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Step 1: Be a Psychic Warrior/Psychic Weapon Master with a crystalline Soulbound Weapon.
Step 2: Acquire enough negative levels to put you precisely at level 3. Your Soulbound Weapon now loses all magical enhancements.
Step 3: Bond with your now mundane Soulbound Weapon and get rid of your negative levels.
Step 4: Level up to 20 in whatever classes you please; make sure to have at least 20 PP and a manifester level of 20. Your Soulbound Weapon now has an enhancement bonus of +5 and can be augmented to a +10 weapon through the Call Weaponry augment.
Step 5: Meditate on your bonded weapon to grant it an additional +10 enhancement bonus through Psychic Weapon Master. Your fully augmented Call Weaponry power now summons you a +20 weapon.
Edit: Math was a bit off, it's only a +20 weapon (unless you can get ML of 24 or more, but let's go with ML20 as the cap).
Edit: Extra bonus step from Biffoniacus_Furiou
Step 6: Get a Fiend of Possession cohort for another +6
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Quote:
Originally Posted by JaronK
Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.
20 levels total, not 20 levels in addition to your three.
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Quote:
Originally Posted by JaronK
Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.
You technically don't even need to go to 20, just doing Psychic Weapon Master gets you +1 per level, augmenting the power gets you +1 per 4 PP and simply getting any levels is +1 per every 4. It just tops out at +20.
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Quote:
Originally Posted by JaronK
Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.
I'm not sure I even understand the logic behind that but...
Soulbound weapon's augment is 5 points per +1, not 4 points like the default power. So it goes up to +9, of which only 5 go into actual enhancement and the other 4 is for tricks.
Amusingly, Soulknife/Kensai gets the same thing with no need for negative levels.
EDIT: Hm, not really the same thing. As a Soulknife 14/Kensai 6, the most you can get is a +15 equivalent and it costs two feats. You also need to be a kalashtar.
Last edited by true_shinken : 11-14-2010 at 09:22 PM.
I'm not sure I even understand the logic behind that but...
Soulbound weapon's augment is 5 points per +1, not 4 points like the default power. So it goes up to +9, of which only 5 go into actual enhancement and the other 4 is for tricks.
Soulbound Weapon adds an extra augment to the Call Weaponry power. Nobody cancelled the power's original augment.
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Quote:
Originally Posted by JaronK
Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.
Start with a +1 weapon with +9 worth of special properties.
Add Greater Magic Weapon at CL 20 to make it a +5 weapon with +9 worth of special properties.
With Arcane Duelist 4 in your build its enhancement bonus increases by another +2, so it's a +7 weapon with +9 worth of special properties.
Get Leadership for a Fiend of Possession cohort, he can possess your weapon to grant +6 worth of special properties.
It's now a +7 weapon with +15 worth of special properties, or a +22 weapon as early as level 12 if your Cleric casting GMW has a Bead of Karma and Divine Spell Power.
Edit: You probably can't afford the initial +10 weapon at level 12, but if it's an Item Familiar or you have Craft Magic Arms/Armor you can make it yourself by level 13.
Last edited by Biffoniacus_Furiou : 11-15-2010 at 01:21 AM.
Yes, and that still means your soulbound weapon augments on a 5 points step instead of 4.
No, no it doesn't. You can still use the old augment, whose wording isn't affected by the addition at all. Powers can have differently priced augments.
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Quote:
Originally Posted by JaronK
Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.
Any possible way to make this weapon your Ancestral Relic for even more bonii, by simply not using the other bonuses (Or dispelling the weapon conveniently)?
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In Debbie D's awesome "The Three Goddesses" game -Ireth, the shyest nymph you'll ever meet, bardic servant of the goddess of love.
I'm not familiar with the Ancestral Relic rules. The only requirements for a bonded weapon is that it be crystalline and non-magical. There are no rules for designating a weapon as soulbound; it says simply that "you must choose" a weapon and that it's always that one that is summoned. Conceivably it could be your ancestral relic.
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Quote:
Originally Posted by JaronK
Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.
Kalashtar cheese aside, I'm quite confused on how you're reaching +20...
I see:
+10 from the PWM.
+4 from Soulbound Weapon (1pp to summon, invest 15 at a rate of 5 per +1)
+5 from Call Weaponry (1pp to summon, invest 16 at a rate of 4 per +1)
All in all: +5 enhancement bonus with +14 worth of other enhancements. Still incredibly powerful, mind you.
Can someone please explain? 0.o
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Quote:
Originally Posted by Xefas
Though, this is obviously a world in which Speak with Dead trivializes most murder investigations. It's not "Well, after spending an exhaustive amount of time searching the crime scene for evidence, I seem to have found some bat guano and- yadda yadda" it's "Steve did it. Go scry Steve"
Kalashtar cheese aside, I'm quite confused on how you're reaching +20...
I see:
+10 from the PWM.
+4 from Soulbound Weapon (1pp to summon, invest 15 at a rate of 5 per +1)
+5 from Call Weaponry (1pp to summon, invest 16 at a rate of 4 per +1)
All in all: +5 enhancement bonus with +14 worth of other enhancements. Still incredibly powerful, mind you.
Can someone please explain? 0.o
+10 from PWM
+5 from the Call Weaponry augment
+5 from the natural scaling of Soulbound Weapon
This particular trick doesn't use the Soulbound Weapon augment.
Quote:
Originally Posted by Biffoniacus_Furiou
Start with a +1 weapon with +9 worth of special properties.
Add Greater Magic Weapon at CL 20 to make it a +5 weapon with +9 worth of special properties.
With Arcane Duelist 4 in your build its enhancement bonus increases by another +2, so it's a +7 weapon with +9 worth of special properties.
Get Leadership for a Fiend of Possession cohort, he can possess your weapon to grant +6 worth of special properties.
It's now a +7 weapon with +15 worth of special properties, or a +22 weapon as early as level 12 if your Cleric casting GMW has a Bead of Karma and Divine Spell Power.
Edit: You probably can't afford the initial +10 weapon at level 12, but if it's an Item Familiar or you have Craft Magic Arms/Armor you can make it yourself by level 13.
You know, technically there's nothing stopping the original build from taking Leadership. So that's another +6, eh?
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Quote:
Originally Posted by JaronK
Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.
Thank you for clearing that up for me. I have no idea why I couldn't see that...
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Quote:
Originally Posted by Xefas
Though, this is obviously a world in which Speak with Dead trivializes most murder investigations. It's not "Well, after spending an exhaustive amount of time searching the crime scene for evidence, I seem to have found some bat guano and- yadda yadda" it's "Steve did it. Go scry Steve"
Yall ready for this thread to get blown wide open?
MindMage + PrC CL tricks (add drag mag feats for extra fromage)
Where is Mind Mage from?
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Quote:
Originally Posted by JaronK
Frankly, a Wizard can suck even more than a Fighter could ever dream of sucking. A Fighter can stab himself to death, but only a Wizard could Plane Shift to some horrible far realm to be tortured for an eternity of insanity.