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Intelligent Relic Item Creation
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<blockquote data-quote="Dozen" data-source="post: 6041363" data-attributes="member: 6698275"><p>Okay, let's go through this, one by one. </p><p></p><p>1. As you wish. You already have an idea, a good one at that. Though you did say 'how' - If that was what you meant, I'd point out the Pathfinder rules for intelligent item creation. Paizo be blessed, they did manage to craft a better, more open ruleset than the D&D version, this time at least.</p><p>2. Since the Divine Minion advances along with the party, the HD requirement shouldn't ever be higher than the party's average level. For safety, have the Divine Minion summoned as strong as the holder can handle, as if they cast the highest level Summon Monster spell they could if they had full spellcasting. </p><p>3. It already used Empathy in the campaign, I take it. Lest it grew a functional mouth and learned how to speak on the go, our opinion doesn't matter at this point. On a related topic, if the weapon has normal hearing, other characters should be able to talk <em>to </em>it, even if it can answer only the one holding it.</p><p>4. Go right ahead, give it some. The stronger a magic item is, the harder it is to control it, and measly lesser powers are birdcrap compared to the featstorm your players get. Not giving them solely due to balance issues would be like forbiding the Domain Wizard variant for the same reason. It does make the character more powerful, but wizards of any kind can break a campaign by sneezing at it. Nobody really cares.</p></blockquote><p></p>
[QUOTE="Dozen, post: 6041363, member: 6698275"] Okay, let's go through this, one by one. 1. As you wish. You already have an idea, a good one at that. Though you did say 'how' - If that was what you meant, I'd point out the Pathfinder rules for intelligent item creation. Paizo be blessed, they did manage to craft a better, more open ruleset than the D&D version, this time at least. 2. Since the Divine Minion advances along with the party, the HD requirement shouldn't ever be higher than the party's average level. For safety, have the Divine Minion summoned as strong as the holder can handle, as if they cast the highest level Summon Monster spell they could if they had full spellcasting. 3. It already used Empathy in the campaign, I take it. Lest it grew a functional mouth and learned how to speak on the go, our opinion doesn't matter at this point. On a related topic, if the weapon has normal hearing, other characters should be able to talk [I]to [/I]it, even if it can answer only the one holding it. 4. Go right ahead, give it some. The stronger a magic item is, the harder it is to control it, and measly lesser powers are birdcrap compared to the featstorm your players get. Not giving them solely due to balance issues would be like forbiding the Domain Wizard variant for the same reason. It does make the character more powerful, but wizards of any kind can break a campaign by sneezing at it. Nobody really cares. [/QUOTE]
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