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Help with recreating a 2e PC in 3.5 (super modded 2e Priest)
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<blockquote data-quote="Enkhidu" data-source="post: 1348947" data-attributes="member: 351"><p>Truthfully, alot of these questions are ones that my DM and I haven't addressed yet, but they do give me a pretty good place to start looking for trouble!</p><p></p><p>Here's a more completel breakdown of what I've so far proposed to the DM, and some of the things we've already agreed upon:</p><p></p><p>"Creation" of a particular weapon or armor rig is done via spells. Specifics on creation are not yet approved by the DM, but look to be something like this:</p><p></p><p>By default, created Pure Magic Weapons are always sized for the creator, and are either light or one-handed. By using one 1st level spell slot to fuel the creation of a weapon, the creator may create any appropriately sized light or single-handed Simple weapon. Using a 2nd level slot allows Martial weapons of the same size, and a 3rd level slot allow exotic weapons.</p><p></p><p>Further, created weapons may be modified as follows:</p><p></p><p>*To create a two-handed weapon - +1 spell slot</p><p>*To create a masterwork version of the weapons - +1 spell slot</p><p>*To treat the weapon as if the creator has proficiency in it - +1 spell slot</p><p>*To treat the weapon as if the creator had Focus with that weapon - +1 additional spell slot (must have proficiency already, whether through class ability, feat or this creation)</p><p>*To treat the weapon as if the creator has Specialization with that weapon - +1 additional slot (must have Focus already, whether by standard feat or through creation)</p><p>*To treat the weapon as if the creator had Greater Specialization - +1 additional spell slot.</p><p></p><p>So, to create a Pure Magic Masterwork Dwarven Waraxe that the creator is considered Greater Specialized in, it takes an 8th level spell.</p><p></p><p>Note that more spells could be attached to this weapon - for example, Magic Weapon could affect it as if it were a normal weapon. In this case, that spell would be "attached" to that weapon, and only be in affect while the weapon was called.</p><p></p><p>Armor creation is similar to weapon creation (though I haven't figured out what would be the best breakdown - I'm partial to a straight AC bonus per spell level, but have no idea what would be the fairest way of doing it!).</p><p></p><p>Once a weapon/rig is "created" it sits in an extradimensional space for 24 hours, after which it needs to be created anew. During this 24 hours, the item/rig can be called using Turning Attempts - each turning attempt calls the weapon or armor for a # of rounds equal to the creator's class level. Any sort of anti-magic barrier prevents the calling of said items, and items entering into a anti-magic zone are suppressed. </p><p></p><p>I'm unsure about dispelling while they are in the extradimensional space, but am leaning toward "no" unless its a targeted dispel vs that particular effect. Metamagic feats won't directly affect the items, but could affect the spells attached to them.</p><p></p><p>As for Turning attempts, a single attempt could be used to call either weapon or armor. Both require two separate attempts. And I see no reason why the quickened turning would be a problem. However, my DM and I are thinking of being able to call two or even three as a full round action... (though this would be a function of level...).</p><p></p><p>Buff spells - this is where it gets funky: It used to be that spells durations were attached directly to the armor, and we kept track of rounds the armor was up - only rounds the armor was actually up counted toward duration. We probably need to take a lookat this one again, primarliy for spells like Righteous Might.. </p><p></p><p>Righteous Might is one of those spells we might make impossible to attach - as much as the powergamer in me goes Whee! at the idea, and the spectator in me goes Whee! at what the visuals would look like, the fair gamer in me cringe at Righteoud Might period. We'll have to look long and hard at it.</p></blockquote><p></p>
[QUOTE="Enkhidu, post: 1348947, member: 351"] Truthfully, alot of these questions are ones that my DM and I haven't addressed yet, but they do give me a pretty good place to start looking for trouble! Here's a more completel breakdown of what I've so far proposed to the DM, and some of the things we've already agreed upon: "Creation" of a particular weapon or armor rig is done via spells. Specifics on creation are not yet approved by the DM, but look to be something like this: By default, created Pure Magic Weapons are always sized for the creator, and are either light or one-handed. By using one 1st level spell slot to fuel the creation of a weapon, the creator may create any appropriately sized light or single-handed Simple weapon. Using a 2nd level slot allows Martial weapons of the same size, and a 3rd level slot allow exotic weapons. Further, created weapons may be modified as follows: *To create a two-handed weapon - +1 spell slot *To create a masterwork version of the weapons - +1 spell slot *To treat the weapon as if the creator has proficiency in it - +1 spell slot *To treat the weapon as if the creator had Focus with that weapon - +1 additional spell slot (must have proficiency already, whether through class ability, feat or this creation) *To treat the weapon as if the creator has Specialization with that weapon - +1 additional slot (must have Focus already, whether by standard feat or through creation) *To treat the weapon as if the creator had Greater Specialization - +1 additional spell slot. So, to create a Pure Magic Masterwork Dwarven Waraxe that the creator is considered Greater Specialized in, it takes an 8th level spell. Note that more spells could be attached to this weapon - for example, Magic Weapon could affect it as if it were a normal weapon. In this case, that spell would be "attached" to that weapon, and only be in affect while the weapon was called. Armor creation is similar to weapon creation (though I haven't figured out what would be the best breakdown - I'm partial to a straight AC bonus per spell level, but have no idea what would be the fairest way of doing it!). Once a weapon/rig is "created" it sits in an extradimensional space for 24 hours, after which it needs to be created anew. During this 24 hours, the item/rig can be called using Turning Attempts - each turning attempt calls the weapon or armor for a # of rounds equal to the creator's class level. Any sort of anti-magic barrier prevents the calling of said items, and items entering into a anti-magic zone are suppressed. I'm unsure about dispelling while they are in the extradimensional space, but am leaning toward "no" unless its a targeted dispel vs that particular effect. Metamagic feats won't directly affect the items, but could affect the spells attached to them. As for Turning attempts, a single attempt could be used to call either weapon or armor. Both require two separate attempts. And I see no reason why the quickened turning would be a problem. However, my DM and I are thinking of being able to call two or even three as a full round action... (though this would be a function of level...). Buff spells - this is where it gets funky: It used to be that spells durations were attached directly to the armor, and we kept track of rounds the armor was up - only rounds the armor was actually up counted toward duration. We probably need to take a lookat this one again, primarliy for spells like Righteous Might.. Righteous Might is one of those spells we might make impossible to attach - as much as the powergamer in me goes Whee! at the idea, and the spectator in me goes Whee! at what the visuals would look like, the fair gamer in me cringe at Righteoud Might period. We'll have to look long and hard at it. [/QUOTE]
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