Home > Suggestions

Weapon buffs.

I'd like to see some weapon buffs similar to alchemists fire. objects (rare or not) that when used on weapons apply different effects.

Charged spheres - applies an energy charge to your weapon for a shart time (1d4 electric)

Acid flasks - coat your weapon in acid, making corrosive burns (1d4 acid)

Chilling something - Applies a frozen touch to your weapon (1d4 cold)

Holy water - blesses your weapon against undead (1d4 vs undead divine)

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Bow/arrow buffs.

This has probably been brought up a lot of times. But i've noticed things like chosen and such, Archers are pretty much out of luck unless they have a lot of gold to spend or are lucky enough to get their hands on a +1 bow.

Melee fighters have wizards. I can understand there is a minor balance issue with being able to enchant ranged weapons like you can melee - But having it so unless you are A) wealthy enough to afford enchanted arrows or B) lucky enough to find a nice bow - Archers generally lose their usefulness when fighting thigns with DR.

I like the idea of electrical damage and ice damage.

I think the acid one may already exist though.

I'd like to add one:

Ressonance Stone: 1d4 Sonic

Acid damage should be the biggest bonus, but afterwards due to coating SUPER-CORROSIVE ACID on the blade, the blade gets the no damage property.

Username.Taken Acid damage should be the biggest bonus, but afterwards due to coating SUPER-CORROSIVE ACID on the blade, the blade gets the no damage property.

I agree there should be a penalty, but not as extreme as no damage. Maybe -1 to damage for every application.

Though, honestly, I suppose the same rationale could be applied to any of the effects: ice makes it brittle, fire makes it soft, etc...

And would thus render each item useless because the penalty outweighs the bonus

I actually once used a knife IRL to open a bottle of sulphuric acid and the edge was lost forever, the knife was ruined. I like all these ideas other than the acid one, unless it ruined any bladed weapon after using it.

My 2 cents.

I actually once used a knife IRL to open a bottle of sulphuric acid and the edge was lost forever, the knife was ruined. I like all these ideas other than the acid one, unless it ruined any bladed weapon after using it.

My 2 cents.

Twice even.

Though it would be nice to be able to hand a caster a quiver and allow them to temp cast it to +1 as per the spell. <_<;

Yeah, the acid arrow thing could work, just no sword. Not sure how you'd implement it though.

On another random note, the throwables that say they do d4 damage always, -always- do 1 damage.

In PnP Magic Weapon lets you enchant arrows and bolts.

I think that it should enchant the -bow- because if they enchant you, you may have a quiver with only 3 arrwos left, thus wasting hte buff.

Cruzel I think that it should enchant the -bow- because if they enchant you, you may have a quiver with only 3 arrwos left, thus wasting hte buff.

then don't be a stupid archer and let your arrows run low!

Dj, when your quiver runs out, it auto equips another one. So having 3 arrows left in one of ten quivers has no bearing on your status as an archer.

However, since you can cast magic weapon on gloves- I assumed they might have the ability to cast it on a quiver in their own inventory. Then hand it to the archer- and tada.

Its longer then weapon use, but I think it would be more appropriate considering the number of items getting the bonus.

Acid damage should be the biggest bonus, but afterwards due to coating SUPER-CORROSIVE ACID on the blade, the blade gets the no damage property.

I'm sorry. Are we arguing for realism in a game with elves, fairies, dragons and magic?

I wholeheartedly support the first half of the OP's suggestions.