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2014-06-22, 05:01 PM (ISO 8601)
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Last edited by gooddragon1; 2023-01-08 at 12:32 AM.
There is no emotion more useless in life than hate.
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2014-06-22, 05:51 PM (ISO 8601)
- Join Date
- Aug 2009
Re: Baleful Enhancement (+3 Weapon Enhancement, Peach)
Over-expensive for what it does. The save DC is highly abusable. Also, you're adding way more die rolls to combat than you need to. Honestly, for the cost of a +3 enhancement bonus, I'd expect it to just say "you can deliver precision damage (including critical hits and sneak attacks) to creatures that are normally immune to precision damage. Additionally, your attack deals +1d6 damage." Also, it would be helpful to clarify if certain effects and conditions can negate the benefit. For example, maybe it doesn't work against armor with the fortification enchantment, or doesn't work against swarms.
Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
Guides for 5E: Practical fiend-binding
D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.
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2014-06-22, 10:33 PM (ISO 8601)
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- Dec 2005
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Re: Baleful Enhancement (+3 Weapon Enhancement, Peach)
Wait, it's not all that bad man...
The DC has a cap of your HD for CL and 1/2 your HD for enhancement bonus. That's 30 by 20. It's good if you get a DC 45 and 40 UMD check (which requires you to build towards that partially) but it's not out of line considering what other things you could be doing with a DC 30+ save or die/lose instead (and if you build towards save or dies as a caster you probably get higher save DC's).
As it is now: nothing negates the benefit except a saving throw, antimagic field, or immunity to transmutation/polymorph effects (lich for example).
However, I'll include swarms because that makes sense with the effect.
It allows a rogue to sneak attack without flanking if the enemy fails a save for each attack. That's useful in lots of cases. It also allows a rogue to sneak attack at very long range (good for sniping). Now, while it isn't as guaranteed against an undead as a greater truedeath crystal might be it is capable of allowing sneak attacks against an elemental (I know of no enhancement crystal that does that).
EDIT: Interesting thing I didn't note, it's good against most undead and constructs anyways because they have bad fortitude saves. Considering bumping the enhancement bonus by 1 actually because of that. Or maybe giving them a bonus on the save.Last edited by gooddragon1; 2014-06-22 at 10:43 PM.
There is no emotion more useless in life than hate.
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2014-06-23, 02:19 AM (ISO 8601)
- Join Date
- Aug 2009
Re: Baleful Enhancement (+3 Weapon Enhancement, Peach)
Sorry, I didn't mean to seem like I was down on the idea. I'm grumpy without my coffee.
Really what I was trying (and failing) to get across was "I'm not so sure about this method for figuring the save DC, but frankly why not just have it always work?"
As you no doubt already figured out, immunity to precision damage is actually a really bad thing in this game, because it shuts down several weak classes that need precision damage to be effective, and because it's fun for players to score critical hits on monsters, and taking away that fun with crit immunity is a bad idea (especially since if the DM wants the monster to soak another 10% damage or so, it's trivial to increase the monster's hit points).
So your enchantment is (imo) a fix for a part of the game that's broken, rather than just a cool thing for rogues. As such, it should be reliable and cheap. A +3 equivalent enchantment is hella expensive. For that price, the effect should always work. Heck, for that price it should cook, wash dishes, do your laundry and wash your car. And make me some coffee.Last edited by jiriku; 2014-06-23 at 03:57 AM.
Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
Guides for 5E: Practical fiend-binding
D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.
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2014-06-23, 07:44 AM (ISO 8601)
- Join Date
- Jan 2013
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Re: Baleful Enhancement (+3 Weapon Enhancement, Peach)
I think this enhancement, as written, doesn't work on undead. Undead don't make fort saves unless the effect affects objects
Originally Posted by Undead d20srd
In the case of objects this weak spot only allows an extra 1d6 of damage and the object may or may not be allowed a saving throw.4/10/2013 is this first day I used blue text. Isn't that soooo cool
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2014-06-23, 02:30 PM (ISO 8601)
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- Dec 2005
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Re: Baleful Enhancement (+3 Weapon Enhancement, Peach)
In that case I won't bump the undead and construct save. This then makes it more effective against those creatures.
In addition, I'll make the 1d6 guaranteed and against living creatures throw in a bonus of some kind. I'm thinking fatigue for 1 round (basically this would be caused by the unusual trauma and shock such an attack creates).
EDIT: Not only is the 1d6 guaranteed... it goes through DR and hardness. Means you'll pretty much always get in some damage if your attack connects.Last edited by gooddragon1; 2014-06-23 at 02:35 PM.
There is no emotion more useless in life than hate.
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2014-06-23, 05:05 PM (ISO 8601)
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- Sep 2007
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- Elemental Plane of Purple
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Re: Baleful Enhancement (+3 Weapon Enhancement, Peach)
Way too many ifs in the description. Effects should be stated clearly. What kind of energy? Is it magical? Some creatures are immune to magic.
The baleful enhancement was discovered through a logical application of magical theory.
If the item causes a weak spot, there should be a saving throw to avoid this effect.
Against most enemies this merely means that if they fail a fortitude save DC 10 + 1/2 caster level of wielder (rounded down)+ Intelligence modifier of wielder OR DC 20 (whichever is higher) they are fatigued for 1 round. Even on a successful save the target receives an extra 1d6 points of damage which is not subject to damage reduction or hardness.
Even on a successful save the target receives an extra 1d6 points of damage which is not subject to damage reduction or hardness.
Another boon of this enhancement is that it can allow use magic device checks in substitution of caster level and/or intelligence modifier of the wielder for the purpose of determining the saving throw DC to resist the effect. Such use magic device checks are made before or during the first attack made by the weapon in a given combat and those results are used for the remainder of that combat. The caster level emulated from the use magic device check cannot exceed the total hit dice of the wielder. The intelligence modifier emulated from the use magic device check cannot exceed half the total hit dice of the wielder (rounded down, minimum +1). The weak spot generated by this enhancement lasts only long enough for the strike that initiated it. Bows, crossbows, and slings so crafted bestow the transmutative energy upon their ammunition.
Now you are looking at a minor artifact as it just does far too much for a weapon enhancement. What is the Intelligence modifier emulated from the weapon? Is this now an intelligent weapon?
That weak spot is just nonsense. Unless the weapon causes damage, why should it magically cause a vulnerable area to appear. When does the target become aware of this sudden vulnerability? Does he or she get a save to avoid it since it is a magical effect and not from any damage?
How long does it take the weapon (and the wielder) to do all these things? There is such a thing as economy of action and this weapon seems to break a lot of them. Not a fan of that either.
What happens if you miss?
DebbyLast edited by Debihuman; 2014-06-23 at 05:18 PM.
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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2014-06-23, 10:12 PM (ISO 8601)
- Join Date
- Jan 2013
- Location
- A location
Re: Baleful Enhancement (+3 Weapon Enhancement, Peach)
4/10/2013 is this first day I used blue text. Isn't that soooo cool
Quirble muffins - with credit to Xervous and myself. Now with 50 cent royalties
I just learned about dawn of worlds and its so cool! Anyone who likes group worldbuilding, check it out!
Official member of the Rudisplorker guild, the new guy of the bunch. All hail Orcus!
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2014-06-24, 05:21 PM (ISO 8601)
- Join Date
- Dec 2005
- Location
- In the playground
Re: Baleful Enhancement (+3 Weapon Enhancement, Peach)
Transmutation energy
Bows, crossbows, and slings so crafted bestow the transmutative energy upon their ammunition.
Why it matters: Flavor text.
There is a saving throw to partially negate the effect (the damage still gets through).
Will clarify on some of the ordering. Flavor text. Fatigues them for 2 rounds.
Changing it to at the start of combat you make a UMD check for one or both and not during an attack.Once per day. See below or original entry.
Originally Posted by SRD UMDOriginally Posted by SRD UMD
Yes, you must have ranks in UMD to bolster the save or it sticks at 20 (not the end of the world, but the people who rely on sneak attacks or such things might be willing to put ranks in it).
No it is not a minor artifact. It is the combination of what a staff does and a fraction of the potential of a polymorph any object spell (limited effect and verrry small duration). There are weapons that force saves vs Die/lose. This fixes a class feature while allowing enemies to resist. 1d6, fatigue 2 rounds, allow certain class features to work. Greater Truedeath crystal (allow sneak attacks, ghost touch, and +1d6 vs undead) and you can stick that on a weapon. This is an extrapolation of that in a way but with differing effects and a much greater cost in a way to balance it out.
It transmutes the area (polymorph any object with a limited function) to be weaker than normal. Warforged can be critted, iron golems are vulnerable to adamantine weapons, so on and so forth. Yes it does allow a save. Yes you have to hit.
If you miss it has no effect for that attack. If it hits it does the following things: 1d6 damage extra. Fortitude save or be fatigued and if your attack would crit or you have sneak attack damage or both then you apply those. Quite simple.
You roll your UMD's once at the beginning of the combat on your turn. Not every attack.
The UMD's are made once per day. The results cannot be changed for the rest of the day.
Will post simple version of the text here and above:
>Roll UMD's if desired at some point during the day (one for CL and 1 for attribute).
>If an attack hits deal 1d6 damage untyped no DR no hardness
>If an attack hits enemy makes a saving throw (DC 20 or using your UMD'd or natural stats)
>If saving throw not successful enemy fatigued for 2 rounds
>If saving throw not successful and you would crit or you have sneak attack damage then apply as appropriate.
It's a lot of words but it's not a lot of effects. 1d6, fatigue, crits/Sneak AttacksLast edited by gooddragon1; 2014-06-24 at 07:05 PM.
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