2 weapons i want opinions on.


Homebrew and House Rules


Did not do costs up, but wanting to know if this is beyond broken. Thinking of using these in a campaign im writing.

Bloodlust

​A 2-handed weapon that seeks a bloodlust.​

​Grants an ability like step up.

+1 <2-handed weapon>. Any Time a creature [friend or foe] drops below 0 hit points, if the weilder is within a 5 foot step of it, he must move within striking distance if able, and make a killing blow. If the weilder kills the creature, he gets the effects of Deathknell. Weilder may make a Will save to avoid this ability. DC 15+Level of the weilder.​

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Genocide

​A <Weapon> Borne of Rage against the world. ​

​The Weapon Has a Demi-God of Rage bound to it. Its not intelligent, but it is a Living Weapon. It is a +1 Adamantine weapon that gains +1 hit and damage vs a creature type it has killed within the last 48 hours. This resets if you kill another creature type. Thier is no limit to the Bonus.​

Scarab Sages

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Genocide is incredibly overpowered. Sacrifice a hundred or so helpless victims and you can go to war with +100 to hit and damage.


Are these being designed as artifacts?


Bag of kittens test is needed.


Does Genocide stack bonuses against multiple creature types simultaneously? If so, it could become a bookkeeping monstrosity.

"Let's see, +6 vs Goblins for another 36 hours, +2 vs Skeletons for 5 hours, +3 vs Gnolls for another 23 hours, +7 vs Spiders for 42 hours, +1 vs Elves for 12 hours (guilty look), and now +10 vs Orcs for 48 hours."


Scythia wrote:

Does Genocide stack bonuses against multiple creature types simultaneously? If so, it could become a bookkeeping monstrosity.

"Let's see, +6 vs Goblins for another 36 hours, +2 vs Skeletons for 5 hours, +3 vs Gnolls for another 23 hours, +7 vs Spiders for 42 hours, +1 vs Elves for 12 hours (guilty look), and now +10 vs Orcs for 48 hours."

I believe he wrote that the bonus resets any time you kill a different creature type.


Saldiven wrote:
Scythia wrote:

Does Genocide stack bonuses against multiple creature types simultaneously? If so, it could become a bookkeeping monstrosity.

"Let's see, +6 vs Goblins for another 36 hours, +2 vs Skeletons for 5 hours, +3 vs Gnolls for another 23 hours, +7 vs Spiders for 42 hours, +1 vs Elves for 12 hours (guilty look), and now +10 vs Orcs for 48 hours."

I believe he wrote that the bonus resets any time you kill a different creature type.

Oops, missed that.

Although that does make it less overpowering, now I imagine someone not wanting to kill something else because they'd lose the bonus. "I can't attack the goblin dog, what if I roll good damage and lose the bonus vs goblins I've built up?"


Some of the devs might be upset Genocide can be used against your own race.

Lantern Lodge

Imbicatus wrote:
Genocide is incredibly overpowered. Sacrifice a hundred or so helpless victims and you can go to war with +100 to hit and damage.

Funny that it should be called Genocide. Genocide, a PVP MUD, had a vampire class that worked sort of like this. The vampire started weak, but with every kill, would get stronger. By the end of each match, the vampire could be absurdly powerful. Thankfully, because the game was match-based, every single thing would reset in between matches. Such a concept does not work for games in which your progress saves.


48 hours later the bonuses count down in order.

I would have Genocide just reset when the wielder sleeps.
Everfull coffee mug anyone?

RPG Superstar Season 9 Top 16

Both weapons are vague in how they work.

In the first one, there's no indication of how and when this ability triggers and what action economy is involved. Depending on how you interpret it, it could mean you can potentially get infinite free 5-foot steps and attacks when it's not your turn or that it basically works like an enchantment effect that forces you to take actions on your following turn. Also, the DC for an item should not scale with the wielder's level.

The second weapon also sounds vague. When I first read it, I thought it basically acted like a weaker version of bane that changes creature type. But from others, it sounds more like you gain a bonus for each creature killed, which is insanely broken.

Also, if the second weapon has the soul of a demigod, it should be a major artifact...and most definitely intelligent in some way.


Cyrad wrote:


Also, if the second weapon has the soul of a demigod, it should be a major artifact...and most definitely intelligent in some way.

I kind of agree with this. If it's an artifact, then it's probably not really too powerful, but there needs to be some negatives for carrying/wielding the weapon, and finding/destroying the weapon should be a major focus of the campaign.


I'd change genocide to work like bane, except you have bane(creature type) of the last creature you killed. +2 to attack and damage +2d6 damage is a nice bonus, and this way you get to "change" it to something valuable so it's always relevant. I would probably price it as a +3, as the only reason bane isn't used more commonly is because you can't change it, and this overcomes that limitation.


Saldiven wrote:
Cyrad wrote:


Also, if the second weapon has the soul of a demigod, it should be a major artifact...and most definitely intelligent in some way.
I kind of agree with this. If it's an artifact, then it's probably not really too powerful, but there needs to be some negatives for carrying/wielding the weapon, and finding/destroying the weapon should be a major focus of the campaign.

Perhaps if it is destroyed, the souls of the creatures killed are released, with a desire to seek vengeance upon all who share the race of the wielder who killed them? (Basically, setting up the name of the weapon to be doubly true)

Shadow Lodge

Goraxes wrote:

Bloodlust

​A 2-handed weapon that seeks a bloodlust.​
​Grants an ability like step up.
+1 <2-handed weapon>. Any Time a creature [friend or foe] drops below 0 hit points, if the weilder is within a 5 foot step of it, he must move within striking distance if able, and make a killing blow. If the weilder kills the creature, he gets the effects of Deathknell. Wielder may make a Will save to avoid this ability. DC 15+Level of the wielder.

1.) Does this free movement count against you? What if you have already moved/5ft Stepped this round? This part is very confusing as it sounds like they must start out within 5ft, (that is they are already adjacent), but then it stipulates you must move into striking distance. The only way I would see this mattering is with a Reach Weapon, but then they normally wouldn't trigger the ability at all as they wouldn't start out 5ft away. The one major exception is against your own allies!!! Also note, Deathknell, being a [Death] effect, is going to devastate your parties wealth as neither Breath of Life or Raise Dead can bring them back.
2.) Does the dying creature also gain a Save as per Deathknell?
3.) Not sure it matters, but does it have to be a weapon that requires two hands to wield (such as a Greatsword), or one tat could be wielded with one or two hands, (such as a Longsword).

Suggestion: remove the distance and replace it with Threatening. That way a Longspear would be within 10ft where they can already hit the target, while a Greatsword would be 5ft, and neither would need to move at all. Secondarily, I'd probably change it so that you only risk attacking your allies if you fail with a Nat 1 or something.

Goraxes wrote:

Genocide

​A <Weapon> Borne of Rage against the world. ​
​The Weapon Has a Demi-God of Rage bound to it. Its not intelligent, but it is a Living Weapon. It is a +1 Adamantine weapon that gains +1 hit and damage vs a creature type it has killed within the last 48 hours. This resets if you kill another creature type. Thier is no limit to the Bonus.​

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1.) What type of bonus is the +1 to Attack & Damage? What does it stack with? Does it increase the weapons Magical Enhancement bonus instead, and if so does that mean it can overcome more types of DR?
2.) Are we assuming that Creature Type is referring to the Ranger Favored Enemy list?
3.) What happens when someone else picks it up after it's got some juice?

Suggestion: Firstly, I'd simplify this by just basing it off of the Deadly Juggernaut spell, which both reasonably limits the bonus granted and what type of targets count. Boosting the duration to 48 hours by restricting it to specific creature types is a pretty decent balance in most cases, I think. (playtest needed). I might even rule that ANY kill made by the character resets it, not just one with the weapon, so you could not just swap to a dagger to get the finishing blow after building up Genocide's bonus.

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