Yorae
2011-06-06, 11:28 PM
So I was thinking of trying to cook up something for a character - a PsyWar who focuses on the Soulbound Weapon ACF (http://www.wizards.com/default.asp?x=dnd/psm/20070214a).
His big weakness is that, to be honest, Call Weaponry, an ability that he needs to use every single fight, has a couple of pretty severe limitations - 1 round cast time and min/lvl duration (so he can't summon it beforehand and expect to have it by the time fightin' time comes around). I took a bit and thought up an item to help remedy the situation and was hoping I might get some comments/suggestions/criticisms on it:
Gloves of the Master's Call
Price: 500 gp
Body Slot: Hands
Caster Level: 1st
Aura: Faint; (DC 16) conjuration
Activation: Move
Weight: —
These soft leather gloves allow the wearer to retrieve conjured items as if they were being drawn from the person of the conjuror.
When the wearer uses a spell or power that conjures an item, such as a Call Weaponry power, they may treat the act of conjuring
the item as a use of the "Draw or Sheathe a Weapon" action (Player's Handbook, pg. 142) and thus a move-equivalent action, or
part of a move action, accordingly. The caster or manifester must still pay all costs associated with the use of the ability, including
any material or power point costs. The Quick Draw feat applies normally to this use of the "Draw Weapon" action, though the
wearer continues to pay any associated costs of the conjuring for every draw. Only spells and powers of 1st level or lower may
be used in this way and may only conjure items of such size that they may be held in the wearer's hand.
Prerequisites: Craft Wondrous Item, Dimension Hop or Call Weaponry
Cost to Create: 250 gp, 10 XP, 1 day.
His big weakness is that, to be honest, Call Weaponry, an ability that he needs to use every single fight, has a couple of pretty severe limitations - 1 round cast time and min/lvl duration (so he can't summon it beforehand and expect to have it by the time fightin' time comes around). I took a bit and thought up an item to help remedy the situation and was hoping I might get some comments/suggestions/criticisms on it:
Gloves of the Master's Call
Price: 500 gp
Body Slot: Hands
Caster Level: 1st
Aura: Faint; (DC 16) conjuration
Activation: Move
Weight: —
These soft leather gloves allow the wearer to retrieve conjured items as if they were being drawn from the person of the conjuror.
When the wearer uses a spell or power that conjures an item, such as a Call Weaponry power, they may treat the act of conjuring
the item as a use of the "Draw or Sheathe a Weapon" action (Player's Handbook, pg. 142) and thus a move-equivalent action, or
part of a move action, accordingly. The caster or manifester must still pay all costs associated with the use of the ability, including
any material or power point costs. The Quick Draw feat applies normally to this use of the "Draw Weapon" action, though the
wearer continues to pay any associated costs of the conjuring for every draw. Only spells and powers of 1st level or lower may
be used in this way and may only conjure items of such size that they may be held in the wearer's hand.
Prerequisites: Craft Wondrous Item, Dimension Hop or Call Weaponry
Cost to Create: 250 gp, 10 XP, 1 day.