Holy Water Suggestion

Started by Doc-Holiday, March 30, 2014, 03:55:49 PM

Previous topic - Next topic

Doc-Holiday

Currently:

Holy water + Melee Weapon = Nothing

Holy Water + Undead Enemy = Small divine damage [1 point splash]


Undead are really quite a bit more powerful in EFU and Holy Water is so ineffective that those who battle them don't even bother with it, yet we have a custom spell that allows clerics to make this highly unused item.

It's not useful in combat with undead [1d4 to target, 1 to splash range], nor useful in alchemy.


Suggestion:

Just as:
Alchemical Fire + Melee Weapon = Temporary flaming weapon

Alchemical Fire + Enemy = Small fire damage and splash

So in like manner:
Holy Water + Melee Weapon = Temporary Blessed Weapon

Holy Water + Undead Enemy = minor damage + temporary de-buff (-10% damage resistance?)

Holy Water + Self = Temporary AC increase vs Undead (maybe even vs Evil?)

Gloinar

You can't cast create alchemical fire as any class, however. This would make the class even more buff than it is wouldn't it?

Doc-Holiday

Just a suggestion..

But consider... ever use holy water?

Also... Alchemical fire is good against everything

Holy water is good only against specific enemies

MaimedGod

If holy water gave temporary bless weapon, you can basically say goodbye to any necromancer concept. That's way, way, way too powerful. 2d6 damage vs Undead from an item that can be made ad infinitum by a level 1 cleric spell? The reality is while you may not think 1d4 damage/1 splash damage is all that powerful, this is almost guaranteed damage against the target creatures and that is always valuable, particularly against high AC enemies.

Valo56

Bless Weapon would indeed be too strong. Though a simple +1d4 damage vs Undead for four rounds would make it no different than Alchemist's fire, though more focused on one type of enemy.

I would suggest Bless Water have a 10gp component cost were this implemented, though.

Divine Intervention

I would agree that giving bless weapon would be far too powerful for such an easily created commodity, but something like +1 divine damage vs undead on weapons and increase the splash damage to 1d4 also might make it a little bit more useful and provide an interesting weapon for backline pc's who might otherwise simply sit in invis doing nothing on quests.

Doc-Holiday

Forgive the misleading "Blessed Weapon" statement. I am no suggesting an item that would render the unique and powerful spell of a paladin be made available to clerics.

I intended "Blessed" as a term for origin of effect, but not to indicate a direct correlation to the spell of the Paladin.

Making the Holy Water effect on a weapon to be in line with Alchemist fire's effect is the idea [hence the comparison].

Currently I've never seen anyone use Holy Water save for rp events and I'd like to see this resource used a bit more.

Alchemists fire is used and traded because it has more versatility. I'm hoping to make Holy Water a little more versatile in it's use so that it's actually used. I hate seeing uncommon resources [holy water is available because someone programed a spell we don't normally get] left idle because of mechanical reasons [the round spent throwing a bottle of holy water is wasted when it could be spent using a weapon, healing an ally, or running away.. each of which are mechanically far superior in result than the holy water, which in many cases simply attracts the attention of every undead it hits].

Alchemists fire is primarily used as a weapon coating, not a hurled item. I thought it would be only right that holy water on a blade would temporarily "bless" that blade for a few moments.

Dredi

I would not see 1d4 or 1d6 damage ( we are not talking about a full bless weapon here) as a sort of short term 5-10 round bonus for a single weapon. I would not consider this overpowered.

I would also like to see unholy water do the same thing against outsiders (good aligned only if possible)