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1

So we know from the link you provided that a normal Gloom Blade costs 8810gp. And from the Estimating Magic Items Gold Piece Value Table we know that Magic Weapons cost is Enhancement Bonus squared * 2000 + the cost of a Masterwork weapon (It doesn't have anything about granting feats, so I'm ignoring the fact it occasionally grants one). A MW short sword is ...


4

The rules say you can Adding New Abilities: Fortunately, it is possible to enhance or build upon an existing magic item. The cost is based on what the new item would cost The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Absolutely no guidance on what the new item ...


1

It is possible. The cost would be the cost of the new item minus the cost for the Gloom Blades. The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal ...


4

Your players were right. Your move action is over when you say it is over Immediate reactions occur after the trigger: An immediate reaction waits for its trigger to finish, not necessarily for the action that contains the trigger to finish. - Published in Player's Handbook, page(s) 268, Rules Compendium, page(s) 195. Movement is considered ...


1

The Monk AW "Fallen Needle" has a movement technique that goes "Immediate Interrupt, Trigger: an enemy ends its movement adjacent to you, Effect: you shift 1 or move 3." And since the Repulsion Armour is a reaction to push someone for moving into an adjacent square rather than to someone ending their move action, I'd rule that the repulsed creature ...


1

Under the right circumstances Repulsion Armour could be quite handy. Whilst I would consider you correct in that they can continue moving after the push if they have movement left, some consideration and tactful positioning can be of use. The Armour is meant to help prevent enemies from shifting adjacent to you, so if you they are already adjacent to one of ...


0

Immediate reactions occur after the trigger in initiative order. Reactions: An immediate reaction lets a creature act in response to a trigger. The triggering action or event occurs and is completely resolved before the reaction takes place. An immediate reaction waits for its trigger to finish, not necessarily for the action that contains the ...


7

It's Caster Level 8 Your second interpretation is correct. Here's the rule itself: Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be ...


6

A use-activated or continuous version of enlarge weapon on an item would cost, according to the guidelines, 48,000 gp. The largest possible gain for going from a large weapon to a huge weapon is for a bastard sword or similar, which goes from 2d8 to 3d8, a gain of +1d8, or on average +4½. For the overwhelming majority of weapons, it is a gain of a ...


0

I can see some rogues being very happy with something like this. But I would not allow such a weapon for any good aligned characters (I mean, draining somebodies vitality and use it for a temporary egoistic gain, it sounds pretty evil if you ask me)! Having said that, let answer your 3 questions: does this weapon fit within the rules? Well, Ernir ...


3

Yes, it's possible The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. All that truly occurs with a bag of holding or similar items is that they are in a pocket dimension of finite space. As long as the creature has a fly speed to reach the opening, which depending on the bag type can be as far as ...


4

Usually, if the rules already have a way to achieve something, it is better to start from there rather than build something from scratch - DnD 3.5 has many elements and effects with their (sometime complex) interactions already defined and play-tested, using them can save you some headaches down the road. So, with that in mind, let's see how we can build ...


2

Night Sword Wounding is a magical weapon special property from the DMG (also in the SRD), that is a +2 bonus. Keen is a magical effect that doubles the crit rating (there are few and obscure non-multiplicative effects on critical threat range in DnD - and most of the ways to increase crit range specify that they don't stack. This is to stop effects that ...


1

"A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings." This indicates that you can in fact wear more than two rings, but only the first two confer any bonus. (The feat Extra rings and a Hand of Glory can make it 5)


5

Can a creature with the feat Brew Potion brew multiple potions in a day? No. The Benefit of the feat Brew Potion (PH 89) reads, in part, You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. Emphasis mine. Thus no matter how many times the creature could have ...


8

No - Unless you also have 3 Clerics, it'll take 3 days Magic Items creation rules state that: (emphasis mine) Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning ...


4

The Item Is Deliberately Unclear I'm using the description of the quartermaster's chest (XP 2,500; GP 12,500) from page 288 of the Encyclopedia Magica, Vol. 1 (1999) and that description jibes with the description provided here. If this information is different from that found in Dragon #178 (which I doubt), I'd go with Magica as it's the only reprint (I ...


11

Undefined and up to the DM. This is a feature, not a bug! In AD&D, both editions, magic items are the exclusive domain of the DM and they are given full rein in deciding how they work, which is to say: If you're the DM, the game doesn't care, so make up whatever sounds good. If you're a player, you have to ask your DM, or (more likely) experiment with ...


1

Although not explicitly stated, I would imagine that this chest works as a sort of extra-dimensional portal with a strange being who likes to trade. Goods disappear if not removed from the chest, and the gems are gone forever. I would assume that any character placed in the chest would also disappear into an unknown location, just as unused goods do. I am ...


5

Draconomicon (v 3.5) has the best information I have found to piece together what dragons think like and for the most part they are like geniuses that feel a small urge to eat sheep and hoard treasure. The most important element shaping a dragon’s outlook and state of mind is time. Dragons have no desire to live for the moment; they have a vast ...


3

Only Guidelines Exist A construct with an Intelligence score of at least 3 can take class levels. In fact, any creature with an Intelligence score of at least 3 can potentially take class levels (MM 7). Many don't, advancing by Hit Dice instead, but they can. Even creatures with Strength and Dexterity as nonabilities (MM 312) can take class levels, although ...


2

Rather than tweaking Pathfinder, why not crib rules from a low mana d20 setting? The 1st or 2nd edition Conan d20 setting from Mongoose has been tried and tested and is a balanced, low mana world. Magic is rare and dangerous, often involving pacts with demons. Martial valor is emphasized, and spellcasters are rare and tend to be villains just as you've ...


-1

Presently I am looking for more expanded rules, but in theory Intelligent Items (SRD) can be treated as individual construct creatures do to their scores, and thus the first hit die is for being a construct and any subsequent dice can be allocated to class levels. Continuing with the information for items with Ego, which can strike anything it desires ...


-1

A setup that I have used which balances magic out nicely without screwing up the game mechanics: 1: Hitpoints: Take the largest hitdie from any class the character has. Take the maximum value of it. This becomes the character's hitpoints. People become realistically squishy. Do basically the same thing for monsters, but feel free to tweak them a bit ...


-4

The spell is 1d8 +1 for every caster level. The potion on the other hand is just a 1d8+1


24

The caster level (CL) is set by the creator of the potion, as per Brew Potion: When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. If you don't know it, the general rule of thumb is to use the minimum caster level required to cast the spell (as that's the ...


4

If your sole reason for the shift is so that a non-lance character can claim it, just give it an extra story-based ability to change its form once per wielder. There's no reason to use up a property or enhancement unless you want it to have the power to change on the fly. It's already an intelligent item; they're allowed to break the rules a bit.


6

The Changeling enhancement (MIC, p.31) allows the enchanted spear, shortspear o longspearlance to change to a spear (two-handed), a shortspear (one-handed), or a longspear (two-handed) sized appropriately for you. The Morphing enhancement (MIC, p.39) turns your changeling weapon into a weapon of your choice, but must be of the same size and type (light, ...


7

Give the weapon the Morphing enhancement, from the Magic Item Compendium (page 39). The enhancement allows the wielder of the weapon to change it into another weapon of the same size and type as a standard action. I think it'd be reasonable to allow an intelligent weapon to change itself.


4

A relic is most likely (though not necessarily) a fetish or a locus, I think. If it is a fetish, detecting them is simple: Fetishes are what would otherwise be mundane items or elements fashioned together and made into vessels or traps for spirits. (...) Recognizing a fetish or talen for what it is requires an Intelligence + Occult roll. – ...


1

You would NOT knock prone from the Assault Boots when throwing a melee weapon Hungry Spear adds the following property: This weapon has the heavy thrown property and a range of 10/20. The DDI Glossary entry for both Heavy Thrown and Light Thrown weapons defines them as: A thrown weapon is a ranged weapon that is hurled from the hand, rather than ...


1

András answer seems to cover the RAW interpretation adequately, but I'd say that, from a flavor and physical "How does this work?" perspective, the intention of that magic item (Assault Boots) is that it only applies to melee attacks. That said, as with everything in D&D, it's really up to the DM to decide (and to the player to make a convincing case ...


3

Yes. A +X weapon adds +X to attack and damage rolls, in every edition of DnD I'm aware of. 4e Player's Handbook, page 232: A magic weapon adds an enhancement bonus to attack rolls and damage rolls, so a +3 flameburst longbow adds +3 to all attack rolls and damage rolls made with the bow.


6

A crit will knock the target prone Assault Boots talk about a melee weapon: When you score a critical hit with a melee weapon, your target is knocked prone. It would have to say melee attack to exclude ranged attacks. As it is now, you can even use the Alfsair Spear enhancment on a Gouge to prone with your Implement attacks.


1

It strongly depends on what do you want the players to do on the first session. If you want them to wander around, fight things and have an almost normal session but with amnessia, you need them to have the objects. If you want them to be nearly naked, in an "awakening alone" style, and start wondering about everything and having even a medium-sized dog to ...


2

Starting items are an important boost for a lot of RM classes, power point adders and multipliers particularly can stop spellcasting classes being pretty weak in PP. However if your whole world is going to be "item free" then these are not appropriate tables to use. So here are options I'd suggest. Ditch the tables entirely, don't allow anyone to start ...


13

Aromr and Weapons do not resize Rules Compendium (p 84-85) says it more explicitly than the core rules do (emphasis mine): As long as you’re the same size category and the same general shape as the armor’s original owner, the armor functions normally for you. However, inappropriately sized or shaped armor can’t be worn. Armor doesn’t resize to fit ...


13

In Dungeons and Dragons 3.5 Magic Armor and Weapons Don't Resize The Dungeon Master's Guide (2013) from the section Size and Magic Items on page 213 reads When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to ...


2

Mundane Creation of Magical Armor and Weapons Getting the feat Craft Magic Arms and Armor (PH 92) while not being able to cast spells is relatively easy, especially with a liberal DM. However, creating magic armor, shields, and weapons with special abilities beyond simple enhancement bonuses nearly always requires casting spells. Short of the few methods ...



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