Multiple flamings on a weapon???

I just realized that lightning bolt is on the class spell list for the Adept NPC class. Kobolds with levels in NPC classes have a CR equal to their character level –3, presumably with a minimum of CR 1/4. So our 50 kobolds, Adept 3, could pass around a fully-charged Wand of Lightning Bolt (caster level 5) for 250d6 damage in one round, or around 875 HP of damage. And the calculated Encounter Level would be 8 or so. Yuck.
 

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Drakeskull said:
Ok I have never even considered that fact that you could put multiple flamings or other damage dies on a weapon but then I look at that DnD stat side for the King Snurre and on his greatsword it says "+3 flaming (x3) greatsword" and up there on damage it says 3d6 fire. So it is possible to have multiple things such as flaming on a sword?
Has the status of this question changed in the last two years? There doesn't seem to have been a definite conclusion the first time through.

Although I am more wondering whether nimbleness or twilight stack than whether flaming does.
 

Scion said:
wow, why limit it to 3? that doesnt make any sense. Limiting to one makes sense, having no limit makes sense, but some random number inbetween? makes about as much sense as limiting it to 5.4 ;)
3 was not random. I chose it because the most D6's of energies on a weapon the rules allow is 3d6. You can get dice in other ways and from crit based abilities, but energies could only be;

1d6 Fire
1d6 Lightning
1d6 Cold

Thus I feel 3d6 of fire is a reasonable limit.
 

frankthedm said:
3 was not random. I chose it because the most D6's of energies on a weapon the rules allow is 3d6. You can get dice in other ways and from crit based abilities, but energies could only be;

1d6 Fire
1d6 Lightning
1d6 Cold

Thus I feel 3d6 of fire is a reasonable limit.

Really? Which rule is that?

I don't see it in my DMG, something get errata'd?
 

Romnipotent said:
ok how about 50 sorcerers/clerics with a +1 Wounding (x4) arrow and True Shot and the Luck Domain... or am I being too mean heh

Each arrow should be cheap enough for 7th levell NPC's....

How about 20 sorcerer clerics with +1 wounding (X1) arrows?

I think they still kill most 20 level characters.
 

Drowbane said:
Really? Which rule is that?

I don't see it in my DMG, something get errata'd?
SOme folks feel
Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.
prevents doubled up energies.
 

Scion said:
Against evil people the first is a +5 weapon +4d6 damage whereas the second is a +5.

Holy isn't like bane. It doesn't add 2 to the enhancement bonus. Holy x2 vs. +5 means you're trading +4 to hit and damage (or +12 damage if power attacking) for +14 average damage against evil. Sounds pretty comparable to me.

Not sure I'd allow it, but it doesn't seem broken at first glance.
 

Because of how often fire resistance comes up, I'd probably allow 3d6 fire damage for a +2 enhancement bonus. I already consider flaming to be a useless enhancement at mid-upper levels, so 2d6 for +2 would just be piling on the useless.
 

ThirdWizard said:
Because of how often fire resistance comes up, I'd probably allow 3d6 fire damage for a +2 enhancement bonus. I already consider flaming to be a useless enhancement at mid-upper levels, so 2d6 for +2 would just be piling on the useless.
Getting fire resist is important. 50 or so mooks with alchemest fire ruin your day until you get fire resitance 10.

And if someone wants to complain about how many fire immune critters there are, maybe Fireball should have a smidge less area and range.
 

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