Glooble Glistencrist
2009-01-02, 11:57 AM
3.5
Once per encounter, whenever you draw a mundane weapon from this sheath, roll a d4 and adhere to the following table. The weapon gains that special quality until you put it back in it's sheath. It also gains an enhancement bonus equal to 1d4 (rolled at the same time.) This does not effect weapons which are already magical.
{table]result|quality
1|Flaming
2|Frost
3|Shock
4|Corrosive[/table]
Price: 25,000 gp.
4e
Item Slot:Special
25,000 gp.
Level 15
Power (encounter): When you draw a non-magical weapon from this sheath, roll a d10 and a d6. The weapon gains an enhancement bonus equal to the d6 results. As a minor action, it can be shifted to deal damage of a type determined by the d10 result:
{table]result|quality
1|Fire
2|Cold
3|Lightning
4|Acid
5|Thunder
6|Poison
7|Psychic
8|Radiant
9|Necrotic
10|Force[/table]
On a critical, the weapon deals extra 1d6 damage of that type per plus. These changes last until the end of the encounter.
Special: If you do not wield a magic weapon, the Sheath of Uncertainty fits into your weapon slot. Otherwise, it occupies your waist slot.
Any thoughts? Would anyone be crazy enough to use these in lieu of a +3/+4 Magic weapon? I know some PC's like a little uncertainty, but perhaps the randomness here is too much.
Once per encounter, whenever you draw a mundane weapon from this sheath, roll a d4 and adhere to the following table. The weapon gains that special quality until you put it back in it's sheath. It also gains an enhancement bonus equal to 1d4 (rolled at the same time.) This does not effect weapons which are already magical.
{table]result|quality
1|Flaming
2|Frost
3|Shock
4|Corrosive[/table]
Price: 25,000 gp.
4e
Item Slot:Special
25,000 gp.
Level 15
Power (encounter): When you draw a non-magical weapon from this sheath, roll a d10 and a d6. The weapon gains an enhancement bonus equal to the d6 results. As a minor action, it can be shifted to deal damage of a type determined by the d10 result:
{table]result|quality
1|Fire
2|Cold
3|Lightning
4|Acid
5|Thunder
6|Poison
7|Psychic
8|Radiant
9|Necrotic
10|Force[/table]
On a critical, the weapon deals extra 1d6 damage of that type per plus. These changes last until the end of the encounter.
Special: If you do not wield a magic weapon, the Sheath of Uncertainty fits into your weapon slot. Otherwise, it occupies your waist slot.
Any thoughts? Would anyone be crazy enough to use these in lieu of a +3/+4 Magic weapon? I know some PC's like a little uncertainty, but perhaps the randomness here is too much.