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I have golld and I want to enhance my rouge

#1 User is offline   xuldinga 

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Posted 27 June 2005 - 05:00 PM

never mind that the 'L' key sticked
This is technically a two part question.

1) Where can I find enchantments that can be added to weapons? My 8th lvl Liberator of goods has his hands on 2 hydra teeth that he has had them crafted into sharpened blade tangs for a pair of inter locking daggers. Basicly each tooth has a blade and a slot for the sister blade to slip into.

something like this when seperated <=-- --=>
something like this when closed <==>

anyway..sorry about all the details. But I have the blades crafted to masterwork quality and I want to get the pair of them enchanted. I have know I idea where to start. I want more than the usual + whatever #. I thought that poison what done too many times before as well. Any suggestions?

2) What is a sunrod? My group was flipping through an old mod and we say that is was one of the treasures in a room but we couldn't find it in the DM guide.
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#2 User is offline   Lyinginbedmon 

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Post icon  Posted 27 June 2005 - 06:46 PM

1) Rules on enchanting weapons start on page 221 of the Dungeon Master's Guide going to page 229

2) A sunrod illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It's on page 128 of the Player's Handbook
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#3 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 28 June 2005 - 07:58 PM

1) Also, this seems to technically be a double weapon for purposes of enchanting. Remember to factor that in when making it magical.
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#4 User is offline   xuldinga 

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Posted 29 June 2005 - 02:39 PM

Ssri-Tel-Quessir Hitokiri, on Jun 28 2005, 03:58 PM, said:

1) Also, this seems to technically be a double weapon for purposes of enchanting.  Remember to factor that in when making it magical.
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Excuse my ignorance, but how does that affect it? I know in essence I would be technically making 2 weapons. Is that what you mean?
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#5 User is offline   Dthclaw 

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Posted 29 June 2005 - 04:40 PM

Yes. You'll be paying the cost twice if you want both ends the same level of enhancement.
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#6 User is offline   xuldinga 

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Posted 29 June 2005 - 04:51 PM

Dthclaw, on Jun 29 2005, 12:40 PM, said:

Yes.  You'll be paying the cost twice if you want both ends the same level of enhancement.
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I figured as much, my concern here was what enchantments would longtime players recomend. Being a rouge, I am aware of the restrictions to my combat capabilities but I was wondering what could help.
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#7 User is offline   Lyinginbedmon 

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Post icon  Posted 29 June 2005 - 05:07 PM

As a Rogue, I'd recommend effects such as Keen, Shock, and Speed, though Ghost Touch and Spell Storing are also good choices for a dagger-esque device.
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#8 User is offline   Dthclaw 

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Posted 30 June 2005 - 03:09 AM

Speed for sure; maybe the Coup de Grace enhancement off of Arms and Equipment (absolutely insane in the hands of a rogue; paralysis for one round, letting you coup-de-grace and/or sneak attack). You could do a one and one, coup-de-grace on one end followed by the nastiness of the speed end, quickly reducing an opponent into bloody giblets.
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#9 User is offline   xuldinga 

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Posted 30 June 2005 - 01:33 PM

Dthclaw, on Jun 29 2005, 11:09 PM, said:

Speed for sure; maybe the Coup de Grace enhancement off of Arms and Equipment (absolutely insane in the hands of a rogue; paralysis for one round, letting you coup-de-grace and/or sneak attack).  You could do a one and one, coup-de-grace on one end followed by the nastiness of the speed end, quickly reducing an opponent into bloody giblets.
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Sounds very interesting, I need to see what books my group has available to them.
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#10 User is offline   Dthclaw 

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Posted 06 July 2005 - 05:04 AM

I think I lied; Coup de Grace isn't out of Arms and Equipment (double checked earlier), but I don't recall where I saw it. I know its in something published by WotC, but I can't remember offhand where its from.
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#11 User is offline   xuldinga 

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Posted 08 July 2005 - 11:51 AM

Dthclaw, on Jul 6 2005, 01:04 AM, said:

I think I lied; Coup de Grace isn't out of Arms and Equipment (double checked earlier), but I don't recall where I saw it.  I know its in something published by WotC, but I can't remember offhand where its from.
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AAGH what horrible lies you spew... :angry:

All well, I had most of my group searching for that book too. I guess now I can tell them to stop. Thanks anyway. :nuts:
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#12 User is offline   Raven Bloodmoon 

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Posted 08 July 2005 - 12:46 PM

If your DM allows, look into having them imbued with cold touch or various ability drain effects. Vampiric touch could be interesting as well.

Another thought: You said hydra teeth. What kind of hydra? If it was a cryohydra, consider icy or icy burst. If it was a pyrohydra, how about flaming or flaming burst?

Anything that slows your opponent is as useful as something that speeds up your attacks. Sometimes it can be more useful as their AC drops and they take penalties on their attack rolls. As a rogue, you probably do not have the hit points to tank, so anything to avoid being hit is useful. Obviously Strength damage or drain can help avoid damage as well. Nothing like sapping an opponnet's bonuses to attack and damage.
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#13 User is offline   Dthclaw 

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Posted 08 July 2005 - 03:38 PM

Hmm, hadn't even thought of that one [adding spell effects to weapon strikes].

Found Coup de Grace enhancement. It's out of Expanded Psionics Handbook (oddly enough). +5 enhancement bonus, DC 27 Will save on hit or be paralyzed for 1 round.

Arms and Equipment might still be worth looking at. There's lots o nifty stuff in there. God I sound like a Wizards pimp. :pimp:
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#14 User is offline   RedSlayer 

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Posted 10 July 2005 - 02:58 AM

Thats not as appealing as it might sound, thats only on a crit hit (check for urself)
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#15 User is offline   Dthclaw 

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Posted 10 July 2005 - 04:00 AM

So's vorpal, doesn't make THAT any less appealing.
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