Gan The Grey
2010-06-22, 03:38 AM
I had a neat idea the other day that I wanted to explore for my E6 game, but I suppose that the idea would work just as well for traditional 3.5. I don't expect this idea to appeal to most players, but some might enjoy the additional options.
In addition to the traditional magic weapon special abilities, there are also special abilities that replace their critical hits with some other effect. These are called Proc Abilities. Unlike many of the other weapon special abilities, Proc Abilities are completely outside the control of the user, only activating during a successfully confirmed critical hit. Additionally, Proc Abilities still function against creatures that would normal be immune to critical hits. Obviously, weapons with higher ranges of critical threats proc more often than ones with narrower ranges. Weapons with a x2 critical multiplier act normally, with x3 weapons proccing twice as powerful, and x4 proccing thrice as powerful. See individual ability descriptions for explanations or exceptions.
Healing – When a Healing weapon procs, the weapon’s bearer is healed an amount of damage equal to 1d8. This only functions on melee weapons.
Moderate conjuration; CL 5th; Craft Magic Arms and Armor, Cure Moderate Wounds; Price +1 bonus.
Healing, Improved – As Healing, but the healing is equal to 2d8.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Cure Serious Wounds; Price +2 bonus.
Healing, Gracious – As Healing, but all allies within 30ft are also healed equal to the half the amount rolled, minimum 1.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor; Cure Moderate Wounds and Status; Price +2 bonus.
Morale – When a Morale weapon procs, the weapon’s bearer and all allies within 50ft are affected as if by a Bless spell that lasts a number of rounds equal to the weapon’s enhancement bonus. For critical hit multipliers above x2, the bonus to attack rolls and fear saves increases to +2 and +3, respectively.
Moderate enchantment; CL 5th; Craft Magic Arms and Armor; Bless; Price +2 bonus.
These are the ones I could come up with off the top of my sleepy head. What does the playground think of this idea, and what other weapon procs would you like to add to this list. E6 compatible enchantments are preferable, but not required.
In addition to the traditional magic weapon special abilities, there are also special abilities that replace their critical hits with some other effect. These are called Proc Abilities. Unlike many of the other weapon special abilities, Proc Abilities are completely outside the control of the user, only activating during a successfully confirmed critical hit. Additionally, Proc Abilities still function against creatures that would normal be immune to critical hits. Obviously, weapons with higher ranges of critical threats proc more often than ones with narrower ranges. Weapons with a x2 critical multiplier act normally, with x3 weapons proccing twice as powerful, and x4 proccing thrice as powerful. See individual ability descriptions for explanations or exceptions.
Healing – When a Healing weapon procs, the weapon’s bearer is healed an amount of damage equal to 1d8. This only functions on melee weapons.
Moderate conjuration; CL 5th; Craft Magic Arms and Armor, Cure Moderate Wounds; Price +1 bonus.
Healing, Improved – As Healing, but the healing is equal to 2d8.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Cure Serious Wounds; Price +2 bonus.
Healing, Gracious – As Healing, but all allies within 30ft are also healed equal to the half the amount rolled, minimum 1.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor; Cure Moderate Wounds and Status; Price +2 bonus.
Morale – When a Morale weapon procs, the weapon’s bearer and all allies within 50ft are affected as if by a Bless spell that lasts a number of rounds equal to the weapon’s enhancement bonus. For critical hit multipliers above x2, the bonus to attack rolls and fear saves increases to +2 and +3, respectively.
Moderate enchantment; CL 5th; Craft Magic Arms and Armor; Bless; Price +2 bonus.
These are the ones I could come up with off the top of my sleepy head. What does the playground think of this idea, and what other weapon procs would you like to add to this list. E6 compatible enchantments are preferable, but not required.