So the difference between this and having an item crafted to custom order is the weapon of legacy has a set path of upgrades that the PC can't determine for himself? Is that really an improvement?
I kind of liked the feat idea. I know some min-maxish people think a feat is far too valuable to waste on improving a single magic item. But if the benefits are good enough (as they really should be for an artifact-ish item), then blowing a feat should be a reasonable cost. In any event, it gives the player a really important choice to make - improve the legacy item or pick up a general benefit.
I also like the quest idea. A particular quest unlocks a particular power. Better yet, as long as each power has a crafting value associated with it, the DM can be sure to deduct that amount from the loot the quest's encounters would otherwise generate. The wealth guidelines can then be appeased.
The feats required to use a legacy items are bonus feats, granted to the wielder as soon as a given ritual is completed. There isn't a feat cost associated with legacy items (despite the misinformation in this thread).I kind of liked the feat idea. I know some min-maxish people think a feat is far too valuable to waste on improving a single magic item.
The feats required to use a legacy items are bonus feats, granted to the wielder as soon as a given ritual is completed. There isn't a feat cost associated with legacy items (despite the misinformation in this thread).
Just for curiosity's sake, I selected one legacy weapon more or less at random, for a comparison with crafting. I picked Durindana, Weapons of Legacy p. 75.
Final abilities: +4 holy undead bane longsword (98,000 gp), Saint's Grace [+2 resistance bonus to saves] (4,000 gp), Endure Evil [continuous protection from evil] (2,000 gp), Pelor's Gaze [daylight, 1/day)] (5,400 gp), Pelor's Baleful Eye [+4 levels for Turn Undead] (10,000 gp, conservatively?), Pelor's Protecting Grasp [death ward, 1/day] (10,080 gp), Hallowed Ground [hallow plus daylight, 1/day] (18,360 gp), Pelor's Dazzling Beneficence [total concealment for 15 rounds, c.f. displacement, 1/day] (16,200 gp).
Total Market Value (note that this ignores the x2 modifier for slotless items and the x1.5 modifier for multiple abilities): 164,040 gp.
Cost to Craft: 82,020 gp, 6560 xp, and Craft Magic Arms and Armor.
Cost as Item of Legacy: 55,200 gp, -2 to attacks, -3 to saves, 14 HP.
The cost of the item is high, but it's not as ridiculous as people are making it sound. The biggest drawback, as someone has alluded to, is that this weapon simply isn't powerful enough for a 20th level character, and (as far as I can remember) there aren't any rules for how you independently improve a legacy item.
Cost to Craft: 82,020 gp, 6560 xp, and Craft Magic Arms and Armor.
Cost as Item of Legacy: 55,200 gp, -2 to attacks, -3 to saves, 14 HP.
The cost of the item is high, but it's not as ridiculous as people are making it sound.
The feats required to use a legacy items are bonus feats, granted to the wielder as soon as a given ritual is completed. There isn't a feat cost associated with legacy items (despite the misinformation in this thread).
I thought that if you opted not to complete the quests for whatever reason, you could instead choose to take the legacy feats using your own feat slots to acquire the weapon's properties?
So that could mean up to 3 feats burnt.
Granted, I don't own the book, and my knowledge is based on what I can remember from the last time I browsed (okay, more like read it from cover to cover) through the book at Borders...![]()
Huh? A special ability that grants a +2 resistance bonus to saves and a penalty that causes a -3 penalty to saves?The feats required to use a legacy items are bonus feats, granted to the wielder as soon as a given ritual is completed. There isn't a feat cost associated with legacy items (despite the misinformation in this thread).
Just for curiosity's sake, I selected one legacy weapon more or less at random, for a comparison with crafting. I picked Durindana, Weapons of Legacy p. 75.
Final abilities: +4 holy undead bane longsword (98,000 gp), Saint's Grace [+2 resistance bonus to saves] (4,000 gp), Endure Evil [continuous protection from evil] (2,000 gp), Pelor's Gaze [daylight, 1/day)] (5,400 gp), Pelor's Baleful Eye [+4 levels for Turn Undead] (10,000 gp, conservatively?), Pelor's Protecting Grasp [death ward, 1/day] (10,080 gp), Hallowed Ground [hallow plus daylight, 1/day] (18,360 gp), Pelor's Dazzling Beneficence [total concealment for 15 rounds, c.f. displacement, 1/day] (16,200 gp).
Total Market Value (note that this ignores the x2 modifier for slotless items and the x1.5 modifier for multiple abilities): 164,040 gp.
Cost to Craft: 82,020 gp, 6560 xp, and Craft Magic Arms and Armor.
Cost as Item of Legacy: 55,200 gp, -2 to attacks, -3 to saves, 14 HP.
The cost of the item is high, but it's not as ridiculous as people are making it sound. The biggest drawback, as someone has alluded to, is that this weapon simply isn't powerful enough for a 20th level character, and (as far as I can remember) there aren't any rules for how you independently improve a legacy item.