| Burnscar |
A player of mine wants to play Groot in my e6 game. That's cool, we've a bunch of ways to facilitate that.
One thing we agreed was that he'd use wooden weapons and armor, which would be refluffed to be pieces of wood he'd found and made part of him over the years.
But, since the completely wooden weapons are all a little bad, I thought to drop him a bone, and give him this specific weapon;
Club of Shillelagh.
This masterwork +1 club is permanently under the effects of a Shillelagh.
What sort of problems would arise from allowing something like that? Do you think I should at all?
If yes, do you think a pricing scheme of 6300gp=2300(+1 mwk club)+4000(2000*1*1*2, for a permanent lvl 1 spell with min/lvl duration) is fair?
Keep in mind that we rule that specific items can be further enchanted, although you can't move the specific item abilities from one type of item to another.
No Beaststrike Scimitar or Slaying Shuriken, for example.
| Saethori |
The effects of Shillelagh amount to, assuming your Groot is Large as he should be, turning the weapon from 1d8 to 3d6. This is an average damage increase of 6 per hit, which is not insignificant. However, it just makes it so he is wielding a Greatsword, damage wise, so I think, if the club if used two-handed, that the enchantment is very fair.
| Braingamer |
In terms of pricing, I feel that 6300 is low. The impact weapon property is a +1 cost equivalent and only increases the damage by one step, while shillelagh increases by two.
That said, if this is a single custom magic item that is unlikely to be recreated, price doesn't matter. The only thing I'd watch for is making a 1-handed weapon deal damage as a 2-handed weapon, but that is unlikely to be a significant problem.
Alternatively, just make a new mundane weapon.
| ShroudedInLight |
Shillelagh as a spell turns a weapon into a +1 Impact Impact Weapon, which is basically a +3 weapon. Of course, if you consider that the Club is a terrible weapon for a Paladin to wield (they have access to Ye Standard Longsword which is 1d8 19-20x2) then it is really only like a +2 Weapon with base stats worse in everyway than a warhammer.
+1 Impact Warhammer (2d6+1 x3)
Shillelagh Club (2d6+1 x2)
So as far as gold is worth, the simplest way to do it is to make it 8000 just like any other +2 weapon.
Of course, Shillelagh can only be cast on a non-magical weapon. I assume you are ignoring that restriction and will allow him to improve the club over time. Other things to note is that Shillelagh doesn't work for anyone except who cast the spell.
So removing those restrictions and just considering a +2 weapon is your best bet.
| Burnscar |
Eh, it's e6, so wouldn't expect him to spend his hard-earned money on a weapon that's more than +2 - it's just too expensive. If he ever has 10000gp at any one time, there's better things to spend it on than +1 for his weapon, I think.
Anyway, I'm content with this response, I know how I'll do it now.
Thank you.
| Dragonchess Player |
As an alternative to having a constant shillelagh effect, you could make it a command word item with limited uses per day:
Masterwork club: 300 gp
shillelagh 3 uses per day: 1 (spell level) x 1 (caster level) x 1,800 gp x 3 (uses per day) / 5 = 1,080 gp
Market Price: 1,380 gp
| River of Sticks |
Braingamer:I believe Impact is a +2 weapon property - so a permanent Shillelagh would be something like a +4 or 5 equivalent weapon.
Burnscar: I agree with Shrouded in Light; a club with Shillelagh isn't the best choice for high damage, and is basically the same as using another weapon they have access to, just refluffed.
Actually, that may be the easiest way - take a longsword or great sword, whatever stats feel appropriate, and re-fluff it as his "Groot" attack. Keep the same stats and restrictions (two-handed, wielding and casting, shield usage, cost, etc) and there won't be any game balance issues. It would not even be magical until it had at least a +1.