kingandy: (Wandering Blossom)
[personal profile] kingandy
Last night's D&D was fun.  We spent about an hour (OOC - about 8 hours IC) sorting through the dragon's hoard of magic items - one of which [livejournal.com profile] ghostbritain magnanimously decided was actually Small size, so Woodrun - the adorable halfling - now has two magic greatswords.  Huzzah!  One is Keen and the other does extra (1d6) cold damage - and it does more on a critical hit.  I'll be using the cold one but I will miss the Keen - a threat range of 17-20 is significantly more than 19-20.  And considering the bonus crit damage it would be nice to get Keen on the cold sword.  Anyone know if it's possible to add magical enhancements to pre-enchanted weapons?

Shiva may have a surprise waiting for her when [livejournal.com profile] pkgem returns from Scotchland or wherever.  The party is not exactly where we said we would meet her (I'm assuming), having set out across country to intercept the army which is mistakenly heading directly for Mythrin, the evil city of evil at the centre of the Wyldeth.  We fought some wraiths on the way, which was nice.

Once again we got massively more XP for roleplay than for smiting.  I am not complaining.

Date: 2004-07-14 07:17 am (UTC)
From: [identity profile] wulfboy.livejournal.com
Anyone know if it's possible to add magical enhancements to pre-enchanted weapons?

Under normal circumstances, and this is in no way intended as a snook at Nook, you can further enhance existing enchanted weapons provided you have access to the Craft Magic Arms and Armour Feat and the approprite prerequisites. The gp and xp costs are generally the difference between the current value and the soon-to-be-new value, so it's no more nor less expensive than making the entire thing from scratch.

March 2012

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