Seoni

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While clearing out some boxes recently, I unearthed an old copy of Dragon Magazine, which contained an article about minor magic items in 2nd Edition AD&D. Two sections stood out: Bladehammers and Piercing Head weapons, and Racial Items.

Bladehammers are basically slashing weapons which can, on command, deal bludgeoning damage instead. Piercing Head weapon deal bludgeoning or piercing damage in the same manner. However, in the original article, neither are particularly magical. (They don't, as standard, have any enhancement bonus.) If I were to re-create these items, should I make the damage-changing ability equivalent to an enhancement bonus (holy, bane, etc.) or use a flat fee (adaptive, impervious, etc.)?

Racial items are enchanted items which only count as magical when employed by members of a specific race. (Useful for powering up enemies without giving the PCs huge amounts of magic items they can use.) Once my players find out about them, they're going to want to make their own. (My players are like that.) What level of enhancement bonus or GP cost do people think would be appropriate for the Racial ability?


One of my players had the idea to take a level of Cleric, in order to craft wands of Cure Light Wounds for just 375gp (375 x 1 {Spell level} x 1 {Caster Level})

He already has 5 levels of Sorcerer, meeting the prerequisites for the Craft Wand feat. Do these levels stack when calculating the cost of the wand? Or is he really counted as a level 1 caster because he'll only have 1 Cleric level?

Although at our group's level CLW doesn't really heal enough to be effective in combat, he's thinking more of post-battle recovery. Wands are created with 50 charges, so that's a minimum of 100 damage healed per wand, and 375gp is going to be pretty much pocket change for our group soon. Also, at that price, he can craft one per day, RAW!

While it would be useful to have curative wands, due to a distinct shortage of dedicated healers in our group, I don't think they should be that cheap.


All the psionic races in Ultimate Psionics have the Racial Trait:

Quote:
Naturally Psionic: (Race)s gain the Wild Talent feat as a bonus feat at 1st level. If (they) take levels in a psionic class, (they) instead gain the Psionic Talent feat.

Obviously this means changing Wild Talent to Psionic Talent when choosing a psionic class, which I'm happy with.

However, the Soulknife has:

Quote:
Wild Talent: The Soulknife gains Wild Talent as a bonus feat at 1st level. This provides him with the psionic power necessary to manifest his mind blade. A character who is already psionic instead gains the Psionic Talent feat.

Again, on its own, it's fine. A Vitalist taking a level of Soulknife gains a bonus Psionic Talent feat.

The quandary comes from the Wild Talent feat:

Quote:
Benefit: Your latent power of psionics flares into life, conferring upon you the designation of a psionic character

An Elan has Wild Talent, and is therefore a psionic character. She takes a level in Soulknife, a psionic class. Do both Wild Talent feats convert to Psionic Talent, or just one of them? If the former, she now has 5 PP (2 from the first Psionic Talent feat, and 3 from the second). If it's the latter (which is how I would play it, personally) then she only has 4.

Granted, it doesn't matter too much - it's only 1 point, after all - but as an Elan, 1 PP is an extra 2 damage resisted or one more save augmented per day at 1st level. And then you can add the Psionic Aptitude trait:

Quote:
When an Elan takes a level in a favored class, she can choose to gain an additional power point instead of a hit point or a skill point.

Said favored class needn't be Soulknife, or any of the Psionic classes, as written.