BiggusGeekus
That's Latin for "cool"
While we're innundating you with information, here's a pretty good spoiler site: http://torment.db-forge.com
Tylias said:Dak'kon, using Planescape: Torment's 2e rules, was a fighter/mage.
However, in 3e I think he would be a PsyWarrior, and here's why:
-Dak'kon's reasonably good at fighting. PsyWarrior's BAB is roughly like a fighter/mage's.
-Dak'kon isn't, strictly speaking, a student of the arcane arts. Reason: He can't teach your character how to use magic, but he can help you 'refocus your mind, allowing you to use it as a weapon.' He also states that what he knows of magic is different from the way 'your' people understand magic. Plus, all his githzerai spells are based on meditation, understanding, karma, and emotion. Sounds vaguely psionic, so maybe in 3e you can make that leap.
The Zerth Blade reacted to the wielder's emotions and state of mind. It sharpened and became more deadly when Dak'kon's mind was focused and intense. When Dak'kon lost his focus, or becomes perturbed, it bubbles, rusts, grows thorns, etc. He also states that it would be pointless to give you the Zerth Blade because your mind would not be able to control it - it would collapse into a thrashing pool of liquid metal, or something to that effect. Hence, the Zerth Blade could possible be a Ferroplasm weapon (3e Psionics Handbook p.138).
Since the Zerth Blade becomes more powerful as Dak'kon levels up (gaining more PSP's, perhaps?) here's a possible form for Dak'kon's Zerth Blade, just off the top of my head, using the Psychic weapon characteristic (3e PsiHB, p.128)
Bastard Sword, Ferroplasm (user must have PSPs or weapon loses form)
User's PSPs:
1+ +1 weapon
5+ +1 weapon, Keen
15+ +2 weapon, Keen
30+ +2 weapon, Keen, Parrying
50+ +3 weapon, Keen, Parrying
80+ +3 weapon, Keen, Parrying, Power Storing
130+ +4 weapon, Keen, Parrying, Power Storing, Charged
or something to that effect. Note, this doesn't perfectly follow the rules, but it's hard to exactly emulate what it did in PS:T, and of course, it'll probably take more tinkering. But it's a possible start.
[qb]Psychic
A psychic weapon’s power depends on its wielder. In the hands of a nonpsionic creature, it possesses the qualities of a mundane weapon of its type. When wielded by a psionic creature, however, the weapon’s abilities are revealed and become functional, based on the wielder’s current power point reserve. The enhancement bonus and special abilities noted below do not stack: A wielder with 15+ power points doesn’t also have access to powers revealed at lower reserves.
Available abilities cannot exceed a +2 bonus to market price, as noted below. The DM chooses or rolls randomly on Table 7–5: Melee Weapon Special Abilities. Once a bonus ability is revealed, it is “locked in.”
(screwed up table)
Manifester Level: 18th; Prerequisites: Craft Psionic Arms and Armor, emulate power, metaphysical weapon, and powers specifically imprinted; Market Price: +5 bonus.
[/qb]
Grraf said:Feel a bit silly pointing this out but Dak'kon did teach you to use magic (which everybody who's played the game knows) he just couldn't let you 'switch' your class midgame. As I recal Ignus was the same way (your little body parts were spell books instead of the circle but still). Honestly I think that was more of a balance thing so you had to stay as a mage and couldn't switch from fighter to mage for a short bit and then switch back; but can't recal whether Ignus let you switch classes (I'm thinking no but my memory is excessivly convenient sometimes).
That was a cool conversion though. I would expect the weapon's powers would be based on maximum points, though it would be more balanced (ie. weaker) if it was based around current points.