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Thread: New magical ability for a weapon
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2005-11-08, 11:57 PM (ISO 8601)
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- Jul 2005
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New magical ability for a weapon
Quick background:
In Rokugan, there is a feat called Void Use. It grants a character 2 Void Points per day to spend to add +2 to one roll. Typicial example: someone would spend a Void Point to get a +2 to hit. Other feats increase the amount of Void Points a character has to spend and the Inkyo class has a class bonus to make the bonus gained through use of the Void Points higher (this is an important point later on).
Also, in Rokugan, the human bonus feat most always be either Void Use or an Ancestor Feat. Hence, Void Use is extremely common.
I introduced a magical weapon ability called Void striking. A character using one weapon with this ability would spend a Void Point and gain an additional +3 to the weapon's magical bonus for that round. Hence, a + 1 katana of Void striking becomes a +4 katana for one round. For a calculated market value (i.e., how much this would be worth), I put the bonus at +1 (on par with things like flaming or bane, which I believe it is).
If this magical bonus would go above +5, I simply changed each bonus point above five into 1d6 of extra (Void) damage. Thus, a +4 katana of Void striking would become a +5 katana that dealt +2d6 points of Void damage for 1 round.
If a character had a class ability that allowed for a greater Void bonus (i.e., each expenditure of a Void Point would result in a +3 bonus to the roll, or +4, or +5...), I would extend the number of rounds by one for each additional point (i.e., Void bonus - 1 = # of rounds).
My question is: what would it take for a spellcaster to create an item with the Void striking magical ability?1. Have fun. It's only a game.
2. The GM has the final say. Everyone else is just a guest.
3. The game is for the players. A proper host entertains one's guests.
4. Everyone is allowed an opinion. Some games are not as cool as they seem.
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2005-11-09, 02:49 AM (ISO 8601)
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- Los Angeles
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2005-11-09, 08:01 AM (ISO 8601)
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- Mar 2005
Re: New magical ability for a weapon
and the void use feat obviously..
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2005-11-09, 12:02 PM (ISO 8601)
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- Jul 2005
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Re: New magical ability for a weapon
Sounds good.
What would be the caster level requirement?1. Have fun. It's only a game.
2. The GM has the final say. Everyone else is just a guest.
3. The game is for the players. A proper host entertains one's guests.
4. Everyone is allowed an opinion. Some games are not as cool as they seem.
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2005-11-09, 11:26 PM (ISO 8601)
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- Jun 2005
- Location
- Los Angeles
- Gender
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2005-11-10, 12:43 AM (ISO 8601)
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- Jan 2005
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- St. Louis Park, MN, US
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Re: New magical ability for a weapon
Originally Posted by Umael
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2005-11-10, 12:47 AM (ISO 8601)
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- Mountain View, CA
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Re: New magical ability for a weapon
Originally Posted by adanedhel9Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.
Avatar by Ceika.
Archives:
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Team Solars: Powergaming beyond your wildest imagining, without infinite loops or epic. Yes, the DM asked for it.
Arcane Swordsage: Making it actually work (homebrew)
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2005-11-10, 01:03 AM (ISO 8601)
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Re: New magical ability for a weapon
Originally Posted by douglas
And why do the Ioun Stones explicitly state, as part of the requirements, that the "creator must be 12th level"?
And why does Monte Cook, who has the first line on the DMG credit page, think otherwise?
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2005-11-10, 01:33 AM (ISO 8601)
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- Jul 2005
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Re: New magical ability for a weapon
Originally Posted by idksocrates
Caster level 5 seems about right.1. Have fun. It's only a game.
2. The GM has the final say. Everyone else is just a guest.
3. The game is for the players. A proper host entertains one's guests.
4. Everyone is allowed an opinion. Some games are not as cool as they seem.