Ties that Bind - 3.5 Forgotten Realms Gestalt

chubbell said:
I forgot to ask you. How picky are you about spell components and keeping track of them? Am I going to need to take the eschew materials feat, so I wont have to deal with this most of the time?

This does not include the very expensive spell components like for the forcecage spell for example. Obviously, I would need this component to cast the spell.

I'm pretty lax about this stuff and I wouldn't take that feat if I were you. As you pointed out, the spells with more expensive components will still need to be paid for, but even that won't be a huge deal. The cost of those spells is tied to balance, so even if you don't have something listed in your inventory (although I would prefer you do) I will usually let you pay the cost out of gp. Hope that helps.
 

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I was toying with the idea of adding the Constructor prestige class from the WOTC Mind Eye articles to give my character more summoning power and utility with astral constructs. Here is a web link.
http://www.wizards.com/default.asp?x=dnd/psm/20041029a then choose the XPH link.

Unbodied 6/telepath 1/constructor 5//wizard 5/incantatrix 7

Or

Unbodied 6/constructor 6//wizard 5/incantatrix 7
(Assuming you would allow the Unbodied levels to be defacto psion(telepath) levels)

Let me know what you think about this.
 

chubbell said:
I was toying with the idea of adding the Constructor prestige class from the WOTC Mind Eye articles to give my character more summoning power and utility with astral constructs. Here is a web link.
http://www.wizards.com/default.asp?x=dnd/psm/20041029a then choose the XPH link.

Unbodied 6/telepath 1/constructor 5//wizard 5/incantatrix 7

Or

Unbodied 6/constructor 6//wizard 5/incantatrix 7
(Assuming you would allow the Unbodied levels to be defacto psion(telepath) levels)

Let me know what you think about this.
You didn't give yourself 4 hit dice in monstrous humanoid, and the Unbodied only gives you 4 Psion[Telepath]. Assuming you care about psionics more than arcane, you should have the following (Oh, and you can't qualify for Constructor until level 9 because you can't take Expanded Knowledge(Astral Construct) until then):

Unbodied/LA
Unbodied/LA
Unbodied/LA
Unbodied/LA
Telepath/LA
Telepath/LA
Telepath/Wizard
Telepath/Wizard
Telepath/Wizard
Constructor/Wizard
Constructor/Wizard
Constructor/Incantatrix

Alternatively, try this:

Unbodied/LA
Unbodied/LA
Unbodied/LA
Unbodied/LA
Wizard/LA
Wizard/LA
Telepath/Wizard
Telepath/Wizard
Telepath/Wizard
Constructor/Incantatrix
Constructor/Incantatrix
Constructor/Incantatrix

I had no idea that they made a 3.5 version of Constructor, but wow--it's totally insane now. Good find!
 

gabrion said:
Well I need a little better explaination of the item and what it does. Will it be mimicing the effects of call weaponry (allow you to call weapons "out of thin air"), or does it actually grant you an extra attack? If it is the former then your formula would be correct, except the cost would actually be double if it could call two weapons.

If it is the latter then the formula would not be directly related to that particular power, but instead would need an ad hoc pricing from the DM.

What I really need to know is how you envision them working. Does this essentially grant the rapid shot feat but just for throwing weapons? When you say two daggers each round it confuses me because at a BAB of 12 (just as an example), you would already be throwing three of them per round (with quick draw). Are you looking to add just one onto that, or are you trying to make an item that will let you throw two daggers as a standard action?

Sorry for all the questions, but details are very important when putting together custom items. Let me know a bit more about these things and we'll go from there.
It is a mimic of that spell, which is why I used it for calculation. And basically it's to replace some other ranged weapon. It is not extra attacks... it's like if I pulled unenhanced magical arrows out of a quiver of endless ammunition, but I can only throw 2 in 1 round, not more. That would mean to me: if I take a full action I can only throw 2. If I only use a standard action then it would be just one. I could only throw 2 in a standard action if I have a spell or feat that allows me to do so.
It should be activated through a wrist movement that summons the dagger(s). It does not grant me any feats.

But a question I do have (not that it matters, it's just for me to know): When I'm using a standard action (not full) to attack while dual wielding, do I only get 1 attack with the main hand weapon or 1 with both weapons?
 
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Kyoni said:
It is a mimic of that spell, which is why I used it for calculation. And basically it's to replace some other ranged weapon. It is not extra attacks... it's like if I pulled unenhanced magical arrows out of a quiver of endless ammunition, but I can only throw 2 in 1 round, not more. That would mean to me: if I take a full action I can only throw 2. If I only use a standard action then it would be just one. I could only throw 2 in a standard action if I have a spell or feat that allows me to do so.
It should be activated through a wirst movement that summons the dagger(s). It does not grant me any feats.

But a question I do have (not that it matters, it's just for me to know): When I'm using a standard action (not full) to attack while dual wielding, do I only get 1 attack with the main hand weapon or 1 with both weapons?
My thought on the matter would be that Bracers of Endless Daggers should be somewhere in the neighbourhood of 2000 gp, even if you could take a full attack with it.

An otherwise nonmagical Returning Weapon (if it was allowed to be +0, which it isn't) would cost 2000 gold, and this takes up a body slot.

I'm guessing this would be kind of like a certain drow mercenary?
 


Kyoni said:
Hehe, psst don't tell anyone ;) By the way... some of his were illusions... mine would all be real :]
Well, yes, but he got more than you :p. For extra gold, you could probably add on an effect that creates extra illusory daggers that give the enemy a -2 circumstance penalty to AC vs the daggers unless he makes his Will save.
 

chubbell said:
I was toying with the idea of adding the Constructor prestige class from the WOTC Mind Eye articles to give my character more summoning power and utility with astral constructs. Here is a web link.
http://www.wizards.com/default.asp?x=dnd/psm/20041029a then choose the XPH link.

Unbodied 6/telepath 1/constructor 5//wizard 5/incantatrix 7

Or

Unbodied 6/constructor 6//wizard 5/incantatrix 7
(Assuming you would allow the Unbodied levels to be defacto psion(telepath) levels)

Let me know what you think about this.

As Rystil points out, you would need Expanded Knowledge if you want access to the Constructor, and you would need to be focussed on psionics instead of wizardry. Honestly though, I don't think it would be worth it for you to do that unless you played a non LA race.

Rystils suggested builds, although they accomplish the focus on psionics, wouldn't actually work in this game because the LA for the Unbodied has to be taken on the same side of the build as the racial HD (or if it is taken on the other side then it has to alternate with the HD, but that wouldn't give you any advantage).

The reason for this is because the progression for a monster with an ECL of 10 (like the unbodied) is treated the same as any other class. In the same way you can't take wizard levels side by side to advance caster progression more quickly, you can't put the LA along side the HD.

The final result here is that your telepath level will be a maximum of six, and I wouldn't make it any more difficult for yourself by trying to pick up constructor. It is a great PrC, but I think it is better suited for a full manifester.

Kyoni said:
It is a mimic of that spell, which is why I used it for calculation. And basically it's to replace some other ranged weapon. It is not extra attacks... it's like if I pulled unenhanced magical arrows out of a quiver of endless ammunition, but I can only throw 2 in 1 round, not more. That would mean to me: if I take a full action I can only throw 2. If I only use a standard action then it would be just one. I could only throw 2 in a standard action if I have a spell or feat that allows me to do so.
It should be activated through a wrist movement that summons the dagger(s). It does not grant me any feats.

Ok, it will be fine to use those, and you can make attacks with them as you would normally (meaning they could produce more than 2 daggers/round). The cost will be 2,800 gp (1 [ML]*1[Power level]*2000[continuous]*2[duration]*.7[restricted to one weapon]). Keep in mind that they aren't magical though, so I'm not sure how much use you will find for such an item.
 

Rystils suggested builds, although they accomplish the focus on psionics, wouldn't actually work in this game because the LA for the Unbodied has to be taken on the same side of the build as the racial HD (or if it is taken on the other side then it has to alternate with the HD, but that wouldn't give you any advantage).

The reason for this is because the progression for a monster with an ECL of 10 (like the unbodied) is treated the same as any other class. In the same way you can't take wizard levels side by side to advance caster progression more quickly, you can't put the LA along side the HD.

Oops! Try this:

Unbodied/Wizard
Unbodied/Wizard
Unbodied/Wizard
Unbodied/Wizard
LA/Telepath
LA/Telepath
LA/Construcor
LA/Constructor
LA/Constructor
LA/Constructor
Wizard/Constructor
Incantatrix/Constructor

or

Unbodied/Wizard
Unbodied/Wizard
Unbodied/Wizard
Unbodied/Wizard
LA/Wizard
LA/Incantatrix
LA/Incantatrix
LA/Incantatrix
LA/Incantatrix
LA/Incantatrix
Incantatrix/Telepath
Incantatrix/Telepath
 

gabrion said:
As Rystil points out, you would need Expanded Knowledge if you want access to the Constructor, and you would need to be focussed on psionics instead of wizardry. Honestly though, I don't think it would be worth it for you to do that unless you played a non LA race.

Rystils suggested builds, although they accomplish the focus on psionics, wouldn't actually work in this game because the LA for the Unbodied has to be taken on the same side of the build as the racial HD (or if it is taken on the other side then it has to alternate with the HD, but that wouldn't give you any advantage).

The reason for this is because the progression for a monster with an ECL of 10 (like the unbodied) is treated the same as any other class. In the same way you can't take wizard levels side by side to advance caster progression more quickly, you can't put the LA along side the HD.

The final result here is that your telepath level will be a maximum of six, and I wouldn't make it any more difficult for yourself by trying to pick up constructor. It is a great PrC, but I think it is better suited for a full manifester.

Uh? I'm a little confused by your comments above. Just so we are both on the same page here. Right now I have the following character class progression:

Unbodied/Wizard
Unbodied/Wizard
Unbodied/Wizard
Unbodied/Wizard
Unbodied/Wizard
Unbodied/Incantatrix
Psion(telepath)/Incantatrix
Psion(telepath)/Incantatrix
Psion(telepath)/Incantatrix
Psion(telepath)/Incantatrix
Psion(telepath)/Incantatrix
Psion(telepath)/Incantatrix

According to the monster section of the XPH the Unbodied LA would stack with Psion(telepath) levels for total manifester level of 12. My arcane caster level would also be 12 from wizard and incantatrix class levels.

From the XPH; Bold below is my emphasis:
Unbodied As Characters
Unbodied characters possess the following racial traits.

+2 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma. As an incorporeal creature, an unbodied has no Strength score.
Medium size.
An unbodied has a fly speed of 30 feet (good maneuverability).
Darkvision out to 60 feet.
Deflection bonus to Armor Class equal to character’s Charisma modifier (minimum +1).
Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of damage.
Special Attacks (see above): Psionic powers, telekinetic force. An unbodied who takes levels in psion (telepath) adds its racial manifesting ability and psion levels together to determine its power point reserve, manifester level, and powers known.
Special Qualities (see above): Assume likeness, incorporeal traits.
Racial Hit Dice: An unbodied begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: An unbodied’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Unbodied have a +4 racial bonus on Bluff checks and Disguise checks. When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
Racial Feats: An unbodied’s monstrous humanoid levels give it two feats.
Favored Class: Psion (telepath).
Level Adjustment: +4.

Is this not correct as far as my character's manifester level?

You also commented above about taking the expanded knowledge feat to learn the astral contruct power. Does this mean I can not use the psionic power research rules to research a restricted psionic power that is not on the general or telepath power lists like astral construct?

The psionic power research rules state spending 200 XP per level of the psionic power wanted. Here is a web link for more information.
 

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