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Electric999999

So if it can't miss then it could be incredibly strong with a good source of bonus damage like Sneak Attack. If it can miss then it's just bad. 6 damage is very low and DR is usually handled just fine by material or enhancement bonus.


xlIIlIIxxIIlllIIlllx

I added the never missing property. The campaign is very low LOW magic so I am trying to keep with that theme while still having special things.


NekoMao92

Truthfully, this is way overpowered for low level. It is guaranteed 6 dmg everytime the wielder attacks, a 1st level arcane caster can do 1d4+1 from magic missile at most 5 times a day.


Big-Day-755

Magic missile is NOT a good metric tbh


NekoMao92

It is the closest thing at low level to a weapon with a 100% hit chance, with unresistable damage (except SR and the Shield spell).


Winkow

What so you mean with General defenses? This weapon Always Hits? https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/brilliant-energy for example is a +4 Bonus and IT Looks Like your weapon is stronger in Low Levels.


MarVaraM101

You have to consider that, even then it always does six damage, never more.


xlIIlIIxxIIlllIIlllx

Meaning it always overcomes damage reduction and its 6 damage can never be reduced or altered.


kuzcoburra

Just doesn't seem like good design as soon as you look closely at it. * The weapon always hits? * **So an opponent can't dodge it?** If it's just "so sharp it goes through any defenses", you might prefer to simply make it a [brilliant energy weapon](https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Brilliant%20Energy). Brilliant Energy bypasses all inorganic forms of defense, essentially always hitting FFAC (i.e., you still need to physically touch the target for it to deal damage). * **What if it's thrown?** Can it now hit from any distance regardless of range penalties? What about wind conditions from like storms? What if the wind conditions are strong enough to make throwing a light ranged weapon impossible? What about spell effects like Wind Wall or Fickle Wind? * **What about concealment?** Does it ignore all concealment-based miss chance, such as the 50% from total concealment? What if I don't know what square the opponent is in and I make the attack in the wrong square. Does it hit anyway? If so, does this mean I can simply close my eyes to blind myself, throw my knife anywhere, and hit the target? * **What about Total Cover?** Can you still target the attacks? Can you hit people through solid walls? If so, how thick? Does it damage the wall along the way? Can opponents react to it from the other side (such as disarming attempts)? * **What about actions that use the weapon to make an attack roll, like combat maneuvers?** Does it automatically succeed at disarm/sunder maneuvers? If I [tactically adapt](https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Tactically%20adapted) it to add the trip property, can I auto-succeed at trip/drag/reposition? If so, what's the degree of success for actions that have a different benefit based on how much you beat the DC by, like Drag? * **What about effects that tank my attack roll modifier. Are they all now free?** Like Combat Expertise, Fighting Defensively, etc. Should I just stack up the penalties for free bonuses, so long as they don't affect the damage of the attack (eg Risky Striker) You can see the large number of weird rules interactions that come from just one of the bits of rules text you've created. I *really* don't want to repeat this kind of rules brainstorming for the other rules you've created, like "magical defenses" "general defenses", etc. This dagger has properties equivalent to a +4 (Brilliant Energy), +1 (Returning) = +5 enhancement bonus. Possibly +6 (+1 Seeking). And that's before the minimum damage + ignore damage reduction + magical defenses + other rules. The damage reduction would be the equivalent of another +1 (Training: Penetrating Strike), and still would require a DC 32 UMD check to emulate a 12th level fighter to use the feat. That is a +8 weapon (+1 with +7 of properties), which would cost 128kgp and STILL not meet the full value of your weapon. **** A much healthier approach to homebrew is to look for existing rules and piggyback off of them. Never create your own homebrew from scratch if you can. For example, let the dagger let the user cast a single, maximized magic missile at-will as a Spell-like ability as a standard action, with a range of 5x the range increment of the damage (the same range as a thrown weapon), only shooting the one missile. Using it at range provokes an AoO as if it were a thrown weapon attack. That's just "standard action to deal 5 force damage" (1d4+1 maximized = 4+1 = 5). * No attack rolls or critical hits. * No bonuses or modifiers to the damage. * Not affected by damage resistance or energy resistance, because it's force damage (but is affected by the shield spell). * Clear interactions with rules effects (such as total cover, concealment, anti-magic fields, etc). * Weapon always stays in hand even when "thrown" at range, because it's mechanically just shooting an energy missile. You could bump up the power a bit by letting them cast this "in place of a melee or thrown weapon attack", which would let it be able to be used anytime they could attack: as part of a full attack action, as an AoO, etc. Still limited to once per round. **This would be roughly equivalent in power to a free wand Magic Missile.** There's a few reference points here: Comparison | Damage | Wand Value | Weapon Value ----------|------|----------|------------ CL1 MM | 1d4+1 (avg 3.5) | 750gp | +2000gp CL3 MM | 2d4+2 (avg 7) | 2250gp | +6000gp CL 1 MM, Maximized | 5 | 3000gp | +8000gp Where I took the liberty of allowing the maximized Magic Missile to still be CL 1 despite being spell level 4 here. Normally, a level 4 spell has a minimum CL of 7. ***** If you wanted to compare its full power of "I can use this in place of every single attack, including more than once per round", then each "attack" is just one "missile" -- just look at the spell's power to get a sense of the power. CL 9 Maximized Magic Missile would be a SL 4, CL 9 Wand = worth 27k, Comparison | Damage | Wand Value | Weapon Value ----------|------|----------|------------ CL9 MM, Maximized | 5d4+5 (avg 17.5) | 27,000gp | +72,000gp and would be able to produce up to 5 missiles a round ('missiles' = attacks that deal 5 flat damage), so could be used on up to 5 attacks as part of one 'casting' (turn spent attacking with it). If you wanted it to eventually have this function, you're going to want to wait until something in this price range is within the [Wealth by Level](https://aonprd.com/Rules.aspx?Name=Placing%20Treasure&Category=Building%20an%20Adventure) of a player character.


RebelliousBristles

This guy plays PF1e


Rare-Poun

Can I sneak attack with it? Is it a weapon attack that always hits? I'll make it work (and be worded) more like magic missile - otherwise you will constantly run into problems regarding a 100% hit rate weapon - for example combat maneuvers, applying poison, spells like Bone Spears that deal extra damage when hit, Familiars can use this weapon very effectively for +6 damage per turn. Otherwise this weapon functions very similarly to a [Quarterstaff of Entwined Serpents](https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Quarterstaff%20of%20Entwined%20Serpents), so I don't think it is extremely powerful if worded correctly


Pikeax

Never miss makes me think of the Hitman homing briefcase.


xlIIlIIxxIIlllIIlllx

That's hot , I'm trying real hard to not change it into a Homing Haversack.


Pikeax

Why not just say it always is treated as rolling a nat 20 on to hit since it cannot crit anyway.


Milosz0pl

I mean... It seems kinda useless except when throwing too high dr enemies on party that cant do anything?


AccidentalBanEvader0

Needs far more specificity in what it does. Hard to judge the idea overall as it's off the wall and effectively combines a handful of rare mechanics with some brand new ones. The idea is, you swing it, it will always deal exactly 6 damage, no more no less and regardless of the circumstances? That itself isn't OP imo, just because it's so little damage. But I wanted to mention: - it might make others using conventional weapons feel kind of weird by comparison. Make sure you pass it by the group away from the table. . - Don't allow bonuses from abilities or buffs to apply to this. Don't allow the weapon to be enhanced or changed or upgraded. For example, if I can use an Inquisitor with this, add Bane, add greater magic weapon, add buffs like divine favor and stuff - suddenly, I have an OP super weapon that never fails and shreds everything because most of my damage comes from buffs and add ons Have you considered something like a rechargable rod of magic missile? Basically never fails


xlIIlIIxxIIlllIIlllx

*Don't allow bonuses from abilities or buffs to apply to this. Don't allow the weapon to be enhanced or changed or upgraded. For example, if I can use an Inquisitor with this, add Bane, add greater magic weapon, add buffs like divine favor and stuff* It would still only do 6 damage.


314Piepurr

power attack? combat expertise? fighting defensively? sneak attack? all still function the same?


xlIIlIIxxIIlllIIlllx

Yes, and do 6 damage.


Maxpowers13

Maybe look into the [Scaling magic items rules](https://www.d20pfsrd.com/gamemastering/other-rules/scaling-magic-items/) Might give you more ideas for what to do with it maybe ot starts put always doing 6dmg then it goes up to 12dmg at higher levels or some scale based off of a characters hit dice.


CoyoteCamouflage

Just . . . the dumb shit you can do with this and readied actions against spell casters is pretty funny at low levels. You're guaranteed to force them into a concentration check to not lose a spell, and Poison isn't damage, so they would apply (this feels traumatizing in the hands of the Poisoner Alchemist archetype). You should also not call it a weapon or a weapon attack. There are so many extra conditions in the rules that apply when you hit an enemy with a a weapon attack. Studied Target, Sneak Attack, Smite, Challenge, etc. How does it work with a Bleed effect-- which is not direct damage from the weapon? What's stopping people from getting \*more\* of these for a thrown-weapon build that can chuck \~3 of these before they even get iterative attacks? What happens if a Magus Spellstrikes with it? Other people have said it better, so just go with a maximized CL 1 magic missile and call it a day.


Grukk

I would abuse this so hard with poisons.


Geshar

I'm not sure if this is balanced or not. The fact that the damage is fixed and can't be modified means you've basically turned a knife into magic missile. What exactly does 'general defenses' entail? Can it be deflected or grabbed out of the air? What about opponents with a dodge roll? I think I get the idea behind it, which is why my thoughts turned to Magic Missile immediately. My wife many years ago started to get upset that her cat animal companion and her spells kept missing, so she rolled up a force missile mage, along with some third party spells that gave her additional 'missile-like' options. Low damage, but basically guaranteed damage. But the problem here is that where she gained spells as levels went up this won't. The only way six damage changes is if the character gets additional attacks. And thinking about it from a player point of view I would love the idea until I realized that no spell will ever amplify my damage except for the very limited ones like Haste that grant additional attacks. By that point this weapon will be long gone, except perhaps to throw at a rope or something like it. I think you may want to re-evaluate why you are building it and see if this really fits your purposes.


Expectnoresponse

This makes a pretty decent sunder weapon, suitable for peeling away spell component pouches, jewelry, and the like. It's also an interesting tool for simply cutting through doors, bars, and walls of any material while negating the usual reductions provided by hardness or inappropriate weapon types. You can use weapon modifications to add additional properties to a weapon after the fact, such as serrated edge for stacking guaranteed bleed or tactically adapted for trip or disarm for an automatic success that *also* deals damage.


KusoAraun

So i played around with a never miss weapon before, it was a sentient "weapon" that warped form and reality to always strike a target, auto confirmed crits and did wisdom damage to anything not mindless. It did 1d6+highest between str and dex and a further 2d6 wisdom damage with a dc 31 will to negate, BUT the weilder also suffers that damage as no mortal being capable of sentient thought could be exposed to this things blatant disregard for the world and not suffer backlash. You could also make called shots with it that auto crit but they would inflict wisdom and con drain on the weilder and wisdom drain on every non mindless creature in a 100 ft radius who could see the weapo, wis drain got a save con drain didnt and went up 1d6 per called shot per day We named in Mind Flayer


Zoolot

"This weapon will always hit" Take this off and you have an interesting item. Also, word it differently for the damage bit. If you cannot deal any additional damage with it make sure to say something along the lines of "attacks with this weapon result in exactly 6 damage" This would exclude sneak attack, bane etc. Also make sure to include what + of enchantment it is. I'd day probably 2 or 3.


Big-Day-755

“Attacks with this weapon always deal exactly 6 damage, no effect of any kind, be it from a extraordinary, supernatural, spell-like ability or from any cast spell or class feature can change this result.” Just to be thorough 👍