Author Topic: Magic weapons with class levels.  (Read 10608 times)

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Prime32

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Magic weapons with class levels.
« on: December 15, 2010, 03:08:19 PM »
Building on an idea in this thread, I'm brainstorming monster classes for magic items. The idea is that instead of using Leadership to get a pet lv6 rogue, you can get an lv6 sword and be just as effective.

Anyone can feel free to contribute.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Magic weapons with class levels.
« Reply #1 on: December 15, 2010, 03:22:40 PM »
To create an item, apply the Magic Item template to a standard creature. Generally this character's race will reflect that of the item's creator, or the raw materials used to create it. (eg. a sword forged by an elf from a dragon fang might be an elf, dragon, or dragonborn elf) Likewise, an item which has had a person's soul forged into it should use the stats of that person.

Magic Item (template)
Type: Changes to Construct.
Size: Changes to any size. A Medium two-handed weapon or suit of armour is a Medium creature, a one-handed weapon or shield a Small creature, and a light weapon a Tiny creature. Do not adjust ability scores and natural armour.
Abilities: A magic item possesses virtual ability scores (including Con) equal to its original scores, allowing it to take feats and meet prerequisites. It gains enhancement bonuses to these virtual ability scores of +1 per 3 character levels. Its actual ability scores are all non-abilities. Certain feats and abilities may allow it to gain real ability scores, in which case it uses the value for the virtual score.
Skill Synergy: If the item has at least 5 ranks in a skill, anyone using the item gains the benefit of a masterwork tool for that skill.
Speed: -
LA: +0

Living Item (template)
Type: Changes to Aberration (symbiont). A Living Item is considered a Magic Item for the purposes of prerequisites and effects which target Magic Items.
Size: As Magic Item.
Abilities: As Magic Item, but a Living Item possesses a real Con score equal to its virtual score.
Bond: A Living Item inflicts 1 point of ability damage on its host every 24 hours, and whenever it is removed. The type of ability damage is chosen at 1st level and cannot be changed. Its host gains a +10 bonus on checks to avoid being disarmed of it.
Skill Synergy: As Magic Item.
Share Spells: As the familiar ability.
Speed: -
LA: +0

Classes
Magic items (and only magic items) may enter the Magic Weapon, Magic Armour and Magic Implement classes. In the case of multiclass characters, the item takes on a form which falls into each category. A multiclass weapon/armour might take the form of a suit of armour with armour spikes, for instance.


Establishing Mastership and Ego Conflict
In order to connect with a magic item, a would-be master must either train with it for 24 hours or expend an action point as a free action. Each time he performs this ritual he may gain access to one additional ability from Shared Knowledge, up to the maximum allowed. As long as he has at least one ability, he is considered to be the weapon's master until another character performs the ritual. If he loses mastership and regains it, he immediately gains mastership at the level he possessed before he lost it. Mastership has no effect on abilities other than Shared Knowledge.

A magic item with the Sentience feat is more difficult to control. In order to establish mastership, the wielder must succeed on an opposed Ego check (Ego = character level + Cha modifier). In addition, the item will attempt to withdraw mastership from the character at certain periods, forcing another opposed Ego check to maintain it.

The frequency of these checks depends on how compatible the item is with its master.
  • Same alignment: 1/month
  • One step away: 1/week
  • Two steps away: 1/day
  • Three steps away: 1/encounter
  • Opposite alignment: 1/round

Quote from: Ego check modifiers
ConditionDC mod
Different alignment+1 per step of difference
Current master of another sentient item+2
etc.
« Last Edit: July 04, 2011, 02:56:46 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Magic weapons with class levels.
« Reply #2 on: December 15, 2010, 03:23:39 PM »
Magic Weapon (class)
HD: d8
BAB: Good
Saves: Ref good
Class Skills (4 + Int): Craft, Diplomacy, Disable Device, Knowledge (nobility and royalty), Listen, Martial Lore, Perform, Profession, Sense Motive, Sleight of Hand, Spot

1   Construction, Enhancement bonus +1, Luck
2   Special abilities
3   Enhancement bonus +2, Shared knowledge
4   Bonus feat
5   Enhancement bonus +3
6   Bonus feat
7   Enhancement bonus +4
...


Construction: At 1st level, a magic weapon chooses one special material from which it is contructed. If you have levels in Magic Armour you must select the same material chosen at 1st level of that class.
  • Adamantine: Ignores hardness.
  • Alchemical Silver: +1d6 damage against enemies of opposed alignments to the wielder on the good-evil axis.
  • Crystal: Can be used as a cognizance crystal, storing 1pp per class level. Count levels in other classes as half levels for this purpose.
  • Deep Crystal: Gain the [Psionic] subtype. The wielder may expend power points as a swift action while attacking with the weapon to deal +1d6 damage per pp. This counts as manifesting a power from one of the wielder's classes, and follows the normal caps based on his ML. The wielder can expend 1pp on this ability even if he cannot manifest powers.
  • Elemental: +1d6 fire, cold, acid or electric damage, or +1d4 sonic damage. The element is chosen at 1st level and cannot be changed.
  • Ghoststeel: Can affect incorporeal targets as if it were a ghost touch weapon.
  • Mithral: Can be treated as a weapon of one size category lighter than normal whenever it would be convenient to do so. If already a light weapon, the wielder gains the benefits of the Weapon Finesse feat with the weapon.

Enhancement bonus (Su): A magic weapon gains an enhancement bonus equal to half its class level, plus quarter its levels in other classes (round up).

Luck (Ex): A magic weapon is an item of great destiny. It and its wielder gain a +1 luck bonus to saving throws.

Special Abilities: Starting at 2nd level the weapon gains special abilities with a maximum cost of (half its class level) squared * 2,000gp. Count levels in other classes as half levels for this purpose (but not levels in classes which also grant this feature). These cannot be used to increase the weapon's enhancement bonus, nor is the weapon's enhancement bonus taken into account when calculating the cost of these abilities.

Shared Knowledge: Starting at 3rd level, a wielder who has established mastership over the weapon (see "Establishing Mastership" above) can draw upon some of the techniques imprinted upon it (up to a maximum of the weapon's Cha modifier -2). He gains the benefit only while holding the weapon. Once he selects an ability it cannot be changed until he gains a level, though other masters may choose different abilities. Items which gain this ability from multiple classes can grant a wider range of abilities but the number of abilities granted is not increased.
  • Class Feature: The master gains one of the weapon's class features as if he had levels in that class equal to half the weapon's. This class feature must use the weapon in some way (so abilities like Evasion which do not involve attacking cannot be granted). For instance, a weapon with 10 levels of rogue could grant its master sneak attack as a 5th-level rogue. If this reduction in levels would result in a class level lower than the one at which the class feature was gained (such as a weapon with fewer than 6 levels of duskblade attempting to grant Arcane Chanelling) the ability cannot be granted.
  • Feat: The master gains one of the weapon's feats as a bonus feat. He must meet the prerequisites of this feat as normal.
  • Maneuver: The master adds one of the weapon's maneuvers to his maneuvers known, as long as it is of a level he can initiate.
  • Special Attack: The master may use one of the weapon's racial Ex, Su or Sp abilities, taking the same action as the weapon itself would (abilities which do not require an action cannot be used). Uses of the ability count against the weapon's uses, so you cannot use an ability more times by changing its master.

Bonus Feat: At 5th level and every odd level thereafter, a magic weapon gains one bonus feat for which it meets the prerequisites.
« Last Edit: July 06, 2011, 10:57:43 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Magic weapons with class levels.
« Reply #3 on: December 15, 2010, 04:40:15 PM »
Magic Armour (class)
HD: d10
BAB: Average
Saves: Fort good
Class Skills (2 + Int): Balance, Climb, Craft, Escape Artist, Hide, Intimidate, Jump, Move Silently, Profession, Survival, Swim, Tumble

1   Construction, Enhancement bonus +1, Luck, Rapid donning
2   Special abilities
3   Enhancement bonus +2, Shared knowledge
4   Bonus feat
5   Enhancement bonus +3
6   Bonus feat
7   Enhancement bonus +4
...


Construction: At 1st level, a suit of magic armour chooses one special material from which it is contructed. If you have levels in Magic Weapon you must select the same material chosen at 1st level of that class.
  • Adamantine: Grants DR/adamantine and energy resistance based on weight. Light: 1 per 3 class levels, medium: 1 per 2 class levels, heavy: 1 per class level. Count levels in other classes as half levels for this purpose.
  • Alchemical silver: Creatures with alignments opposed to the wearer on the good-evil axis take 1d6 points of damage whenever they touch the armour.
  • Crystal: Can be used as a cognizance crystal, storing 1pp per class level. Count levels in other classes as half levels for this purpose.
  • Elemental: Grants energy resistance 5 per class level to one element. Count levels in other classes as half levels for this purpose.
  • Ghoststeel: Can protect against incorporeal creatures as if it had the ghost touch property.
  • Mithral: Can be treated as a suit of armour one size category lighter than normal whenever it would be convenient to do so (except for determining proficiency). If already light armour, the wearer counts as unarmoured.

Enhancement bonus (Su): A suit of magic armour gains an enhancement bonus equal to half its class level, plus quarter its levels in other classes (round up). It may not trade this enhancement bonus for enchantments of equivalent value.

Luck (Ex): A suit of magic armour is an item of great destiny. It and its wielder gain a +1 luck bonus to saving throws.

Rapid Donning: A suit of magic armour takes half the normal amount of time to put on or take off. An unmastered suit of Armour with the Sentience feat can cancel this bonus or prevent itself from being removed.

Special Abilities: Starting at 2nd level the armour gains special abilities with a maximum cost of (half its class level) squared * 2,000gp. Count levels in other classes as half levels for this purpose (but not levels in classes which also grant this feature). These cannot be used to increase the armour's enhancement bonus, nor is the armour's enhancement bonus taken into account when calculating the cost of these abilities.

Shared Knowledge:
  • Class Feature: The master gains one of the armour's class features as if he had levels in that class equal to half the armour's. This class feature must be defensive or affect the wearer's body. I.e. Evasion or Wild Shape could be granted, but Inspire Courage or Flurry of Blows could not. For instance, a weapon with 10 levels of crusader could grant its master a delayed damage pool as a 5th-level crusader. If this reduction in levels would result in a class level lower than the one at which the class feature was gained (such as armour with fewer than 10 levels of monk attempting to grant Purity of Body) the ability cannot be granted.
  • Feat: The master gains one of the armour's feats as a bonus feat. He must meet the prerequisites of this feat as normal.
  • Soulmeld: The master gains the benefits of one of the armour's soulmelds as long as the item is worn. This does not count against the normal limit of soulmelds he can have in existence at a time. He may invest essentia in this soulmeld or bind it to a chakra as normal.
  • Special Ability:
  • Vestige: While wearing the armour, the master is automatically bound to one vestige which you can bind, chosen when this ability is selected. His binder level is equal to half your character level, which may restrict the levels of vestiges that can be used for this ability. This does not count against the normal limit of vestiges he can bind at a time, though it may cause certain other vestiges to refuse a contract as normal.

Bonus Feat: At 5th level and every odd level thereafter, a suit of magic armour gains one bonus feat for which it meets the prerequisites.
« Last Edit: July 06, 2011, 10:58:22 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Magic weapons with class levels.
« Reply #4 on: December 15, 2010, 07:10:04 PM »
Magic Implement (class)
HD: d6
BAB: Poor
Saves: Will good
Class Skills (2 + Int): Appraise, Concentration, Craft, Decipher Script, Knowledge, Perform, Profession, Spellcraft, Use Magic Device

1   Arcane Focus, Form, Luck, Special abilities
2   Shared knowledge
3   Component Substitution
4   Component Substitution...

Arcane Focus: The master of a magic implement may use it as an additional focus component when casting a spell. If he does so, the spell loses all other material and focus components with values of 1gp or less.

Form: At 1st level, a magic implement chooses one form to take.
  • Crystal: Can be used as a cognizance crystal, storing 1pp per class level. Count levels in other classes as half levels for this purpose.
  • Staff: You take the form of a light mace or quarterstaff with a +1 enhancement bonus per four class levels. You must select this form if you have levels in magic weapon, in which case the enhancement bonuses do not stack.
  • Spellbook: You take the form of a spellbook which never runs out of pages. Spells may be inscribed in you for half price. As a free action your master can touch you, causing you to become sealed as with an arcane lock spell (CL = your character level).
  • Trinket: You take the form of a ring or amulet. The maximum cost of your special abilities is increased by 25%.

Luck (Ex): A magic implement is an item of great destiny. It and its holder gain a +1 luck bonus to saving throws.

Special Abilities: The implement gains special abilities with a maximum cost of (half its class level) squared * 2,000gp. Count levels in other classes as half levels for this purpose (but not levels in classes which also grant this feature). These cannot be used to increase the enhancement bonus of a staff implement, nor is the staff's enhancement bonus taken into account when calculating the cost of these abilities.

Shared Knowledge:
  • Class Feature: The master gains one of the implement's class features as if he had levels in that class equal to half the implement's. This class feature must affect the master's spellcasting abilities in some way. I.e. Cloaked Casting could be granted, but Countersong could not. For instance, a weapon with 2 levels of hellfire warlock could grant its master Hellfire Blast as a 1st-level hellfire warlock (though the ability is useless if he does not possess an eldritch blast to modify). If this reduction in levels would result in a class level lower than the one at which the class feature was gained (such as an implement with fewer than 16 levels of warmage attempting to grant Armoured Casting [medium]) the ability cannot be granted.
  • Feat: The master gains one of the implement's feats as a bonus feat. He must meet the prerequisites of this feat as normal.
  • Invocation: The master adds the chosen invocation to his invocations known. When used, it originates from the implement.
  • Power: The master adds the chosen power to his powers known. When used, it originates from the implement.
  • Spell: The master may spontaneously convert spells into the chosen spell, as long as it appears on his spell list. When used, this spell originates from the implement.

Component Substitution: At 3rd level and every class level therafter, choose one of the following benefits. Your master gains this benefit while holding you in both hands.
  • Concentration: As a swift action, your master can transfer control of a spell which requires concentration to you, or reclaim it from you. If you do not possess the Sentience feat, you cannot redirect the spell or change any of its properties.
  • Display: When manifesting a psionic power, your master's displays are automatically suppressed.
  • Material: Your Arcane Focus ability extends to material and focus components with costs of up to 100gp per caster level of your master.
  • Verbal: You may speak the verbal components of a spell on your master's behalf.
  • Somatic: The somatic components of your master's spells are simplified, allowing him to cast them without incurring an Arcane Spell Failure chance.
« Last Edit: December 18, 2010, 03:20:51 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Magic weapons with class levels.
« Reply #5 on: December 15, 2010, 07:10:21 PM »
General Feats
Item Bond [General]
Benefit: You gain the benefits of a status spell at all times with regards to one magic item you possess.

Item Mastery [General]
Benefit: You gain a +4 bonus on opposed Ego checks to etablish mastery of an item. In addition, the frequency at which an item attempts to challenge your mastership is reduced by one step. If it would normally attempt to challenge your mastership 1/month, it no longer challenges at all.


Item Feats
Berserk [Magic Item]
Prerequisites: Magic Item race, magic armour lv1
Benefit: Your wearer can remain alive at negative hp equal to the sum of your Constitution scores. In addition, while at negative hp you gain control over his body (if he is still conscious he may attempt a Will save to regain control until his hp is reduced again, DC = 10 + half your level + your Cha modifier). If you do not possess the Sentience feat you are mindless and cannot distinguish friend from foe. Even if you are sentient, your goals may differ from those of your wearer. In any case, you attempt to protect your master to the best of your ability.

Cursed [Magic Item, Trait]
Prerequisites: Magic Item race, magic armour or magic weapon lv1
Benefit: Your enhancement bonus is reduced by -2, which can result in a negative value. After one week in a character's possession, he must always use you instead of another weapon or suit of armour, even if he meant to employ some other item, and cannot willingly rid himself of you. If he is forcibly separated from you, he is compelled to seek you out. This influence can be removed by a limited wish, wish or miracle effect. If you possess the Sentience feat you may dismiss this control at will.

Fluid Form [Magic Item]
Prerequisites: Magic Item race
Benefit: Your body flows like liquid. If you possess the Rapid Donning class feature your master can put you on or take you off as a full-round action if that is shorter than the normal time. If you are a magic weapon your master can draw you as a free action (as if he had the Quick Draw feat). If you possess the Independent Movement feat you may pass through gaps small enough for a Fine creature regardless of size. This benefit applies only if you are in your normal item form, not if you are transformed or possessing another body.

Improved Possession [Magic Item]
Prerequisites: Magic Item race, Possession
Benefit: While possessing a creature you may choose for it to take on the form you had before the Magic Item template was applied, as the Alternate Form ability.

Independent Action [Magic Item]
Prerequisites: Magic Item race, Str 13 or Dex 13, Sentience
Benefit: You may take one move or standard action per turn, gaining Str and Dex scores equal to your virtual scores -6. Your master loses the benefit of Shared Knowledge in any round you do this. Note that you do not possess a move speed or limbs, limiting the actions you can take.
Normal: Magic items cannot take actions.
Special: Your master can prevent you from taking actions if he wishes.

Independent Movement [Magic Item]
Prerequisites: Magic Item race, Independent Action
Benefit: You gain a land speed of 5ft, and can use any other abilities which would grant or modify your movement modes (such as fast movement and the fly spell). If you are a wearable item, you can attempt to force yourself onto a helpless creature. This takes 1 round or the time it would normally take to equip you, whichever is longer.
Normal: Magic items cannot move.

Morphing Weapon [Magic Item]
Prerequisites: Magic Item race, Magic weapon lv1
Benefit: You may take the form of one other weapon at your master's command (or at your own wishes, if you possess the Sentience feat). This may be a weapon of the same type as your normal form, or a different kind. This form may allocate the funds for your Special Ability class feature differently if you have it. I.e. a flaming longsword could choose to become a keen longsword or a shocking composite longbow. Changing forms does not require an action, but can be done only once per round.
Special: You may select this feat multiple times. Each time you choose a different weapon.
Special: Your master can prevent you from changing form if he wishes.

Possession [Magic Item]
Prerequisites: Magic Item race, Independent Action, Sentience, character level 10th
Benefit: As a standard action you may attempt to possess a creature currently wielding or wearing you (Will negates, DC = 10 + half your character level + your Cha mod). If you succeed you gain control of their body, as a magic jar spell with a caster level equal to your character level. You lose the benefits of your class features from Magic Item classes but can take actions as a normal creature. Your item "body" is considered to be non-sentient while this effect lasts and does not grant mastership bonuses unless you are possessing your current master. If you are separated from your bearer the possession ends immediately and you are dazed for 1 round. If you fail to possess a creature it is immune to further possession attempts for 24 hours.
Special: Your master automatically succeeds on his Will save unless he is willing.

Savage Armament [Magic Item]
Prerequisites: Magic Item race, Magic armour lv1
Benefit: Your wearer gains one of your natural weapons, or a pair of natural weapons (such as 2 claws).
Special: You may select this feat multiple times. Its effects stack.

Sense Master [Magic Item]
Prerequisites: Magic Item race
Benefits: You gain the benefits of a status spell at all times with regards to one of your previous masters, +1 master per point of Wis modifier.
Special: This feat may be granted to an item's current master via Shared Knowledge regardless of prerequisites, in which case he gains the ability to sense the item's former masters. If his Wis score is lower than that of the item's, the number of masters he can sense is limited. If his Wis score is higher he cannot sense more masters than the item itself.

Sentience [Magic Item]
Prerequisites: Magic Item race
Benefits: You become sentient, gaining mental ability scores equal to your virtual mental ability scores. Unlike most Constructs you are not immune to mind-affecting effects, but receive a +4 bonus on saving throws against them. You can communicate basic urges and emotions to your wielder, granting him the benefit of the Alertness feat. The number of special abilities you may impart on your wielder via Shared Knowledge is now equal to your Cha modifier, but you also gain an Ego score equal to your character level + your Cha modifier.
Normal: Shared Knowledge can grant a maximum number of special abilities equal to your Cha modifier -2.

Speech [Magic Item]
Prerequisites: Magic Item race, Int 8, Sentience
Benefit: You may speak audibly in any language that you know.

True Form [Magic Item]
Prerequisites: Magic Item race, Independent Action, Sentience
Benefit: As a standard action you may take the form you had before the Magic Item template was applied, or return to item form. While in this form you lose most of your class features from Magic Item classes, but can take actions as a normal creature. If you possess the Enhancement Bonus class feature, you may apply this bonus to one appropriate item you use. This otherwise counts as the Alternate Form ability. You may remain in your True Form for a number of rounds each day equal to your Cha score.
  • Alternately, you may choose for your true form to be an extension of your item form rather than a transformation of it. Your true form appears adjacent to your item form, and winks out if the distance between the two ever exceeds 30ft +5ft per point of Cha modifier. If you select this option, you do not gain the benefit of Enhancement Bonus in your true form but may use your item form yourself. You are not considered to be a master of your own item form, and it is not considered to be sentient while you are in true form.
Special: If your True Form is slain, you immediately revert to item form and take damage equal to half your maximum hp. For 24 hours you cannot grant mastership bonuses and lose the benefits of the Sentience feat.
Special: Your master can force or prevent this change if he wishes.
Special: You may select this feat a second time, in which case you can remain in True Form indefinitely.
« Last Edit: December 18, 2010, 02:43:23 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: Magic weapons with class levels.
« Reply #6 on: December 15, 2010, 07:33:38 PM »
Completely crazy idea... And I love it! I can see all kinds of good potential from this plan. Leveled classes! Is there anything they can't solve? :D

I don't see why non-ofensive abilities shouldn't be granted. You're saying a barbarian sword can't make it's wielder rage?

Deep crystal kinda useless if you don't define a manifster level.

Also need some way to atract/corrupt/dominate the wielder so you can play a magic item controling thralls yourself. :p

Now if you excuse me I've got a request from a great homebrewer to finish.

Sinfire Titan

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Re: Magic weapons with class levels.
« Reply #7 on: December 15, 2010, 07:45:57 PM »
I don't see why non-ofensive abilities shouldn't be granted. You're saying a barbarian sword can't make it's wielder rage?

I do: Why play a Barbarian when your cohort can give you Rage for free?


[spoiler][/spoiler]

Prime32

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Re: Magic weapons with class levels.
« Reply #8 on: December 15, 2010, 07:59:26 PM »
I don't see why non-ofensive abilities shouldn't be granted. You're saying a barbarian sword can't make it's wielder rage?

I do: Why play a Barbarian when your cohort can give you Rage for free?
I was going to let armour grant those kinds of abilities. So you can be Guts if you want to. :p (and yes, if the armour revokes your mastery it can force you to rage)

EDIT: Added Alternate Form feat. So now you can have a sword that turns into a wolf. Or one of your ancestors or something.
« Last Edit: December 15, 2010, 08:34:17 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: Magic weapons with class levels.
« Reply #9 on: December 15, 2010, 08:35:38 PM »
I don't see why non-ofensive abilities shouldn't be granted. You're saying a barbarian sword can't make it's wielder rage?

I do: Why play a Barbarian when your cohort can give you Rage for free?
I was going to let armour grant those kinds of abilities. So you can be Guts if you want to. :p (and yes, if the armour revokes your mastery it can force you to rage)

I always saw that more like the Frenzy ability incarnated. If you're damaged will save or start chopping stuff. It even has the "attack allies if all the enemies are dead" clause!

But extending this idea for armors and shields looks good also.

Prime32

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Re: Magic weapons with class levels.
« Reply #10 on: December 15, 2010, 09:05:31 PM »
I want to see someone stat Levantine and the Venom symbiote using these classes. :p

Also, I was considering have non-sentient items grant a maximum number of abilities equal to half their Cha mod rather than their Cha mod -2 (sentient items grant a number of abilities equal to their Cha mod). Thoughts on this?
« Last Edit: December 15, 2010, 09:07:07 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

SiggyDevil

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Re: Magic weapons with class levels.
« Reply #11 on: December 15, 2010, 10:44:09 PM »
Basing anything off Leadership is a bad way to go, but this is a new and balanced adaptation of intelligent weapons.

As long as you limit one per character it shouldn't lag the game. I know as a part-time DM that I'd hate for every PC to have more than one talking item, and for them to insist on roleplaying with each item. Jesus.

Opposite alignment user + item conflicts every round seems tedious. Why not every hour?

Constructs shouldn't have CON scores unless they're Living Constructs (such as Warforged)

Prime32

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Re: Magic weapons with class levels.
« Reply #12 on: December 16, 2010, 08:52:26 AM »
Reworked things a little. Magic Item is now a template, meaning that a sword made by elves can be an elf and qualify for Eternal Blade, etc. Likewise you can learn to trip like a wolf, have your sword shoot dragonfire, etc. Alternate Form has become True Form.

Also added the Berserk feat. It's more based on Guyver than Berserk, but "Out of Control" isn't as good a name.

Opposite alignment user + item conflicts every round seems tedious. Why not every hour?
It's assumed that PCs won't be wielding diametrically opposed weapons unless they steal them from a villain or something.

Quote
Constructs shouldn't have CON scores unless they're Living Constructs (such as Warforged)
They don't.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: Magic weapons with class levels.
« Reply #13 on: December 16, 2010, 10:13:52 AM »
Reworked things a little. Magic Item is now a template, meaning that a sword made by elves can be an elf and qualify for Eternal Blade, etc.

No it cannot, as least as you writed it. You just slapped "type:construct", wich is very poorly worded and either means it can only be applied to constructs, or that your type changes to construct. Either way, not an elf. There's no CR or LA adjustment, no explaining what happens to your ability scores and traits, or your size, to your Con-based abilities or who can pick it. And how do you pick it exactly to begin with? Templates simply don't work that way!

What was exactly the problem with class levels? What was exactly stoping an elf from taking the magic item class? The advantage of classes it's that they don't mess up your type by default, and you never put a clause saying you lost your racial traits upon taking the magic item class.

Prime32

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Re: Magic weapons with class levels.
« Reply #14 on: December 16, 2010, 10:29:36 AM »
Reworked things a little. Magic Item is now a template, meaning that a sword made by elves can be an elf and qualify for Eternal Blade, etc.

No it cannot, as least as you writed it. You just slapped "type:construct", wich is very poorly worded and either means it can only be applied to constructs, or that your type changes to construct.
Clarified that.

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Either way, not an elf.
You still count as an elf. A dragonborn warforged can still select warforged feats, etc.

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There's no CR or LA adjustment
I intended a CR/LA adjustment of +0. Added now.

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no explaining what happens to your ability scores and traits
All your ability scores become -, but you keep your original scores as virtual scores.

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or your size
Added.

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to your Con-based abilities
You can't use them anyway.

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or who can pick it. And how do you pick it exactly to begin with? Templates simply don't work that way!
Anyone can pick it. Either an item was created with a spirit, or someone transferred their spirit into an item.

Quote
What was exactly the problem with class levels? What was exactly stoping an elf from taking the magic item class? The advantage of classes it's that they don't mess up your type by default, and you never put a clause saying you lost your racial traits upon taking the magic item class.
The lack of such a clause is because the classes are restricted to one of the races above. Unless you want to grab an elf by the hair and swing him around. :p
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: Magic weapons with class levels.
« Reply #15 on: December 16, 2010, 10:56:44 AM »
Quote
to your Con-based abilities
You can't use them anyway.
True form.

You still count as an elf. A dragonborn warforged can still select warforged feats, etc
Because it explicitly say so on a special sidebar of that template!

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or who can pick it. And how do you pick it exactly to begin with? Templates simply don't work that way!
Anyone can pick it. Either an item was created with a spirit, or someone transferred their spirit into an item.
You realize you're then handing out immortality and juicy construct traits for the price of one three feats (true form, sentience, independent action) to anyone? Who wouldn't want to pick that? Immunity to mind-affecting, fatigue, exhaustion, ability drain and damage, disease, poisons and criticals? Yes it works that way because alternate form retains your construct type.

EDIT:Ok, three feats, but still very worth it imo.

Quote
What was exactly the problem with class levels? What was exactly stoping an elf from taking the magic item class? The advantage of classes it's that they don't mess up your type by default, and you never put a clause saying you lost your racial traits upon taking the magic item class.
The lack of such a clause is because the classes are restricted to one of the races above.

Mind pointing them out? I seem to have missed them. I don't see any race restriction anywhere.

Prime32

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Re: Magic weapons with class levels.
« Reply #16 on: December 16, 2010, 11:07:29 AM »
Added Cursed trait. Considering a feat/PrC which lets you turn soul receptacles into Magic Items (or mutate creatures into Living Items).

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to your Con-based abilities
You can't use them anyway.
True form.
In which case you regain your original Con score. What's the problem?

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You still count as an elf. A dragonborn warforged can still select warforged feats, etc
Because it explicitly say so on a special sidebar of that template!
It's more general than that. Otherwise an elf with the arctic template couldn't enter EB.

Quote
Quote
or who can pick it. And how do you pick it exactly to begin with? Templates simply don't work that way!
Anyone can pick it. Either an item was created with a spirit, or someone transferred their spirit into an item.
You realize you're then handing out immortality and juicy construct traits for the price of one three feats (true form, sentience, independent action) to anyone? Who wouldn't want to pick that? Immunity to mind-affecting, fatigue, exhaustion, ability drain and damage, disease, poisons and criticals? Yes it works that way because alternate form retains your construct type.

EDIT:Ok, three feats, but still very worth it imo.
Misread Alternate Form as granting the type of your new form. Fixed.

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Quote
What was exactly the problem with class levels? What was exactly stoping an elf from taking the magic item class? The advantage of classes it's that they don't mess up your type by default, and you never put a clause saying you lost your racial traits upon taking the magic item class.
The lack of such a clause is because the classes are restricted to one of the races above.

Mind pointing them out? I seem to have missed them. I don't see any race restriction anywhere.
Fine, I'll add that in. :p
« Last Edit: December 16, 2010, 11:17:09 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Magic weapons with class levels.
« Reply #17 on: December 17, 2010, 05:16:39 PM »
New feats: Possession, Improved Possession, Savage Armament, Fluid Form

Yes, it's harder to free someone from possessed armour than a possessed sword. And if it's a living item it's even harder.


EDIT: Considering a feat along these lines. Maybe some others for specific weapons.
Quote
Silver Sword [Magic Item, Psionic]
Prerequisites: Magic Item race, magic weapon lv1, Construction: alchemical silver, Fluid Form, character level 3rd
Benefits: While your wielder is psionically focused he gains a +4 bonus on feint attempts. You deal an extra +1 point of damage to illithids.
Special: On the Astral Plane you may be used to attack the silver cords of creatures' astral forms. Your attacks deal double damage to creatures present in the Astral Plane via the effects of the astral projection spell.

EDIT: 'nother feat idea.
Quote
Advanced Construction [Magic Item]
Prerequisites: Magic Item race, Construction class feature
Benefits: You are made of a rare material. You gain the benefits of a specific special material in addition to your existing one. This does not replace the normal benefits of the material.
  • Adamantine: Starmetal
  • Alchemical silver: Pandemoniac silver
  • Ghoststeel: Thinaun
« Last Edit: December 17, 2010, 07:08:56 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Littha

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Re: Magic weapons with class levels.
« Reply #18 on: December 18, 2010, 08:38:31 AM »
You realize you're then handing out immortality and juicy construct traits for the price of one three feats (true form, sentience, independent action) to anyone? Who wouldn't want to pick that? Immunity to mind-affecting, fatigue, exhaustion, ability drain and damage, disease, poisons and criticals? Yes it works that way because alternate form retains your construct type.

Honestly if I wanted immortality and construct traits that bad id play a warforged and not lose any feats. Alternatively Elan or Nephilim just for the immortality.

Prime32

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Re: Magic weapons with class levels.
« Reply #19 on: December 18, 2010, 11:21:12 AM »
You realize you're then handing out immortality and juicy construct traits for the price of one three feats (true form, sentience, independent action) to anyone? Who wouldn't want to pick that? Immunity to mind-affecting, fatigue, exhaustion, ability drain and damage, disease, poisons and criticals? Yes it works that way because alternate form retains your construct type.

Honestly if I wanted immortality and construct traits that bad id play a warforged and not lose any feats. Alternatively Elan or Nephilim just for the immortality.
Ugh... when I modified it I realised that a character who takes the template and 4 feats (while ignoring the MI classes) gains basically nothing.

And doesn't Immunity to mind-affecting come from being mindless, not from being a Construct?
« Last Edit: December 18, 2010, 11:23:48 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]