Saturday, September 22, 2007

Bloodsipping - Weapon Quality

Bloodsipping: A bloodsipping weapon has a handle made out of bone and teeth, and wrapped in crudely stitched, badly cured leather. When the wielder of a bloodsipper weapon drops an opponent, droplets of blood crawl up the blade and onto the wielder's hands, like small warm leeches, where they are absorbed into the user's skin.

When used in combat, every time a bloodsipper weapon is used to bring a living opponent to -1 hit points of less, its wielder heals 1d3 points of damage.

Bloodsipping is a quality that can be added to any normal, masterwork, or magical weapon.

Weak necromancy; CL 5th; Craft Magic Arms and Armor, vampiric touch; Cost +500 gp

Treasure Value: Bloodsipping sickle (506 gp, 2nd level)
NPC Gear: Bloodsipping sickle (506 gp, 2nd level)

Math: I assume that a weapon healing it's user 1d3 is about equal to harming it's target for +1d3. Either way, the length of combat is changed by 1d3 hit points.

I started out pricing this as half a +1 value (1,000 gp). I halved it because it is far more restricted in scope and target. It doesn't grant or take 1d3 hit points each strike, only when felling a living creature. This ability becomes less and less useful as characters advance.

Monday, September 17, 2007

Sunreaving - Weapon Quality

Sunreaving Weapon: This weapon has gold flames filigreed upon its blade or head, and the holy symbol of a god adorns it's handle. It seems to glow in sunlight, and flashes with sparks when used in combat.

This weapon can be commanded to produce a ray of brilliant energy that sears it's target for 1d3 fire damage.

Some sunreaving weapons have been known to inflict 1d6 fire damage.

The sunreaving quality can be added to any masterwork or magical weapon.

Weak evocation; CL 3rd; Craft Magic Arms and Armor, disrupt undead; Cost +900 gp (1d3 damage), +1,800 gp (1d6 damage)

NPC Gear: Masterwork Sunreaving Morningstar (1d3 dmg), 1,208 (3rd)
Treausre Value: Masterwork Sunreaving Morningstar (1d3 dmg), 1,208 (4th)

This inexpensive addition to a weapon gives the melee fighter something nominal to do while manuevering for a charge or fighting from afar.

Math: cantrip, command word activated = 1*1*1,800/2=900, double for double damage

Friday, September 14, 2007

Hasty Weapon - Weapon Quality

Hasty Weapon: This weapon has a pommel wrapped in denatured and rougened phase spider or ettercap silk. There is mitheral in the blade or head, and runes down the length of it's blade or haft invoke energies that allow time itself to be manipulated. When used, the edge of the blade glows with a faint blue-white light.

As a swift action, a hasty weapon can be used to make an extra attack as part of a full attack action. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This stacks with extra attacks granted by any other effect, but does not actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action during a round.

Some hasty weapons can by used two or three times per day. They cannot be used to grant two or three extra attacks in one round, just to grant an extra attack in two or three separate rounds.

The hasty quality can be added to any mundane, masterwork, or magical melee or missile weapon, but not to ammunition.

Weak transmutation; CL 5th; Craft Magic Arms and Armor, haste; Cost +600 gp (one extra attack), +1,200 (two extra attacks), +1,800 (three extra attacks)

NPC Gear: masterwork hasty sickle (915 gp, 2nd)
Treasure Value: masterwork hasty sickle (915 gp, 3rd)

Math: Haste, once per day, then prorated by the number of rounds.

2*3*2000=30,000 then /5=6,000 then /5 (lowest caster level is 5, a 5 round duration) = 1,200

Half again for lack of +1 to hit, +1 to AC or reflex, or movement = 600 gp per attack

Tuesday, September 11, 2007

Dashing - Weapon Quality

Dashing Weapon: A dashing weapon in always masterwork, and crafted beautifully. Whether plain and elegant or baroque and flashy, a dashing weapon looks like quality, and it is obvious to everyone who sees it. When holding a dashing weapon, a prospective user can tell that it is well balanced and easy to use. Often, it is consecrated to the gods of wind or time.

A dashing weapon grants its user +1 to their initiative rolls. This bonus stacks with all other bonuses to initiative.

The dashing quality can be added to magic weapons.

Weak transformation; CL 3rd; Craft magic arms or armor, cat's grace; Cost +400 gp.

Treasure Value: Masterwork dashing longsword: 710 gp, 3rd
NPC Gear: Masterwork dashing longsword: 710 gp, 2nd

Math: It's always been curious to me how low a value is assigned, RAW, to initiative. Considering that it is often (no citation) credited with deciding entire battles, you think initiative would be worth alot. Yet there are only two widgets RAW that grant initiative: the Improved Initiative Feat, and the Haste spell. Being that it is piled onto the haste spell with a ton of other things, it's hard to infer a cost for that bonus, so I work from the Improved Initiative feat.

Improved Initiative is a cheap feat. It has no pre-reqs. It is often taken at first level, with toughness, which grants 3 hp, dodge, which grants a limited bonus to AC, and Skill Focus which grants a +3 bonus to skills.

This would seem to indicate that a a +4 initiative bonus is worth about as much as half a 1st level spell once per day (cure light wounds: average 5.5 hit point healed, half of that would be 2.75, round up for three, 200 gp?), about half or a quarter of a +1 bonus to AC (anywhere from 500 to 1000 gp), or an item that grants +3 to a skill (900 gp). So a lower bonus should be worth less.

I often used to assume that a single feat with no pre-reqs is worth a +1 weapon bonus. But that's a crock, comparing it to the values of the feats above.

On the other hand, for combat use, +4 initiative beats all of the above hands down.

My compromise was to treat Improved Initiative as a first level spell or weapon bonus, about 2,000 gp. I could divide by four to get the value for each individual plus, but value tends to stack, so I treated it as a once per day item, one fifth of the value. The price for +1 initiative is 400 gp, theoretically, the price for +2 is 800 gp and +3 is 1,200 gp.

The full +4 baloons to 2,000 gp. I don't know that I'd allow an item like that, however. At the very least, I wouldn't let it stack with Improved Initiative. It would allow nearly unbeatable initiative much too cheaply.

Saturday, September 08, 2007

Quick apologia! I had said cheap weapons, but the blackfire arrows are a +4 enchantment. This week has been too too hectic, and in my list of prepped post ideas, I'd slipped this bit of equipment from a creature early in my current campaign. It seemed like the easiest post to finish while family is at swimming lessons.

As an aside, I use magic arrows as NPC gear a lot: they are the game equivalent of biodegradable trash, being used up quickly by the NPCs or by players if there are any left over. And a single blackfire or other powerful arrow, given to a low (2nd or higher) level NPC sharpshooter, gives an encounter with that NPC an interesting punch: a quick, alarming dose of damage at the front end of the encounter, and an extra round or two because of the temporary hit points.

Blackfire Arrows - Specific Weapon, Weapon Bonus

Blackfire Arrows: These arrows, with heads carved from the bones of undead creatures and fletched with the feather's of carrion birds, burn with a black fire when nocked against the string of a bow.

These +1 arrows do +1d6 fire damage. Any damage they do is transferred to the creature who fired the arrow as temporary hit points that last for ten hours.

Strong necromancy; CL 12th; Craft Magic Arms and Armor, vampiric touch; Cost 647 gp each.

Blackfire Quality: This weapon constantly burns with a black fire. They do +1d6 damage per strike, and any damage done is transferred to the weapon's wielder as temporary hit points that last for ten hours..

Strong necromancy; CL 9th; Craft Magic Arms and Armor, vampiric touch; Cost +3 bonus.

Treasure Value: 5 blackfire arrows (3,235 gp, 8th level)
NPC Gear: 5 blackfire arrows (3,235 gp, 7th level)

Math: The +1d6 damage is roughly equal to a +1 bonus. It seems reasonable that giving the user +1d6 hit points would be as valuable. I figured the extra hit points from the +1 and base arrow damage would be worth another +1. It would be an average of 4.5-5.5 hit points per strike, more than one d6. An extra one or two hit points per hit doesn't seem to be worth more than a +1 bonus. So, +3 total. As per raw, this ability should be stacked over a bonus of at least +1, giving these a minimum of +4 pricing anyways.

Tuesday, September 04, 2007

Ficklesharpe - Weapon Quality

Ficklesharpe: The steel of a ficklesharp seems oily, with strange prismatic patterns that spread out over it in ever changing ripples. When it is swung through the air, the metal seems fluid, the blade elongating against the direction of its swing, then snapping back to its normal shape when it strikes.

The ficklesharp quality can be added to any masterwork or magical weapon, and usually involves being inscribed with runes of enchanted quicksilver, quenching in the blood of a quasit, and an inwardly directed circle of protection from chaos.

When attacking with a ficklesharpe weapon, it will do +1d6 chaotic damage if the to hit roll is an odd number.

Weak evocation; CL 3rd ; Craft Magic Arms and Armor, circle of protection from chaos, shatter; Cost +900 gp.

NPC Gear: Ficklesharpe masterwork short sword (1,210 gp), 3rd
Treasure Value: Ficklesharpe masterwork short sword (1,210 gp), 4th

Math: Approximately half of a +1 bonus. -10% because it will not function if a 1 is rolled to hit.