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 Post subject: Alternate Weapon Enhancement Idea + Question
 Post Posted: Sun Aug 28, 2011 1:32 am 
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Jedi Apprentice

Joined: Tue Feb 12, 2008 7:50 pm
Posts: 395
Location: Probably the couch
Hello all, first post in a loooong time. I am planning on starting a new Pathfinder game for our group and had an idea for a different way to do weapon enhancements.

I want to do something along the lines as the runes used for weapons in Dragon Age, but want to use the same weapon enhancement abilities as in Pathfinder/D&D. This way I can throw in a "rune" as treasure instead of just money for them. I'm having a little trouble figuring out how to do this. I figured the weapons could have rune slots and when they acquire a new rune, they can add it to the weapon or find someone that can (haven't figured that out yet), So I pose the question: how would you run with this idea? Is it worth trying out or should I just stick with the gold?

The other question I have concerns my first session. If anyone has looked at the Kingmaker module, in the 5th book they have the Rushlight Tournament and that is how I am going to get the PC's together. But I want to add another event, The Log Roll. What I have so far for the rules of The Log Roll is that the PC's & competitors will have to make Acrobatics checks to stay on and can make Combat Maneuver checks to try and win and knock the opponent off. I'm looking to see if anyone has any advice on something I can do for The Log Roll that will make it a little more entertaining, I don't want the contest to be over in about 3 rolls, I want it to take some time.

Any help is much appreciated Gamer Nation.


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 Post subject: Re: Alternate Weapon Enhancement Idea + Question
 Post Posted: Fri Jan 20, 2012 8:21 am 
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Padawan Learner
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Joined: Mon May 30, 2011 1:23 pm
Posts: 172
Location: United States
Kinda new to Pathfinder, but was big into 3.5.

To your first question:

If you have the 3.5 DMG II, I'd say look at the magic item section, specifically 'Bonded Items'. In that section, it talks about how characters can develop a bond with a weapon or item (much like the Arcane Bond of the Sorcerer and Wizard). The character must spend the time with the item as though he were creating or adding abilities via Item creation, but treats it more like a ritual via Legacy items. Thus a character can add magic abilities to a treasured sword that has sentimental value rather than exchanging it for the next magic sword that falls into his hands.

Same idea with the runes: the character doesn't need any item creation feats, but he must spend gold and meditate with the item to add the rune.

Alternatively, you might make more a roleplaying/story-telling thing: the character adds the rune to the item but has no clue what it does. You as the GM know that the player wants to get a flaming sword. Next fire spell cast at the character adheres to the sword and infuses it with flaming goodness.

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 Post subject: Re: Alternate Weapon Enhancement Idea + Question
 Post Posted: Mon Jan 30, 2012 2:10 pm 
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Super Hero in Training

Joined: Sat Apr 04, 2009 2:58 pm
Posts: 71
Location: Cleveland, Ohio
We used the bonded item system when I was a player in the "Shackled City" AP and I really liked it. I prefered the feel of keeping one weapon through the story, and the idea that after my character died this could be a minor artifact in some future campaign.

I like the flexibility of the rune system you are suggesting. Off hand, I'd say Runes are for effects (like flaming or returning), and the weapons "+1" rating determines the number of runes that could be bonded. You'd have to figure the math out for cost increases so you wouldn't have a +10 item for the cost of a +5 though.


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