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Jormengand
2017-12-02, 05:09 AM
Channelling Equipment

Channelling equipment is equipment which can be used to harness the power of a spellcaster, manifester, martial adept or truenamer into the item in question. Using these items requires the expenditure of the abilities that these classes grant in exchange for a specific effect based on the the item and the school, discipline, discipline (again) or lexicon used to power them. Some don't accept certain types of effect at all.

To activate a piece of channelling equipment, you need to channel the item, which means that you expend a spell (as though casting it, whether that means spending a prepared slot or using up a spell per day from spontaneous casting), enough power points to manifest a power you know, a prepared maneuver (not a stance), or a use of an utterance (which entails a truespeak check, with a DC as though you were uttering on yourself in case of an evolving mind utterance, on the item in the case of a crafted tool utterance, and your own location in case of a perfected map utterance).

The effects vary based on the level of the spell (half for a cantrip), the level of the power (which cannot be augmented to produce a higher-level effect), the level of the maneuver, the level of the evolving mind utterance, the level of the crafted tool utterance plus 2, or the level of the perfected map utterance plus 5. This value is referred to as the "Ability level". A specialist spellcaster or manifester gets a +1 bonus to effective ability level with abilities from their specialist school or discipline, except that cantrips become ability level 1 instead.

All channelling equipment is difficult to make and is therefore of at least elite quality (http://www.giantitp.com/forums/showthread.php?530265-Elite-Equipment-(Nonmagical-items-for-high-level-characters)). Unlike most elite equipment, channelling equipment is intrinsically magical in nature. Items of channelling equipment are considered to be specific items (the way that a Holy Avenger is, not the way that an artifact is) and can't be improved by standard means on that basis.

List of Channelling Equipment

Kinetic Fist
A kinetic fist is a +1 caestus of impact. In addition, you can channel a kinetic fist in one of the following ways:

Crafted Tool, Psychoportation, Stone Dragon or Transmutation
As a standard or full action, you can make an attack or full attack with the same action you channel with the weapon. You make your full attack with the caestus with a range increment of 10 feet per level of the ability, though the attack is still a melee attack (you can attack up to 5 range increments as though it were a throwing weapon).

Desert Wind, Evocation, Evolving Mind or Psychokinesis
As a standard or full action, you can make an attack or full attack with the same action you channel with the weapon. Your attacks deal an extra 1d6 points of fire damage per ability level (1d3 for ability level half).

Illusion, Shadow Hand or Telepathy
As a swift action, you channel to make the kinetic fist disappear for up to 1 minute per ability level or until you attack with it. If the ability level is at least 1st, you may instead have it disappear for 1 round per ability level instead. Either way, the kinetic fist is invisible, but is still there and useable. A creature who doesn't realise you're wielding the kinetic fist is surprised when attacked with it.

Market Price: 15,000 GP

Knife of Vigour
A knife of vigour is a +1 keen kris. The knife of vigour can also be channelled in one of the following ways:

Crafted Tool, Necromancy, Psychometabolism or Tiger Claw
As a standard action, you channel the weapon and make a single attack in the same action. If the attack hits, then the target starts to bleed for an amount of bleed damage equal to double the ability level.

Conjuration, Evolving Mind, Iron Heart or Metacreativity
As a standard action, you make a single attack which deals positive or negative energy damage, whichever heals the target (half of each if the target is healed by either) but the ability level must be at least 3. Alternatively, as a full action, you make a full attack which heals in the same way, but the ability level must be at least 6.

Diamond Mind, Psychokinesis or Transmutation
As a full action, you make a full attack, but you get an extra attack at your full base attack bonus minus 5, plus an additional attack for every ability level (just one attack at ability level half). The penalty is cumulative for each attack (so the second attack is at -10), but the penalty (for these special extra attacks only) is one less for every two ability levels (so the attacks at ability level 4 are made at -3/-6/-9/-12/-15). So, a creature using an ability of level 4 with an attack bonus of +16/+11/+6/+1 would make attacks at +16/+13/+11/+10/+7/+6/+4/+1/+1. Abilities of ability level above 10 through whatever means do not grant a bonus.

Market Price: 50,000 GP

Whirling Trifecta
A whirling trifecta is a bladed triskelion. A whirling trifecta can also be channeled in one of the following ways:

Abjuration, Evolving Mind or Iron Heart
As a standard action, you call upon the blade to spin telekinetically around you, allowing you to attack with it in one hand automatically against nearby enemies. Immediately, and for one round per level of the ability (only immediately for ability level half) you attack each enemy the first time per round they're in your reach, irrespective of who moved there, and the weapon doesn't take up any hands.

Clairsentience, Divination or White Raven
As a swift action, you get a +1 bonus per ability level on attack rolls with the whirling trifecta for one round per ability level. You can't use this with an ability of level half.

Perfected Map, Psychokinesis, Transmutation or Setting Sun
As a standard action, you channel the whirling trifecta, which guards an area with a radius of 5 feet per ability level (or a single square for ability level half) within 30 feet per ability level, and whirls around that area, attacking any creature who enters that area - each round on your action, it attacks each creature in its area with each blade. Its attack bonus is equal to the ability level (0 for ability level half) plus your caster, manifester or initiator level for that ability.

Market Price: 65,000 GP

noob
2017-12-02, 05:32 AM
I have an hard time finding the rule saying an holy avenger can not be improved the same way as a regular magic item.
Can you give the page on the dmg saying that particular magic items can not be improved normally?

Jormengand
2017-12-02, 06:22 AM
I have an hard time finding the rule saying an holy avenger can not be improved the same way as a regular magic item.
Can you give the page on the dmg saying that particular magic items can not be improved normally?

Holy avengers have "Exactly the qualities described here", with "Here" being the section which details a holy avenger. In particular, a holy avenger is defined to be a +2 cold iron longsword, rather than a +3 speed cold iron longsword or whatever else. Further, there's no way of determining what the price of the holy avenger's special ability which makes it a holy avenger and not just a +2 cold iron longsword is - it could be a +3 equivalent ability, plus an additional 10,000 gold, or it could just be a flat 52,000 GP, or somewhere in between, or it could be a special ability which multiplies the item's cost by 7.5, or whatever.