Magical Weapon advice


Homebrew and House Rules


Hey guys, I have an idea for a magical weapon and thought I could do with some advice. for starters what level would you think this kind of weapon would be appropriate and how much gold do you think it would be worth? also keep in mind that its a dagger and a glove. so to use it it would take up an extra item slot as well.

the weapon is really a Knife and a glove. the knife is essentially an anchoring weapon, that can as a swift action that doesn't provoke explode and reappear back into the users hand, when the wielder snaps there fingers while wearing the glove. this effect can only be used when the weapon is anchored.

the explosion deals 1d6 flaming damage + the wielders dexterity mod, the explosion also deals splash damage equal to 1+plus the wielders dex mod. Those caught in the splash can attempt a reflex save for half the damage. the DC for this save is 10 +plus the users Dex mod

Grand Lodge

You're combining several potent effects in one device, including double dipping on dex to damage. AOE dex to damage...

You're pretty much talking minor artifact level.


LazarX wrote:

You're combining several potent effects in one device, including double dipping on dex to damage. AOE dex to damage...

You're pretty much talking minor artifact level.

double dip? i might of mistyped something. the direct hit takes dex to damage as do others in the splash radius. but the direct his doesn't get hit by the splash as well.

what about if I change it from a swift action to return/explode the knife to a standard one. that way it really takes two turns to set up this move. it took two turns before but on the second it gave the user a chance to make a second attack. i could change that so instead of it going.

1,21,21,21. it would just go 1,2,1,2.

Scarab Sages

Even still, it's an unlimited use item that mimics limited use alchemist bombs, one of their defining class features.

Also, flagged to be moved to homebrew forum.


Imbicatus wrote:

Even still, it's an unlimited use item that mimics limited use alchemist bombs, one of their defining class features.

Also, flagged to be moved to homebrew forum.

what level do you think is appropriate for a weapon like this? also what would you do to nerf it?


Just as a question, why make it a two items? You can use the standard magic item creation rules to create a similar weapon. A +1 flaming burst returning dagger would fit well enough.


Diven wrote:
Just as a question, why make it a two items? You can use the standard magic item creation rules to create a similar weapon. A +1 flaming burst returning dagger would fit well enough.

for flavour mostly, it returns when the user clicks there fingers whilst wearing the glove. plus because its a powerful item it also takes up an equipment slot (the hand)

also it doesn't behave like a flaming burst weapon. it behaves more like a first level alchemists bomb, and can only be used when its anchored. and unlike normal returning weapons. it returns after detonation. so at the end of the standard action and not at the beginning of your next turn.

so turn one, you throw the dagger and activate its anchoring ability. turn two you activate the detonation/return ability. so the dagger returns at the end of detonation.

so its quite a bit different from a regular returning flame burst anchoring weapon. which would be a +6 weapon.

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