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But I'M playing the arcane blaster!

Started by Name Lips, April 06, 2006, 11:23:45 AM

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Thjalfi

Quote from: Name LipsI'm liking it too... :D

ok, so getting back to this idea then:
[sblock]so the alignment of the weapon should come out as whatever the sorceress' alignment is - or negative levels ensue.

how powerful of an intelligent weapon did you want?

as it stands, the +1 & Dancing components bring it up to a +5 bonus, which is a few bonus points off from where you had it before, so you've got some room to add powers to it.

I'd suggest:
  • abilities: two at 16, one at 10. (i'd suggest good cha and wisdom)
  • Speech (both speaking and reading)
  • 60ft Darkvision & hearing
3 lesser powers
  • cure moderate wounds 3/day, caster level 3 would be a good one of these, since you've got a low hp's wielder
  • 10 ranks in the knowledge of your choice (good for filling in anything you want the players to know)
  • Item can cast major image 1/day (for fun roleplaying opportunities)
Ego: 14

total intelligence GP cost is +23,000 GP, added on top of the +5 bonus, so...
Equivalent to a +6 weapon, by the numbers. still lower than the +7 equivalent keen vorpal scimitar. you could make that up in additional powers, making it a +2 scimitar, or just ignore it. ;) [/sblock]
 

Dacke

Quote from: BagpussPlus the Warmage does get some bonus spells that can be anything so if he wants to fly then at 6th level he can.
Actually, the Warmage bonus spells are evocation-only. Given that their spell list already is pretty evocation-heavy, it doesn't really leave them all that many options for their advanced learning spells.
 

Bagpuss

Fair enough, but the main point about there is no point being a sorcerer pretty much still stands.