +1, so it'd be a 8310 gp Item. So i'd be a cool level 4/5 level weapon. thanks.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

In truth I think its pretty weak. Maybe I am misunderstanding what you mean by charge increment. For the effect to only work in a 10' range, (for the 30' movement creature, it would mean charging from 65' or 70' away) is just really narrow.

I'd probably simplify it. It should work on all charges (still pretty narrow) and give a free bull rush check on hit with a bonus (maybe a flat +5 or 2 * enchancement bonus). Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance.


Maezer wrote:

In truth I think its pretty weak. Maybe I am misunderstanding what you mean by charge increment. For the effect to only work in a 10' range, (for the 30' movement creature, it would mean charging from 65' or 70' away) is just really narrow.

I'd probably simplify it. It should work on all charges (still pretty narrow) and give a free bull rush check on hit with a bonus (maybe a flat +5 or 2 * enchancement bonus). Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance.

okay then, I'll take on that advice. do you think it would still be a +1 with those changes?


it would still be a +1 yes, because again it only works on a charge where static flaming works on every attack regardless and can be combined with a full attack for 3/4d6 in one round where this is only 1d6 unless you have a pounce ability


Koshimo wrote:
it would still be a +1 yes, because again it only works on a charge where static flaming works on every attack regardless and can be combined with a full attack for 3/4d6 in one round where this is only 1d6 unless you have a pounce ability

okay cool thanks, and thats another idea for a weapon. could give Pounce to a pair of claw weapons and turn a character into wolverine haha.


BlackJack Weasel wrote:

hi everyone. I really like coming up with magic weapons but I'm not very good when determining what level player it should be given to or what the value of the weapon should be.

I came up with one weapon earlier and what do you guys think.

Shooting Star lance.

the when used with a charge the wielders charge increment is increased by 10 feet, if an attack is made with the lance in the additional 10 feet charge increment. you deal an additional 1D6 Flaming damage and the target is knocked back 5 feet. if a surface or wall would prevent the target being knocked back 5 feet, it is knocked prone instead.

What do you think of the weapon? I'll also probably add more as time goes on.

Usually, effects like your lance's allow targets to make saving throws or something.

Take a look at the Stunning Fist, Punishing Kick, and Tangle Feet feats to get an idea of what I mean.

You might consider using the Bull Rush mechanic for this magic item. For example:

"you deal an additional 1d6 Flaming damage, and the wielder may attempt a Bull Rush as a Free Action."

So, as I write, I recall that when you use a lance for a charge attack from the back of a charging mount, you deal double damage. Is that 1d6 Fire Damage doubled as well, doing 2d6, or is the Fire Damage added on after the doubling is applied?


I like making magic items, too. One of the things about placing magic items for the players to find is that character building often involves designing magic items to go with the characters, and so the GM placing magic items becomes an incentive for the players to design their characters around the magic items they find. Placement of magic items then becomes sort of the GM's commentary on the Player Characters and represents his artistic contribution to the PC's idea.

One should be thoughtful about such things.


Scott Wilhelm wrote:
BlackJack Weasel wrote:

hi everyone. I really like coming up with magic weapons but I'm not very good when determining what level player it should be given to or what the value of the weapon should be.

I came up with one weapon earlier and what do you guys think.

Shooting Star lance.

the when used with a charge the wielders charge increment is increased by 10 feet, if an attack is made with the lance in the additional 10 feet charge increment. you deal an additional 1D6 Flaming damage and the target is knocked back 5 feet. if a surface or wall would prevent the target being knocked back 5 feet, it is knocked prone instead.

What do you think of the weapon? I'll also probably add more as time goes on.

Usually, effects like your lance's allow targets to make saving throws or something.

Take a look at the Stunning Fist, Punishing Kick, and Tangle Feet feats to get an idea of what I mean.

You might consider using the Bull Rush mechanic for this magic item. For example:

"you deal an additional 1d6 Flaming damage, and the wielder may attempt a Bull Rush as a Free Action."

So, as I write, I recall that when you use a lance for a charge attack from the back of a charging mount, you deal double damage. Is that 1d6 Fire Damage doubled as well, doing 2d6, or is the Fire Damage added on after the doubling is applied?

I'd imagine I wouldn't double the flaming damage, just because I wouldn't want it to get to out of hand. and yeah. its a bullrush, so I might as well just call it that. it would make it simpler.

and I agree with you about magic items being something that the players can build there characters around. the only issues come arise when a character has a build that requires a specific magical item. like an agile elven curved sword or something.


If I have a character build that requires a specific magic item, I'm usually willing to take a Feat to get it, like Master Craftman and Craft Arms and Armor. There is also a 3.5 Feat in the Book of Exalted Deeds called Ancestral Relic. If your campaign is much like the Pathfinder Society Campaign world, even that might be unnecesary. If magical craftsmen are not uncommon, your players can just buy the upgrades as they can afford them.

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