Fighters as enchanters?


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Saeviomagy said:
Unfortunately those feats are giving advantages which are far outstripped by their prerequisites. A 15th level character gets to make items as someone 5 levels below them, in exchange for four feats to the caster's one? AND he can still not produce anything with special powers. Sorry, but that just makes the whole thing pointless.

1. You're adding a capability that the class does not have. OF COURSE IT'S GOING TO COST MORE!!!! You can't get something for nothing.

2. Special abilities usually require spells. How can a fighter, who can't cast spells, POSSIBLY put those in? It's not enough that you're letting a fighter make a +3 sword at 15th level, but he has to be able to make it keen, holy, and wounding to boot?

This is why I wrote them like that. They're supposed to be limited, and not as flexible as Craft Magic Arms & Armor. If we're saying that the crafter is imbuing magic into the weapon/armor, then it's going to relate to their Craft ranks, and, now that I think of it, should probably have a massive penalty attached as well...such as a -10*enhancement bonus penalty to the Craft check, and more XP and time required.

Honestly, after writing those, I decided that they really should be Epic feats. Only the greatest smiths in the world should be able to forge magic weapons without being casters.


Much better to go with the crafting feats as-written, but at caster level of craft ranks - 3. Remember - skill points are very precious to a fighter (although less so to a rogue). I can even see some spellcasting classes going down the craft skill route (seeing as how a 10 cleric/10 wizard can't produce a +5 weapon...)

Why? If the fighter wants to make magic weapons and armor, he can hold off on climbing and riding. It depends on what he wants to do. I've a rogue with an Int of 22, and he still doesn't have enough skill points for everything he wants.

And if a wizard or cleric wants to waste two+ feats and a lot of skill ranks on this, fine with me...it's amazingly less efficient than the Craft Magic Arms & Armor feat.

Brad
 

The Red Sonja Method

In one of the Red Sonja novels, she claimed that she had killed so many magical beasts with her sword that it had become a powerful magical weapon, in its own right. Maybe you could do something like that?

If a non-spellcaster uses the same masterwork weapon for three levels/plus, and slays a number of magical beasts, magical humanoids, elementals, and/or outsiders, it becomes a +(character level/3) weapon (or double weapon).

So a fighter begins with a sword, uses it to advance through most of first level, and finally gains enough to purchase a MW (masterwork) sword. We cut him some slack, and let first level count... He rises to third, and his sword suddenly becomes +1. (Need to determine how many magical creatures it has to be used to help kill... 1/level? This will be hard, at lower levels!)

If he keeps the same sword to sixth level, it will become +2. At ninth level (provided he has slain the appropriate number of magical critters) it will rise to +3.

If you want to make it harder, restrict the types of critters, raise the number required (1/level at first, two at second, three at third), etc. Also note that, if he loses the weapon, or trades it in for another, his levels start counting all over, again! Thus, a fifth level fighter who loses his +1 sword will have to buy a new MW one (non-MW isn't enchantable), and will be seventh level before it becomes +1!... Of course, by then, he will probably have found better ones in dead foes' treasures!

Oh well, just an idea. With this, no magic weapons at first level (you can't afford the 300 GP for MW), and most characters will be fourth level before they can do anything with it.

Also, I would apply this ONLY to Barbarians, Fighters, and MAYBE Monks & Rogues. No Bards, Druids, Clerics, Paladins, Rangers, Sorcerers, nor Wizards. Spellslingers and Semi-Spellcasters can take the Feats and enchant their own (well, maybe Druids, Paladins, & Rangers can't - maybe let them).

Maybe all such weapons should be aligned to their "creator's" alignment, too, and gain one point of Intelligence/level... That might be cool (but maybe too powerful... although it would cut down on the picking up of dead PCs' weapons)!

I leave it to the DMs to decide whether or not Paladins can create Holy swords, or Rangers Arrows of Favored Enemy Slaying. (What would Druids make, anyway? Something that slays the "Extreme" alignments (CE, CG, LE, LG)?)

The idea probably needs some research and work...

(PS: Note that the PCs (except, perhaps, the Bard!) need not be AWARE of the requirements for advancing an item, either! You just inform them when an item gains a plus! ;-p)
 
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Saeviomagy said:
Fighters at higher levels are therefore depending on mages to make them magic gear.

Clerics can make things, too. Or Druids, or Psions, or Bards and Psychic Warriors, or even Rangers and Paladins in a pinch. Then there are magic-wielding monsters like Dragons.

I don't think it's too far-fetched to say that only people with magic can make magical items. Hence the name "magical items".

If you want to run a magicless campaign but need ways to introduce powerful items, that'd be one thing. The easy solution there is to require 2 ranks of a craft skill for each "caster level" a Feat costs. So, taking Craft Arms & Armor might require 10 ranks.
But, in a magic-based world, giving away a class ability of casters to the fighters is just wrong.
 

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