The Mormegil
2007-07-26, 02:17 PM
I'm going to play a new campaign. Basically, the DM saw X-Men I, II and III all in a row and said: "Hey, what a wonderful idea this is: mutants in D&D."
I don't know why, but I'm in it, so I have to think of a character. :smallconfused:
The rules are these: 11th level start, plus an archetype of LA+5, totally homebrewed. As my companions started wandering how to cheat (and to talk about X-Men, and in particular someone called Sentry...I feel ignorant:smallfrown: ) I was wandering how to spend my LA.
I turned up to play a sort of shapeshifter that also changes battle capacities: I got a full blaster form (yeah, I totally want to suck...), a full combat shape and a gish.
I also wanted him to create weapons out of nothing, much like a mindblade.
I and the DM talked, and he explained me the campaign world. It appears Magic Items are rare. So I thought: hey, what a wonderful idea I had by making my own blades...
But now, I'm stuck. My character already sucks a little, expecially because I know what my team-mates are capable of. So I need someone to give me an advice on my equipment. All right till here?
What I need is a detailled 16th level equipment, possibly following the subsequent feat, but not necessary. I was thinking of taking 4 objects (I can always have one, plus another in combat and gish shapes), that followed these guidelines, but I'm not really good with it: a really powerful weapon (+10, but with which enchantments?), a rather useful ranged weapon (splitting is the best I saw), an initiative weapon (eager initiative warning +1 with some magic items incorporated) to have always at hand and a second handed weapon that buffs my AC (that is anyway ridiculous, since I got no magic equipment and don't want armor check penalties).
So: here's my little homebrewed broken feat.
CREATE PSYCHIC WEAPONS [Mutant, Create Object]Req.:being me.
Benefit: this is just like any other create object feat as for time, gp and XP to pay, but it allows to create magical Gunblades(:smallwink: ).
These Gunblades (which are both a short sword and a 6 shots heavy crossbow) can be enchanted in any way: they can be magic weapons and/or have other objects functions, like increasing stats and the like. They are anyway limited by a level, that is equal to the ECL of the wielder.
These are modifiers to that level:
Magic weapon:
enchantment bonus = level
+1 = +1
+2 = +2
+3 = +4
+4 = +5
+5 = +6
+6 = +8
+7 = +9
+8 = +11
+9 = +13
+10 = +15
Enchantment bonus on ability scores:
enchantment bonus = level
+1 = +1
+2 = +2
+3 = +4
+4 = +5
+5 = +7
+6 = +8
+7 = +10
+8 = +11
Other:
Minor object power = +3
Medium object power = +5
Major object power = +10
All clear? Then please help me!
I don't know why, but I'm in it, so I have to think of a character. :smallconfused:
The rules are these: 11th level start, plus an archetype of LA+5, totally homebrewed. As my companions started wandering how to cheat (and to talk about X-Men, and in particular someone called Sentry...I feel ignorant:smallfrown: ) I was wandering how to spend my LA.
I turned up to play a sort of shapeshifter that also changes battle capacities: I got a full blaster form (yeah, I totally want to suck...), a full combat shape and a gish.
I also wanted him to create weapons out of nothing, much like a mindblade.
I and the DM talked, and he explained me the campaign world. It appears Magic Items are rare. So I thought: hey, what a wonderful idea I had by making my own blades...
But now, I'm stuck. My character already sucks a little, expecially because I know what my team-mates are capable of. So I need someone to give me an advice on my equipment. All right till here?
What I need is a detailled 16th level equipment, possibly following the subsequent feat, but not necessary. I was thinking of taking 4 objects (I can always have one, plus another in combat and gish shapes), that followed these guidelines, but I'm not really good with it: a really powerful weapon (+10, but with which enchantments?), a rather useful ranged weapon (splitting is the best I saw), an initiative weapon (eager initiative warning +1 with some magic items incorporated) to have always at hand and a second handed weapon that buffs my AC (that is anyway ridiculous, since I got no magic equipment and don't want armor check penalties).
So: here's my little homebrewed broken feat.
CREATE PSYCHIC WEAPONS [Mutant, Create Object]Req.:being me.
Benefit: this is just like any other create object feat as for time, gp and XP to pay, but it allows to create magical Gunblades(:smallwink: ).
These Gunblades (which are both a short sword and a 6 shots heavy crossbow) can be enchanted in any way: they can be magic weapons and/or have other objects functions, like increasing stats and the like. They are anyway limited by a level, that is equal to the ECL of the wielder.
These are modifiers to that level:
Magic weapon:
enchantment bonus = level
+1 = +1
+2 = +2
+3 = +4
+4 = +5
+5 = +6
+6 = +8
+7 = +9
+8 = +11
+9 = +13
+10 = +15
Enchantment bonus on ability scores:
enchantment bonus = level
+1 = +1
+2 = +2
+3 = +4
+4 = +5
+5 = +7
+6 = +8
+7 = +10
+8 = +11
Other:
Minor object power = +3
Medium object power = +5
Major object power = +10
All clear? Then please help me!