Pirata
2006-11-21, 01:18 PM
Ok. In my setting guns are common (yet expensive) weapons, favored by Engineers (homebrew class, should post it sometime) and Fighters. It's also the only classes that can be proficient with any firearms at first lv and don't need to waste feats. Besides them, Rogues can pick the Pistols Group. We use the weapon group proficiency variant btw. Then, I was creating some weapon enchantments for firearms (some can be used on crossbows as well) and among others, came up with this:
Disintegrating Ammo
Ammo with this property emits a strong green light. When shot, the green projectile shows great penetration, basically disintegrating any armor and other thin physical or magical barriers. Any armor, shield and natural armor bonus (and respective enhancement bonuses) are ignored on attack rolls with this type of ammo. Attacks that hit a medium or heavy armored creature cause 2d6 points of damage to the armor itself before damaging as normal the target. If the creature is not armored or with light armor, it causes additional 2d6 of damage directly to the target. If this 2d6 extra damage woud cause the creature to die, the creature is disintegrated instead, leaving behind only but a trace of fine dust. This ammo can be used to sunder and break objects, the 2d6 extra damage ignores hardness, and if causes enough damage to destroy the object, the object is disintegrated. Incorporeal creatures are immune to the extra damage and the disintegrating effect. This property can only be applied to firearms ammunition.
Strong transmutation; CL 19th; Craft Magic Arms and Armor, disintegrate, dispel magic; Price +?
My question is: this is clearly an upgrade over brilliant energy, but how much? Sufficient for just a +5 price modifier or is it epic? Need some help to balance this, thanks.
Disintegrating Ammo
Ammo with this property emits a strong green light. When shot, the green projectile shows great penetration, basically disintegrating any armor and other thin physical or magical barriers. Any armor, shield and natural armor bonus (and respective enhancement bonuses) are ignored on attack rolls with this type of ammo. Attacks that hit a medium or heavy armored creature cause 2d6 points of damage to the armor itself before damaging as normal the target. If the creature is not armored or with light armor, it causes additional 2d6 of damage directly to the target. If this 2d6 extra damage woud cause the creature to die, the creature is disintegrated instead, leaving behind only but a trace of fine dust. This ammo can be used to sunder and break objects, the 2d6 extra damage ignores hardness, and if causes enough damage to destroy the object, the object is disintegrated. Incorporeal creatures are immune to the extra damage and the disintegrating effect. This property can only be applied to firearms ammunition.
Strong transmutation; CL 19th; Craft Magic Arms and Armor, disintegrate, dispel magic; Price +?
My question is: this is clearly an upgrade over brilliant energy, but how much? Sufficient for just a +5 price modifier or is it epic? Need some help to balance this, thanks.