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PostPosted: Sat Jan 18, 2014 6:56 pm 
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Wind
This enchantment allows a normally melee weapon to be used to make ranged attacks in the form of blades or forceful blasts of wind projected by the weapon. Such attacks have a maximum range of 30' and no range increments. The damage type is the same that the weapon normally deals. Attacks made with the wind property may carry the effects of other weapon special properties (such as Flaming or Spell Storing) if a ranged weapon could also be enchanted with that property and bestow it upon ammunition but not physical alterations such as poisoning the blade.

As ranged attacks, dexterity bonus is used to calculate rolls to-hit, but the weapons still benefit in terms of damage from the wielder's strength, including the half-again-strength bonus if the weapon is two-handed. Attacking in this manner provokes attacks of opportunity as making ranged attacks normally would, and this enchantment does not allow the wielder to threaten squares outside his or her normal reach.

Caster Level 5th, Requires Craft Magic Arms & Armor, Blood Wind or Fly.
Market Price: +1 Bonus


Inspired by the Wind Edge chain in Fire Emblem: Radiant Dawn, I brewed up this special property a long time ago. Basically, it lets you attack (even full attack) with a melee weapon out to 30', as ranged. Not sure on the market price, though.

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PostPosted: Sat Jan 18, 2014 6:59 pm 
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And yet all I can picture is Inu-Yasha's WIND SCAR!

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PostPosted: Sat Jan 18, 2014 7:03 pm 
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So I get to trip at 30' range? Cool.
And grapple, I guess?

I'm not too invested in balance, but it sounds pretty strong. It makes the melee character's job (full attacking each turn) a lot easier, as well as making it a lot more difficult for your enemies. However, melee characters could be thrown a bone from what I've gathered, and I don't spellcasters can use it for anything gamebreaking with touch attacks, so probably fine. Just a problem if it becomes a lot better than other +1's, as it would reduce variety.

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PostPosted: Sat Jan 18, 2014 7:18 pm 
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Mown wrote:
So I get to trip at 30' range? Cool.
And grapple, I guess?

You're making a ranged attack, and those actions specify melee attacks. You can't trip or grapple with this any more than you could with a throwing axe.

It does make the fighter's job a good deal easier, though, especially against big monsters that are normally quite painful to approach. In some ways, worrisome. In other ways... yeah, what you say about melee being thrown a bone rings a little true.

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PostPosted: Sat Jan 18, 2014 7:26 pm 
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Oh right, it's making them into ranged attacks instead.
Also, I think the MAD issues of keying it to two different stats on ranged attacks might be enough of a counterweight anyway, instead of just pumping Strength. All in all, it mostly just gives you the ability to dual wield or 2h a thrown weapon and not have to care about ammunition, doesn't it? (And thrown weapons usually having 10' range, iirc.)

Edit: It would also mean you can't power attack with it, wouldn't it? Which is also a significant drawback.

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