master_marshmallow wrote:
In order to resolve whether or not an attack hits, whether comparing to AC, concealment, or anything else, you need to have the target defined. Let's say you have 5 targets in a 5' square. 4 images, 1 displaced real target. Your character tries to attack, picking a random one of the 5 available targets. Rolling miss chance before rolling to see which target you chose is the same as saying "you have to roll miss chance to see if you manage to even swing your sword into the 5' square". As far as I'm concerned, you can't resolve concealment before you resolve what you're attacking.
I have officially made it through my first full read-through of The Darkness Arrives and begun referencing/notating places/people/etc from the main Rise of the Drow book. I have some new questions and a request for input on some of the notes I've put together for the PC's as a supplement to the official player's guide. Question 1:
Question 2:
Question 3:
Question 4:
Quick background: I am prepping to run a homebrew campaign and one of my players asked if it would be possible to play a gunslinger. I'm personally not a fan of firearms/gunslingers in the d20 system and more importantly they don't fit into my campaign setting. That said, the player asked if Crossbows could be subbed out for the firearms, so I spent an hour or two drafting an archetype of the Gunslinger for this purpose. Yes, I know, sounds like Diablo III (actually, can we pretend that that disappointment of a sequel never happened?), but not quite. I tried to keep as many of the abilities the same or true to their original nature. I'd say that this ends up being similar to a fighter with some added abilities in lieu of Weapon Training. Attacks resolve normally against AC rather than being treated as a special touch attack. I am, of course, concerned about overall strength and versatility versus the base classes, so any input would be appreciated. Boltslinger:
Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less. Weapon and Armor Proficiency: Boltslinger are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor.
Armbruster
Grit (Ex)
Nimble (Ex)
Bonus Feats
Arbalest Training (Ex)
True Grit (Ex)
Deeds:
Deadeye (Ex): At 1st level, the Boltslinger can ignore the penalty for shooting beyond her crossbow's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The Boltslinger still takes the -2 penalty on attack rolls for each range increment beyond the first when she performs this deed (unless grit is expended). This deed modifies Deadeye. Boltslinger's Dodge (Ex): As Gunslinger's Dodge. Focused Bolt (Ex): At 1st level, the Boltslinger can spend a 1 grit and a full-round action to focus on one target to either gain a bonus to attack equal to her Wisdom Modifier or a bonus to damage equal to her Boltslinger level. At level 7 the action required goes to a Standard Action. At level 13 the action becomes a Move action. At level 19 the action becomes a Swift. Boltslinger Initiative (Ex): At 3rd level, as long as the Boltslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the crossbow is not hidden, she can draw a single crossbow as part of the initiative check.
Stock Bludgeon (Ex): At 3rd level, the Boltslinger can make a surprise melee attack with the stock or handle of her crossbow as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the Stock Bludgeon is of the bludgeoning type, and is determined by the size of the crossbow. Hand Crossbows deal 1d4 points of damage, Light Crossbows deal 1d6 points of damage, Heavy Crossbows deal 1d8 points of damage, and Repeating Crossbows deal 1d10 points of damage. Regardless of the crossbow size, the critical multiplier of this attack is 20/×2. If the attack hits, the Boltslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, if the Boltslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a crossbow, but the Boltslinger must declare the utility shot she is using before firing the shot.
Dead Shot (Ex): At 7th level, as a full-round action, the Boltslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the crossbow at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the Boltslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the Boltslinger increases the damage of the shot by the base damage dice of the crossbow. For instance, if a 7th-level Boltslinger firing a medium light crossbow hits with both attacks, she does 2d8 points of damage with the shot, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The Boltslinger only misses on a dead shot if all the attack rolls are natural 1's. The Boltslinger must spend 1 grit point to perform this deed.
Expert Loading (Ex): At 7th level, as long as the Boltslinger has at least 1 grit point, she gains the benefits of the Crossbow Mastery feat.
Startling Shot (Ex): As Startling Shot, but applies to Boltslingers and crossbows. Targeting (Ex): At 7th level, as a full-round action, the Boltslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects. Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. Feats and abilities that improve the Disarm combat maneuver apply to the attack roll for this target.
Quick Recalibrate (Ex): At 11th level, as an immediate action, the Boltslinger can spend 1 grit point to re-roll a single attack. She must take the second roll regardless of its result and cannot apply any other feats or abilities that allow a re-roll to this new roll.
Lightning Reload (Ex): At 11th level, as long as the Boltslinger has at least 1 grit point, she gains the benefits of the Point Blank Master feat.
Evasive (Ex): As Evasive. Menacing Shot (Ex): At 15th level, the Boltslinger can spend 1 grit point and a full-round action to fire bolts at a number of unique targets up to her Boltslinger level. These bolts are fired in a way that they just barely miss or veer away from a vital area. Each target is subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the Boltslinger’s level + the Boltslinger’s Wisdom modifier.
Slinger's Luck (Ex): As Slinger's luck. Cheat Death (Ex): As Cheat Death. Death’s Shot (Ex): As Death's Shot. Stunning Shot (Ex): As Stunning Shot.
Note:
Credits and Search-Fu Disclaimer:
Feats are definitely a workable route...
Additional Traits
If Human...
There are a bunch of spells you can use too, s/a...
Items you can use...
Simply, the Aldori Swordlord Fighter Archetype has this wording (note bold):
Meanwhile, the PrC Aldori Swordlord has this wording:
Note that the Archetype doesn't specify that the AC bonus is only against Melee attacks. So how does this stack? Is the archetype wrong? Is the PrC wrong?
Tirisfal wrote:
For a 1st level domain power, this is rather powerful. I would suggest checking other 1st level domain powers, which all (barring one or two possible exceptions) can only target one creature. * 1st level AoE compulsion* No follow-up save listed, so anyone who fails the initial save is stuck until you dismiss the dance or run out of rounds * Forces the use of Immediate Actions; creatures can only use 1 Immediate Action per round (and this uses their next Swift action), so if a creature has an Immediate Action spell/ability that they could have used to escape this effect, you've barred them from it. Additionally, what happens if a creature has already used their Immediate Action? You can't take 2... * You can hit many creatures within 20', I'd suggest limiting this to "# of targets = Perform(Dance) ranks", and adjust the rounds/day to 3+{Cha Mod}+{# of cleric levels} * You never specified what maintaining this action would be, so I assume that starting/maintaining it is a standard action? Here is how I'd suggest adjusting this:
Alternatively, if you want to leave this as a 1st level power, you should make it single target only. So you could change it from "Ensemble" to "Backup Dancer". To do that, just drop the # of targets bit and the Perform:Dance integration. Tirisfal wrote:
Obviously if you increase Ensemble to the level 8 ability as suggested, you can't have this ability. That said, it's generally not a good practice to give class features from other classes as an ability to a different class (or as a feat).
You also can't technically coup de grace with a cannon (siege weapon), but I'm fairly certain that if you stick a helpless creature's head into the barrel and fire, there won't be much left. Seems to me that the Coup de Grace rules need to be updated to allow for any weapon to be used, provided you are adjacent to the target.
In putting together a character build, I find myself a little confused. The idea is that the character uses a shield as their primary weapon to deliver shield bash attacks, so everything about the build works towards that idea. Clarification on any of the points I've brought up would be appreciated, but please only cite RAW or RAI posts by developers if you want to disprove any of the points here. Since I can't find the answer in Pathfinder rules, I'm going off of the 3.5 rules quoted in this thread.
Shield Spikes + Bashing:
The description of the magical bashing property for shields says it can be added only to light or heavy shields. Does this exclude shields with shield spikes? That is, can you have a +2 spiked light shield of bashing? You can add the bashing property to a spiked shield. If you do, the damage dealt by the shield bash increases from normal by 3 steps (2 for the bashing property and 1 for the shield spikes) , and the weapon becomes a martial piercing weapon. The example +1 spiked light shield of bashing, if made for a Medium character, would deal 1d8 points of piercing damage from the bash. (Normally a light shield bash deals 1d3 points of damage, but the spikes improve that to 1d4 and the bashing enhancement increases that to 1d8.)
Shield as main hand:
Can a character make a shield bash attack using the shield as a primary weapon or can it be used only as an offhand weapon? While the rules describe a shield bash as an off-hand weapon, that’s simply an assumption (that your primary hand is holding a weapon). There’s nothing stopping you from declaring your shield bash as your primary weapon. Of course, that means that any attack you make with your other hand becomes a secondary weapon. Based on this post by Jason Bulmahn, Shield Master was supposed to have been errata'd to add the shield's base shield bonus as an enhancement bonus, not add the defensive enhancement bonus. He went on to clarify that Shield Focus does not apply here either.
A shield bash is normally 1/2 strength due to being offhand, but if it is mainhand it gets full strength. So being that a Heavy Shield is not a light weapon, I can two-hand it for 1.5 strength. Also, as far as enchants go, I can enchant the shield as a weapon using enhancement bonus equivalent enchants (Bane, Flaming, etc.), and then add the defensive enhancement bonus on top of that using Shield Master. Being that the current RAW of Shield Master is no different than casting Magic Weapon on the shield, this will work. So at level 12, with 108,000gp of wealth and not spending more than 50% on one item, you can have:
Seeing this thread makes me giddy...Before anything, I have to say THANK YOU for tackling this set of rules. 1. On +5 DC's...:
1.1) If you add +5 to the DC for not knowing the spell, do you still need to provide the spell in some other form? (via scroll, via another caster) 1.2) If you don't know the spell for the item but provide it (via scroll or other caster), do you still increase the DC by 5? 1.3) If you know the spell but don't want to expend the spell slot each day of crafting to "cast" it, can you still add +5 to the DC? 1.4) Is there a limit to using the +5 to DC based on spell level? For example, can a level 1 cleric add +5 to the DC to craft Miracle into an item (this shouldn't be possible...)? What happens when a class with a spell list that ends at 4 or 6 wants to craft a spell of a higher level--does it still just add +5? 2. On item caster levels...:
2.1) If the CL of an item is technically the CL at which the crafter set it to be (up to a maximum of the crafter's actual CL), then if a crafter who is below the CL listed for an item crafts a named item or effect, is that item/effect actually at the crafter's CL, or does it use the listed CL? 3. On Wondrous items required materials...:
3.1) If you craft a wondrous item, what are the materials needed for crafting? 3.2) If a wondrous item requires a spell that uses material components, are the material components considered to be required crafting materials for the item? (s/a Diamond Dust) 4. On Hedge Magician trait...:
4.1) When do you apply the 5% discount? Is it before the crafting cost reduction (effectively multiplying market value by .45 instead of .5) or after the reduction (effectively multiplying market value by 0.5 and then .95, or just .475*market value)? 4.2) If you craft an item that requires a material component, does this trait reduce the cost? Mess of a thread here... 5. On cursed items...:
5.1) How do you price them? 5.2) Can a player purposely make a cursed item? 6. On crafting reductions...:
6.1) Please see this thread 7. On specific item pricing...:
7.1) Please expand on how to price out the abilities on Circlet of Persuasion and Breastplate of Command 7.2) Price of a feat? 7.3) Price of a class ability? 7.4) Price to bump a class ability's effective level? 8. On crafting assistance...:
8.1) If you are crafting an item where you don't know the spell needed for it and someone else in the party is helping you by providing the spell, does that person need to provide the spell each day of crafting? 8.2) In the above example, does that person need to be at your side constantly while crafting, or can they provide the spell in 6 seconds and then let you craft for 4-8 hours? 9. On best practices...:
9.1) Best practices on what to never put on an item? (types of spells, feats, etc...not looking for an exact list, just general items) 10. On multiple abilities...:
10.1) Do you add 50% to the cost to add magical properties that aren't priced in a +X bonus onto weapons/armor, or is the price to add it always the listed price? 11. On spellcasting use by day...:
11.1) While crafting an item, do you have to cast each required spell once per day? 11.2) Since crafting can be done in 4 hour blocks, would you actually have to expend the spell energy twice (by casting twice) if you do 2 4-hour blocks? 11.3) Is the spell expended at the start of the day? End of the day? Slowly throughout the whole day? 11.4) Do you actually have to cast the spell each day, or is it just once at the end of the crafting when you make the spellcraft check? 12. On cooperative crafting...:
12.1) How many people can assist at once in crafting an item to speed it up using Aid Another? 12.2) What if they all have the Cooperative Crafting feat? I had posted this thread a while back. Some of the content in it has already been covered in this thread, but I figured I'd provide a link anyway.
The official DM screen has a lot of information on it for quick reference. D20pfsrd has a Gamemastering Quick Reference page that you could print out or keep open on a laptop during play. Another thing is... your players should also have an idea of how their abilities work. It's not easy for you to always remember every last detail about how a class functions, that's 75% on the player to do. You should still have a general idea of the info, though.
Silvanshee gets Stabilize, Dimension Door, and Lay on Hands, so it can D-Door to whoever needs help, then use Lay on Hands or at least stabilize. Tack on an Anthropomorphic Animal + Permanency and it can probably use wands too.
MassivePauldrons wrote:
In one of my playgroups, my party was surrounded by zombies. I channeled positive energy every turn, healing the party for a small amount and damaging the zombies for a small amount (undead seem to have rather high will saves...). If you were to add together the healing and the damage that I was doing, it would still come out to be a lower number than the sorcerer who was using selective Fireball to fry all of the enemies. I know that the majority of people on these forums feel that clerics are overpowered, but I have yet to experience a time when I would agree with that.
Characters can still "research/create" a new spell. Listing a few assumptions...
I'd look at this as "instead of taking a bonus fighter feat, you can create a Signature Move that defines your character." I wouldn't impose a penalty on using the move unless one was needed for balancing. Without more specifics, I couldn't really give more input. I will mention, however, that if you give fighters the capability to create their own feats that the spellcasters will also take interest in this capability and want to create their own feats too. Be careful what doors you open...
BltzKrg242 wrote:
OK, I understand that you are adamantly against this idea in its entirety. I understand that you feel that mounts should only advance if part of a class feature, and that those without the class feature should use an "exotic" mount if they want a less flimsy mount. I understand that you are making these statements based on the RAW. That said, the original thread question wasn't "I'm looking for a way to do this by RAW", nor was it a suggestion of "I think this should be core rules". This thread was posted in the Homebrew/House Rules section. I'm not trying to sound rude or dismissive, but please limit your responses to input that will actually assist with this idea, be it positive or constructive criticism or balancing information. BltzKrg242 wrote: Your suggestion maybe not on par with an animal companion but if not Feat worthy, then trait worthy? The suggestion already would require investing skill points into Handle Animal. If DC's need to be adjusted to make the skill point investment more important then that is something to consider, but I don't feel that this should be a feat, trait, boon, or class skill. Moving on, the system I'm suggesting doesn't automatically make mounts level.
I'm working on trying to determine an XP system to use for the mounts. I don't want to just base this off of the PC's level, I want the system to actually consider that the mount only gains experience by being in combat. You might get to level 20 and your heavy horse only sees combat once, so in that situation it has no right to level with that experience. However, if you're level 8 and your mount is in combat with you 75% of the time, I'd say that it's gained some experience, dodged or taken some blows to toughen up against, and learned (even at low Int) a trick or two to adapt. Hence, an HD increase.
Krumm77 wrote:
1. Shield Focus would apply. The spell transfers your entire bonus over. 2. You only use one swift action to target a person. Once that person is targeted you do not need to take any further actions to maintain that person as the recipient of the bonus. You would only need to take another Swift action if you wanted to target someone else.
Zimheaho wrote:
Because of you, I just watched 26 episodes of this series...in a row.
hogarth wrote: Paizo's iconic cavalier has one tucked into his back somehow... The handle is made out of neodymium magnets. It's in the character bio and lore. No, really, it is. You don't have to check, just go with it. Seriously. Why would I lie about this? ... Good catch in pointing this out though. Precedence set via artwork, huzzah!
Owly wrote:
His character was present, his character gets XP. XP isn't awarded to the player, it's awarded to the character.
Revan wrote:
And I direct you to the fact that "can still use Int/Dex/Cha Skills" is referring to Skills, not abilities. A skill is a skill. An ability is an ability. You can make a knowledge check during rage with this archetype. You cannot cast a spell.
In my main campaign (in which I'm a player), my DM allowed us to take the Leadership feat with a warning not to abuse it. She allowed us to pick a cohort and design the character with the requirement that we write up backstories and find a way to implement the cohort into the current story (cohorts can't just "poof" into existence). Cohorts come in with standard PC WBL since they are PC classes, use a 25-pt-buy (or 4d6 drop lowest), are controlled in combat by the player, and roleplayed out of combat by the player. Cohorts CANNOT take Leadership. As far as followers go, those have to be NPC classes with the heroic NPC stat layout. We can design those as well but they don't get traits. Each follower that we design must have a backstory. Important followers can have PC levels following level 3 (so 3 npc levels and a max of 3 pc levels). So I have a Cleric cohort who follows my Paladin around, both have the same deity, their backstories actually place them together (they may as well be brothers). This creates interesting situations where if one is in trouble, the other will dive in to save him.
Squawk Featherbeak wrote: "in whatever way he/she can." This means "likely not at all". New commoner, focusing on Int for skill points and defensive capabilities. Not very combat viable (might want to just activate that Ring of Invisibility at the start of every combat). Human Commoner 20 Stats:
25-point-buy: Str 8, Dex 15, Con 15, Int 16, Wis 11, Cha 12 Boosts: Human +2 Int, L4 +1 Dex, L8 +1 Con, L12 +1 Wis, L16/20 +1+1 Int, Belt +6 Str/Con, Belt +4 Dex, Headband +6 Int/Wis/Cha Final Stats: Str 14 (+2), Dex 20 (+5), Con 22 (+6), Int 26 (+8), Wis 18 (+4), Cha 18 (+4)
Feats:
Toughness Iron Will Improved Iron Will Lightning Reflexes Great Fortitude Dodge Mobility Skill Focus* Persuasive* Defensive Combat Training Acrobatic* The entries with a * after them can easily be changed. I suggested Skill Focus to make the character a focused skill monkey. Persuasive will help with being a 'party face'. Acrobatic will help with allowing this character to Acrobatics away/out of threatened areas. Improved Initiative might be a good idea to have. You could also replace a couple feats with something to make the character more combat viable, such as weapon proficiency, vital strike, etc. I know I didn't list traits... choosing a couple traits to add specific skills as class skills would be a good idea. Reactionary is also a good trait to have to try to go first to get out of harm's way.
Vitals:
HP: 216 (Base 6, D6 Average 20*3.5, Con 20*6, Toughness 20) Fort: +19 (+6 Base, +5 Cloak, +2 Feat, +6 Con)
Skills: 460 pts ({2+Int-6}*20, Favored 20) Reg AC: 45 (+10 Base, +11 AC, +7 Shield, +1 Dodge, +1 Insight, +5 Dex, +5 Deflection, +5 Natural)
Gear:
Mithral Agile Breastplate > +5 Enhancement, Fortification (Heavy), Determination, Righteous, Slick (Greater), Shadow (Greater) Mithral Heavy Shield > +5 Enhancement, Reflecting Belt of Physical Might/Perfection > +6 Str/Con, +4 Dex Headband of Mental Superiority +6 (pick 3 skills for the int part) Cloak of Resistance +5 Ring of Protection +5 & Evasion Ring of Regeneration + Invisibility Moon circlet (Darkvision 60') Boots of Teleportation (Teleport 3/day) Amulet of Natural Armor +5 Clear Spindle Ioun (Sustains creature without food or water) Dark Blue Rhomboid (Alertness (as the feat)) Dusty Rose Prism (+1 insight to ac) Iridescent Spindle (Sustains creature without air) Turquoise Sphere (+5 competence bonus on Ride checks and Fleet,as the feat, for your mount) Capabilities: Skill monkey! Teleport 3/day from Ring Invisibility as std action from Ring Doesn't need to breathe, eat, or drink Has Evasion and Darkvision 60' Can spell reflect a spell 1/day
How's this one? You didn't exactly state what you meant by "strong"... whether its combat prowess, out of combat ability, survival, etc... I figured a commoner with some defensive feats and trip capability using a 2h reach weapon as his primary weapon would be a good place to start. Human Commoner 20 Stats:
25-point-buy: Str 16, Dex 16, Con 16, Int 13, Wis 7, Cha 7 Boosts: Human +2 Str, L4 +1 Wis, L8/12 +1+1 Dex, L16/20 +1+1 Str, Belt +6 Str/Con, Belt +2 Dex Final Stats: Str 26 (+8), Dex 20 (+5), Con 22 (+6), Int 13 (+1), Wis 8 (-1), Cha 7 (-2)
Feats:
Vitals:
HP: 236 (Base 6, D6 Average 20*3.5, Con 20*6, Toughness 20, Favored 20) Fort: +19 (+6 Base, +5 Cloak, +2 Feat, +6 Con)
Reg AC: 38 (+10 Base, +11 AC, +1 Dodge, +1 Insight, +5 Dex, +5 Deflection, +5 Natural)
BAB: +10/+5
Gear:
Mithral Agile Breastplate > +5 Enhancement, Fortification (Heavy), Determination, Righteous, Slick (Greater) Masterwork Guisarme > +5 Enhancement, Speed, Keen, Bane (Human) Belt of Physical Might/Perfection > +6 Str/Con, +2 Dex Cloak of Resistance +5 Ring of Protection +5 & Evasion Ring of Regeneration + Invisibility Moon circlet (Darkvision 60') Gloves of Dueling (+4 CMD v Disarm/Sunder/drop, don't drop when panicked/stunned) Boots of Teleportation (Teleport 3/day) Amulet of Natural Armor +5 Clear Spindle Ioun (Sustains creature without food or water) Dark Blue Rhomboid (Alertness (as the feat)) Dusty Rose Prism (+1 insight to ac) Iridescent Spindle (Sustains creature without air) Turquoise Sphere (+5 competence bonus on Ride checks and Fleet,as the feat, for your mount) Capabilities: Standard Attack: Guisarme +23 (+2 if human) 2d4+12 (+2d6 if human) Full Attack: Guisarme +23/+23/+18 (+2 if human) 2d4+12 (+2d6 if human) Trip (replace any above attacks): CMB+22 (+2 if human) Teleport 3/day from Ring Invisibility as std action from Ring Doesn't need to breathe, eat, or drink Has Evasion and Darkvision 60'
Lockgo wrote: How much do you think an item an item like this would cost? Well... it's somewhat unprecedented, but if you examine what's needed... You need a DC20 Use Magic Device check to activate a wand. If the gun can make this check automatically by using a wand as ammunition, it can almost be guessed that the weapon grants itself a skill bonus of 20.
Of course, the gun isn't granting that bonus to the player, it's only granting it to itself, so I'd value that at 50% of the regular price. You could then determine that there could be different power levels of the gun, allowing it to only activate wands of up to a certain spell level.
That's just an idea... Another would be to make the gun an Intelligent Item as well as grant it the competence bonus to Use Magic Device. As an intelligent item can have 5 ranks in a skill for 2500, or 10 ranks for 10000. Let's say you chose the 10 ranks for 10k. Add in a Skill Bonus of +10 for 5,000 (again, halving the bonus cost since the player isn't receiving it) and you've brought the cost to 15k. Of course, the weapon would now have a +2 ego modifier and there would be other Intelligent Item rules that would apply, but that would certainly add a ton of flavor. |