malcolm_n
Adventurer
Another aspect of what I've been working on is the possibility of applying multiple enchantments to items (a'la 3e). The system I have fleshed out is thus.
As always, I appreciate any feedback I can get as this is something I'm aiming to have see print. Thank you for any responses I get.
[sblock=Multiple enchantments]1) Take the level of item you're applying the new enchantment to. The new enchantment cannot have a lower level than your current item.
2) Add the price of the item and the enchantment together. Round the cost up to the nearest level. For example, you can add Razor +1 to your Dwarven Scale armor. The total cost to do so is a level 6 item, or 1,800 gp, because 520+520 = 1040 which is over the cost of a level 5 item. The added cost (rounding up) takes into account that you do not have to carry two sets of armor and continue to benefit from properties of both.
3) The cap for a new enchantment is 4 levels, so you can add a level 5 , but not a level 6, enchantment to a level 1 item. Because of the relative power level and the lack of prices beyond level 30, you cannot add a level 29 or 30 enchantment to any existing item. The highest level item which will accept a new enchantment is 25.
4) You can apply as many enchantments as you like to an item. When you do, they are applied in Layers. Start by taking the base item (level 2); add a level 2 enchantment. The new item with both is level 6. You can now apply any new enchantment level 6 to 10 to the item. Although you can apply several enchantments in layers, after 2 or 3, the math becomes unreliable and therefore it is not suggested to do so.
5) When the finished item in question would have an enhancement bonus, the item always has the lowest enhancement bonus. so a level 25 item to which you add a level 28 enchantment still has only a +5 enhancement bonus and costs the same as a level 30 item to buy. Other than that, you can add any benefits of the items you wish. Item benefits overlap, they do not stack.
6) The obvious part: Items still have to be similar and meet all requirements of all existing enchantments. These rules don't apply to consumables because I haven't yet tried to do that.
[/sblock]
[sblock=Examples]
Dwarven Razor Scale Armor
Lvl 6 +1; Lvl 11 +2; Lvl 16 +3
Lvl 21 +4; Lvl 26 +5
Armor: Scale
Enhancement: AC
Property: Gain an item bonus to Endurance checks equal to the armor's enhancement bonus. When an enemy scores a melee critical hit against you, that enemy takes 1d10 + Dexterity modifier damage.
Level 16 or 21: 2d10 + Dexterity modifier damage.
Level 26: 3d10 + Dexterity modifier damage.
Power (Daily * Healing): Free action. Regain hit points as if you had spent a healing surge.
Vicious Duelist's Weapon
Lvl 6 +1; Lvl 11 +2; Lvl 16 +3
Lvl 21 +4; Lvl 26 +5
Weapon: Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d12 damage per plus
Power (Daily): Minor action. You have combat advantage against the next creatre you attack with his weapon on this turn.
Bashing Shield of Protection
Lvl 6; Lvl 16; Lvl 26
Item Slot: Arms
Power (Daily): Free action. Use this power when you hit an enemy with a melee attack. Push the enemy 1d4 squares after applying the attack's effects.
Level 16: Push 2d4 squares.
Level 26: Push 3d4 squares.
Power (Daily): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
Level 16: Resist 15 to all damage.
Level 26: Resist 20 to all damage.
Belt of Vigor and Giant Strength
Lvl 16
Item Slot: Waist
Property: Gain a +2 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). You also gain a +2 item bonus to your healing surge value.
Power (Daily): Free action. Use this power when you hit with a melee attack. Add a +10 power bonus to the damage roll.[/sblock]
As always, I appreciate any feedback I can get as this is something I'm aiming to have see print. Thank you for any responses I get.
[sblock=Multiple enchantments]1) Take the level of item you're applying the new enchantment to. The new enchantment cannot have a lower level than your current item.
2) Add the price of the item and the enchantment together. Round the cost up to the nearest level. For example, you can add Razor +1 to your Dwarven Scale armor. The total cost to do so is a level 6 item, or 1,800 gp, because 520+520 = 1040 which is over the cost of a level 5 item. The added cost (rounding up) takes into account that you do not have to carry two sets of armor and continue to benefit from properties of both.
3) The cap for a new enchantment is 4 levels, so you can add a level 5 , but not a level 6, enchantment to a level 1 item. Because of the relative power level and the lack of prices beyond level 30, you cannot add a level 29 or 30 enchantment to any existing item. The highest level item which will accept a new enchantment is 25.
4) You can apply as many enchantments as you like to an item. When you do, they are applied in Layers. Start by taking the base item (level 2); add a level 2 enchantment. The new item with both is level 6. You can now apply any new enchantment level 6 to 10 to the item. Although you can apply several enchantments in layers, after 2 or 3, the math becomes unreliable and therefore it is not suggested to do so.
5) When the finished item in question would have an enhancement bonus, the item always has the lowest enhancement bonus. so a level 25 item to which you add a level 28 enchantment still has only a +5 enhancement bonus and costs the same as a level 30 item to buy. Other than that, you can add any benefits of the items you wish. Item benefits overlap, they do not stack.
6) The obvious part: Items still have to be similar and meet all requirements of all existing enchantments. These rules don't apply to consumables because I haven't yet tried to do that.

[sblock=Examples]
Dwarven Razor Scale Armor
Lvl 6 +1; Lvl 11 +2; Lvl 16 +3
Lvl 21 +4; Lvl 26 +5
Armor: Scale
Enhancement: AC
Property: Gain an item bonus to Endurance checks equal to the armor's enhancement bonus. When an enemy scores a melee critical hit against you, that enemy takes 1d10 + Dexterity modifier damage.
Level 16 or 21: 2d10 + Dexterity modifier damage.
Level 26: 3d10 + Dexterity modifier damage.
Power (Daily * Healing): Free action. Regain hit points as if you had spent a healing surge.
Vicious Duelist's Weapon
Lvl 6 +1; Lvl 11 +2; Lvl 16 +3
Lvl 21 +4; Lvl 26 +5
Weapon: Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d12 damage per plus
Power (Daily): Minor action. You have combat advantage against the next creatre you attack with his weapon on this turn.
Bashing Shield of Protection
Lvl 6; Lvl 16; Lvl 26
Item Slot: Arms
Power (Daily): Free action. Use this power when you hit an enemy with a melee attack. Push the enemy 1d4 squares after applying the attack's effects.
Level 16: Push 2d4 squares.
Level 26: Push 3d4 squares.
Power (Daily): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
Level 16: Resist 15 to all damage.
Level 26: Resist 20 to all damage.
Belt of Vigor and Giant Strength
Lvl 16
Item Slot: Waist
Property: Gain a +2 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). You also gain a +2 item bonus to your healing surge value.
Power (Daily): Free action. Use this power when you hit with a melee attack. Add a +10 power bonus to the damage roll.[/sblock]
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