@halfgiant said in Dwarf Edition: 10e Fighter:
Nice Table, for some of the Battle Tactics is there a number of time a day i can use those powers? For example HP Capacitor is that a 3/day thing or always on.
Well HP Cap lasts a round per level. So it sounds like a once per combat thing. This is all from the base notes posted at the top.
well, keep in mind that the origins of the Race of One, and their subsequent offspring races like Ancients and Powermasters, were designed and built around the 1st Edition AD&D framework…
so, much like the evolved powermasters needing to hit 18th level parity, the evolved ancients did too - signifying their mastery of creating “normal” magic items, and needing an Artifact (there were no minor artifacts in 1e) to decompile and disassemble so they could learn how to bind MUCH more powerful effects into their creations (ie Ancient Items).
as far as how it’d be played out in the 1e framework, well it’d involve a great deal of reagent harvesting and globetrotting to collect a number of incredibly rare composite items which would be used to temporarily “hold” the energies as you unwound them from the artifacts internal matrix - something that you’d eventually learn to do on the fly as a full Ancient
and yes - it’d also take a number of progressively more difficult skill checks to decouple and eventually rebind the artifact all together - providing, of course, that it’s original creator didn’t hunt you down in the month or so you’d need to do all that research (in other words, don’t try it on the Hand of Vecna, lol)
a’course, how J wants to spin it in the 3e/10e manaverse is up to him !
I was thinking the caster gains something like 5 or 10 hp per character lvl in hp return max. Thus at lvl 12 I would only get 60 (if 5 hp) or 120 (if 10 hp) max, no matter how many enemies I did damage too.?.?
I may have incorrectly read the rules into the prerequisites for making a magic item, the rules aren’t quite as strict for magic item creation as i originally had thought.
According to the SRD:
The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item’s saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation. This information is given in the form “CL x,” where “CL” is an abbreviation for caster level and “x” is an ordinal number representing the caster level itself.
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell and not higher than her own caster level. For other magic items, the caster level is determined by the creator. The minimum caster level is that which is needed to meet the prerequisites given.
Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind. The prerequisites for creation of an item are given immediately following the item’s caster level.
So… caster level (or CL##) is a separate entry from prerequisites, nothing in the entry for what a caster level is says that you EVER have to meet that value.
The prerequisites are listed FOLLOWING the caster level, that’s explicit, it’s quite clear that caster level is not a prerequisite. The minimum caster level for items is the minimum needed to meet the prerequisites, that’s clear in black and white in both your DMG and the SRD. Neither says anything about using the listed caster level in determining the minimum manufacturer’s level, in fact they have a section on determining the minimum level to make an item, and they STILL don’t mention caster level there. Neither says that the listed caster level is a prerequisite, it’s a separate entry that happens before prerequisites.
Kargin thinks he may try and go in a slightly different direction, and maybe take a page out of SpellWeaver History (even though it ended poorly for them) and ignite himself a mana furnace.
I do hear staff’s of magi make for great kindling when igniting such a furnace.
i do have documented the ogre’s Psionic Conversions for things they left out of the 3e/3.5e books… this was Kinetic Control :
Level : Psion 6 / PsyWar 6
Display : Vi
Manifestation Time : 1 action
Range : Personal
Target : You
Duration : 2 rounds/level
Power points : 11
This is the power of absorbing, storing and redirecting kinetic energy. Kinetic energy is the energy of motion - the energy contained in the swing of a sword, the fall of a rock, moving water or air, an animal running, or any number of other forms. The psionicist can remove kinetic energy from any object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future.
While a psionicist has this power active, he is immune to all physical impacts. A sword slash stops instantly when it touches his skin, arrows drop harmlessly at his feet, and monster’ talons and fangs can’t harm him. The psionicist absorbs the damage of the blow and saves it for later use. Note that the psionicist can still be harmed by attacks that inflict their damage by contact, such as the energy-draining touch of a vampire or the slow crushing attack of a giant python.
Using the stored energy requires the psionicist to make a physical attack. He can deliver any damage he has absorbed previously by touch, punches, or even through a hand-held weapon such as a sword. If he hits his opponent, the absorbed damage is added to any other damage the psion causes.
If the psion fails to discharge this energy before the barrier collapses naturally (or if you lose consciousness or mental control of the barrier) you take twice the damage stored in the kinetic barrier as your body internalizes the energy.
This power cannot be used to absorb damage from a fall.
You can create magic runes.
Prerequisites: Craft Rune, Level 3rd+, Intelligence 13+
You can cast a spell into a rune you have etched in preparation. The caster must have prepared the spell to be enchanted into the rune and must provide any material components or focuses the spell requires. Runes cannot be placed on creatures, and are only etched onto armor pieces, shields, and weapons.
Etched Runes follow the rules for magic item creation as though they were wondrous items, except that they can use the Etch Rune skill. New Runes can be researched and designed using the guidelines for pricing new magic items. Etched Runes are treated as slotless magical items for pricing purposes.
Runes are difficult to destroy, though they count as magic items for the purposes of dispeling magic, disjunctions, anti-magic zones, etc…
Those are very interesting answers, so many options and paths to take. Much much to do.
Another question given the formation of manacite due to extreme exposure of the manathereal plane over eons, what about gemstones or other forms of ore found in these areas, have they been affected as well?