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

No comments: