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Thread: [3.5] Obscure weapon ehancements
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2011-01-13, 05:52 AM (ISO 8601)
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[3.5] Obscure weapon ehancements
I was flipping through BoED magic item section, when I noticed something I hadn't paid attention to before.
The Enfeebling weapon enhancement - for the low price of a +1 bonus, you get a weapon that does 1d6+2 (temporary) strength damage on a critical. I checked the MIC, and it hadn't been updated.
Sounds like a very handy enhancement for a Lightning Mace build...
Are there any other gems I have missed that didn't make it to MIC?Last edited by Thurbane; 2011-01-13 at 05:56 AM.
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2011-01-13, 07:13 AM (ISO 8601)
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Re: [3.5] Obscure weapon ehancements
Torturous (+1 enhancement, Ghostwalk p. 64). On every successful attack, target must make a Fort save DC 12 or is stunned for 1 round. While the save DC is rather low, everyone rolls a 1 eventually, or you can upgrade the enhancement to +2 and the save goes up to DC 17. Soften up your target with Atramen Oil (Planar Handbook) and the save goes up to DC 21.
Wrathful Healing (+3 enhancement, Enemies & Allies p. 20). Probably the most obscure enhancement. Wielder is healed 50% of all damage the weapon deals.
Smoking (+1 enhancement, Lords of Darkness p. 180). Somewhat more well-known. Continuous concealment (20% miss chance) and opponents must save vs. nausea if they enter your square.
Rusting (+1 enhancement, Shining South p. 54). Not quite as powerful as rusting grasp, but unlimited uses. Attended shields/armor get a Fort save DC 16, but outside of combat you can (eventually) disintegrate anything made out of metal.
Flying (+1 enhancement, Magic of Faerun p. 140). Not exactly obscure, but under-utilized. Turns your weapon into an animated object with a 30' fly speed that can follow simple commands (similar to an animated skeleton or unseen servant) and attack on its own. So a somewhat cheaper version of a Dancing weapon. Add the Sizing property for +5000 GP and increase its size to Colossal for better animated object stats and four size increases on damage. Add this to a Variable shield and you can ride around on a colossal-sized tower shield as a magic carpet. Add this to a gauntlet and you've got a "mage hand" that can manipulate objects (unlimited range), wield a weapon, lift up to 80 lbs (medium-sized gauntlet = tiny object = Str 8), check for traps, etc. Make the gauntlet out of riverine (1 lb gauntlet = +2000 GP) to make it immune to all damage and almost all spell effects (it can also b!tchslap incorporeal creatures).
Sudden Stunning, Brutal Surge, various {energy} Surges (+2000 GP each, DMGII). Extremely affordable, and most of these have a number of uses or save DC that's tied to your Charisma, so they scale up as your Charisma increases.Last edited by Darrin; 2011-01-13 at 07:47 AM.
Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
Builds:
Archon of Nine, Jellobomber, King of Pong, Lightning Thief
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Druidzilla, Healbot, Gish
Iron Chef:
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2011-01-13, 08:02 AM (ISO 8601)
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Re: [3.5] Obscure weapon ehancements
Originally Posted by Darrin
Originally Posted by Darrin"Those who accept their fate find happiness; those who defy it, glory." ~Princess Tutu
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2011-01-13, 08:41 AM (ISO 8601)
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Re: [3.5] Obscure weapon ehancements
Wrathful Healing (+3 enhancement, Enemies & Allies p. 20). Probably the most obscure enhancement. Wielder is healed 50% of all damage the weapon deals.
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2011-01-13, 09:04 AM (ISO 8601)
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2011-01-13, 09:05 AM (ISO 8601)
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- Oct 2006
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Re: [3.5] Obscure weapon ehancements
Stunning [Synergy] triggers on a critical, Torturous triggers on any successful hit.
Hmm, didn't notice that before. However, not all of these enhancements were updated in the MIC. Brutal Surge and Defensive Surge are now +1 enhancements, and Holy/Unholy Surge are now [Synergy], but Caustic Surge, Flaming Surge, Icy Surge, and Lightning Surge do not appear in the MIC. Energy Surge [Synergy] may have been intended to replace them, but unless the name is the same or the text mentions the previous version, by RAW it's considered a new ability. Likewise, Stunning Surge (MIC) and Sudden Stunning (DMGII) have different names (probably a typo the writer/editor didn't notice), and thus are considered separate abilities.
Yes. It's considered a martial bludgeoning weapon even without the spikes. It has to be enchanted separately as a weapon (the +1 enhancement bonus as a shield doesn't count towards weapon enhancements). You can either add spikes for piercing or razors for slashing (FR Underdark).Last edited by Darrin; 2011-01-13 at 09:08 AM.
Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
Builds:
Archon of Nine, Jellobomber, King of Pong, Lightning Thief
Spells:
Druidzilla, Healbot, Gish
Iron Chef:
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2011-01-13, 02:23 PM (ISO 8601)
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- Jul 2007
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- Terra Australis
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Re: [3.5] Obscure weapon ehancements
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2011-01-13, 05:36 PM (ISO 8601)
- Join Date
- Feb 2008
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2011-01-13, 05:56 PM (ISO 8601)
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- Terra Australis
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Re: [3.5] Obscure weapon ehancements
If Smoking gives at will 20% concealment, it's a downright bargain compared to, say, A minor Cloak of Displacement (24000gp).
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2011-01-13, 09:21 PM (ISO 8601)
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- Feb 2010
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- Finland
Re: [3.5] Obscure weapon ehancements
Quotes:Praise for avatar may be directed to Derjuin.Spoiler
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2016-02-19, 07:38 PM (ISO 8601)
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