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View Full Version : Bandolier of Weapon Enhancement - Please review



Meat Shield
2006-04-12, 02:31 PM
I saw someone had the idea for this or something like it several weeks ago, but I don't think it was ever formalized and I have not seen it appear on the 'From the Playground' thread that JackMann is maintaining, so here goes...

Phaeden was skillful with the dagger - quite skillful. He was especially good at throwing them at his foes, hitting in exactly the right spot for greatest effect. But after a very close call with a half-orc barbarian that kept coming after he had used all his blades, Phaeden realized that he needed an extra edge if he were to stay ahead of his enemies. He contacted his friend Arxander, mage extraordinaire, and the two of them came up with this:

Bandolier of Weapon Enhancement

The bandolier appears as nothing more than a finely crafted belt that goes across the chest of the wearer, with six loops obviously meant to hold daggers or similar items. Someone capable of detecting magic, however, will note a stong enchantment.

The bandolier can be enchanted much like a bow can, and impart its magic on daggers or other throwing items stored in its holders. These enchantments last for one round only (until the users next full action). Only light weapons that can be thrown without penalty can be charged in the bandolier (such as daggers, throwing axes, darts, shuriken, sais, light hammers, and others subject to DM approval). Javelins, spears, and the like are too large to be held by the Bandolier. Missile weaponry cannot be charged in the Bandolier.

Any enhancement normally available to weapons can be applied. If the description of an enhancement would preclude the type of weapon from being charged, that enchantment is not imparted to the weapon, but any others from the Bandolier are. While only throwing weapons can be used with the Bandolier, the weapon can be used in melee once it is drawn.

An item is charged by having it in the Bandolier for one full round, at which time it can be drawn and used.

Weapons with an existing enchantment are unchanged, keeping their existing enchantment.

The rules for construction of the Bandolier are the same as a magic bow, except that the standard penalty for applying magic to the wrong body slot must be applied. The Bandolier takes up the same body slot as a magic vest. For instance, the construction of a +1 Flaming Burst Bandolier is the same cost and procedure as a +1 Flaming Burst Longbow, except the cost is multiplied by 1.5. Each dagger stored in this Bandolier would be a +1 Flaming Burst Dagger for one round after being drawn.

Well, what do you think?

EDIT: types of weapons that can be used
EDIT 2: Correction

Godhand
2006-04-12, 04:09 PM
Thats a decent idea, but can be broken so easily. A master Thrower has an ablity called palm throw allowing two daggers to be thrown in the space of one. Master Throwers automatically come with the ability to attack twice in one round. So two attacks with palm throw= 4 daggers. Add in TWP and ITWP and thats 8 daggers.

Now normally at lv 8 you have 27000 gold. A +3 weapon enchantment is 18000 gold (18000x1.5=27000). That means you could have a +1 Bandolier with both Flaming and Shocking enhancements. You could throw 4 ordinary daggers that go from 1d4+# damage to 1d4+1+#+1d6+1d6. Thats a huge leap. It's a great idea, but it just won't work.

Edit: Typos

Gamebird
2006-04-12, 04:22 PM
So it's kind of like a scabbard of keen edges, but it only works for one round per item sheathed in it, works an unlimited number of times per day, and works on six weapons at a time.

Hm. I agree that it would take up the vest slot, but I don't see that this is a non-standard body part.

I'd be happier if there were a limit to the number of times per day it worked, because its essentially bestowing an enchantment rather than just having one. And I'd be seriously afraid of someone wanting to make one that worked for 12 weapons... or make a quiver that did the same thing for arrows or bolts.

Meat Shield
2006-04-12, 04:22 PM
The idea was in response to acrher specialists that only have to pay for their bows - the ammunition can be completely mundane.

But a throwing specialist has to enchant EVERY weapon. That gets real pricey real fast.

In addition, you can only charge six at a time. In your examples, the thrower burns through the Bandolier in a round or round in a half.

The available slots on the Bandolier can also be reduced to four instead of six if it is truly unbalanced.

Thistle
2006-04-12, 04:27 PM
He then has to spend at least three rounds to gain more magic daggers. Three to put six dagger in the bandolier (because sheathing is a move action that provokes AoO). You'll still need to wait one round to have the last two in a full round. And he still has only six enchanted.
I think it's all right given its overriding ability, extra price, and limit.

Godhand
2006-04-12, 04:39 PM
I apologize, I did not see the amount that could be held in the bandolier. It's great for the price it's at. Well done.

Meat Shield
2006-04-12, 04:54 PM
Hm. I agree that it would take up the vest slot, but I don't see that this is a non-standard body part.

I'd be happier if there were a limit to the number of times per day it worked, because its essentially bestowing an enchantment rather than just having one. And I'd be seriously afraid of someone wanting to make one that worked for 12 weapons... or make a quiver that did the same thing for arrows or bolts.
The non-standard body slot charge was kind of a coverall for additional cost that should be applied since it could be a very overpowering item if completely muchkined.

As for varying the amount of slots available within the bandolier, do you think a multiplier for each additional slot on the bandolier would be appropriate, or a flat extra amount for each additional slot - say +2500 gp for the first 2, +5000 gp for another 2, and so on?

EDIT: for clarity

JaronK
2006-04-12, 05:15 PM
Well, the master thrower thing is always going to be an issue... you really can't make someone based around throwing without the MT, and with it, they're very powerful, so any item for throwers has to be balanced against what the MT can pull off. Still, this doesn't seem too bad. The MT is nastier with skiprocks than with daggers anyway.

JaronK

Gamebird
2006-04-12, 05:53 PM
As for varying the amount of slots available within the bandolier, do you think a multiplier for each additional slot on the bandolier would be appropriate, or a flat extra amount for each additional slot - say +2500 gp for the first 2, +5000 gp for another 2, and so on?

I'd just say there's a certain number they can have (6 sounds good - even 8 wouldn't be too bad) and that's it. No extras. Period. That saves you from having to worry about the item getting out of hand and yet still lets you give the item out.

Godhand
2006-04-12, 08:45 PM
Well, the master thrower thing is always going to be an issue... you really can't make someone based around throwing without the MT, and with it, they're very powerful, so any item for throwers has to be balanced against what the MT can pull off. Still, this doesn't seem too bad. The MT is nastier with skiprocks than with daggers anyway.

JaronK


While this is true, you can combine the MT with the Whisperknife and Invisible Blade for some insane damage with knives. Rapidshot throwing knives anyone?

JaronK
2006-04-12, 09:28 PM
Meh, when I made that build, I only took one level of whisperknife... the rest just aren't worth it. Then I figured out that dropping invisible blade so I could use skiprocks was much more attractive.

The issue is that such a character is launching something like 14 knives a round at level 20... this bandolier only helps the first 6 knives in the first round. After that, it's useless. Considering the cost, that doesn't sound like much of a problem to me.

But here's the build to worry about with knives, roughly... and note that at level one you take the halfling rogue racial substitution level.
Halfling rogue knife fighter:

Rogue 1 Point Blank Shot
Rogue 2
Rogue 3 Weapon Focus Dagger
Rogue 4
Rogue 5
Rogue 5/Ninja 1 Precise Shot
Rogue 5/Ninja 1/Master Thrower 1 Palm Throw, Quickdraw
Rogue 5/Ninja 1/Master Thrower 2
Rogue 5/Ninja 1/Master Thrower 3 Two with One Blow, Far Shot
Rogue 5/Ninja 1/Master Thrower 4
Rogue 5/Ninja 1/Master Thrower 5 Weak Spot
Rogue 5/Ninja 1/Master Thrower 5 /Invisible Blade 1 Two Weapon Fighting
Rogue 5/Ninja 1/Master Thrower 5 /Invisible Blade 2
Rogue 5/Ninja 1/Master Thrower 5 /Invisible Blade 3
Rogue 5/Ninja 1/Master Thrower 5 /Invisible Blade 4 Improved Precise Shot
Rogue 5/Ninja 1/Master Thrower 5 /Invisible Blade 5
Rogue 5/Ninja 1/Master Thrower 5 /Invisible Blade 5/Whisperknife 1 Rapid Shot
Rogue 5/Ninja 2/Master Thrower 5 /Invisible Blade 5/Whisperknife 1 Improved Two Weapon Fighting
Rogue 5/Ninja 3/Master Thrower 5 /Invisible Blade 5/Whisperknife 1

And then at level 20 take your choice of Assassin, Spelltheif, Sneak attack varient fighter, an extra whisperknife leve, or whatever other class you want that gives sneak attack at level one.

Result: Each round your base attacks (including weapon focus and halfling racial bonus) with your daggers are 15/15/15/10/10/5/0, but every shot is a touch attack (thus ignoring armour) that fires two daggers, and you can go invisible up to 1 + your wis modifier rounds per day, which ignores dex to AC as well, so your chance to hit is wonderful. Each sneak attack hit does 1d3 + 10d6 damage. Additionally, if you take a -4 penalty on all shots, each shot can hit a second target within 5'. For those counting, if you're firing against two adjacent targets you have a total of 12 shots that ignore all armour and dex bonus to AC with a base bonus of +10 before dex mods set in, plus an additional 8 shots at +5, 4 shots at +0, and 4 shots at -5.

However, with this bandolier, only the first 12 shots can be effected in a given combat, so it's really not that great. *whew*

JaronK

Meat Shield
2006-04-12, 09:28 PM
I have added some additional detail about the types of weapons that can be used in the Bandolier. Everyone is ok with everything else?