Spending XP On Loot / Upgrades Dark Souls style


Homebrew and House Rules

101 to 104 of 104 << first < prev | 1 | 2 | 3 | next > last >>

Here's something new I was working on.

Campaign Feat (replaces two traits)

Parry and Riposte (Combat)
Prerequisite(s): No levels in a class that has the panache class feature.
Benefit: You gain a small amount of panache and the ability to perform the parry and riposte swashbuckler deed, except that you may only parry with an off-hand weapon or shield and you may only riposte with a primary hand weapon. The weapon does not need to fulfill the normal requirements for swashbuckler deeds - any weapon wielded in one hand will work.
At the start of each day, you gain 3 panache points plus a number of panache points equal to your charisma modifier. You do not regain panache points as the swashbuckler's panache class feature, but you can regain panache points through the use of magic or alchemical restorative items (such as a green blossom).
Special: This feat can only be taken at first level. It replaces two traits and counts as a campaign trait. If your first level is in a class that has the panache class feature, you instead take two traits as normal.

-

Green Blossom
Aura faint transmutation CL -
Slot -; Price 400 gp; Weight -
Description
Eating this strange magically-infused plant restores 2 panache points to the imbiber.

Budding Green Blossom
Aura faint transmutation CL -
Slot -; Price 1,600 gp; Weight -
Description
Eating this strange magically-infused plant restores 4 panache points to the imbiber.

-

As should be obvious, this is my answer to both Endurance and the fact that every class in Dark Souls can Parry and Riposte.

I do have a question. Right now, I list Cha as being the panache granting stat. However, technically speaking, Con fits more closely to the stat used in Dark Souls. Thoughts?

Silver Crusade

Eh I wouldn't make it a level 1 only Feat, then you're forcing all your players to be locked into the same Feat at first. Maybe have Shield Focus as a prerequisite?


Rysky wrote:
Eh I wouldn't make it a level 1 only Feat, then you're forcing all your players to be locked into the same Feat at first. Maybe have Shield Focus as a prerequisite?

Note that it replaces the Campaign Traits. It does not take up a normal feat slot (see the note above the feat's name).


1 person marked this as a favorite.

Dark Souls 3 Rings:

Aldritch's Ruby
Aura moderate necromancy; CL 5
Slot ring; Price 6,000 gp; Weight -
When the wearer of this ring deals a critical hit with a held weapon, they are infused with power. This power grants the wearer 2d6 temporary hit points. This occurs each time the wearer deals a critical hit, but the temp HP do not stack - only the most recent roll of 2d6 applies. The temp HP last for 1 minute, although a new critical hit resets the duration.
Requirements Forge Ring, vampiric touch; Cost 3,000 gp

-

Dark Stoneplate Ring
Aura moderate abjuration; CL 7th
Slot ring; Price 28,000 gp; Weight -
This ring continually protects the wearer from negative damage, granting 20 points of negative energy resistance. This only applies to negative energy damange (such as channel negative energy or inflict light wounds) - it does nothing to protect against negative levels.
Requirements Forge Ring, resist energy; Cost 14,000 gp

-

Estus Ring
Aura moderate necromancy; CL 10th
Slot ring; Price 11,000 gp; Weight -
This ring increases the amount of healing the wearer receives from positive energy. Any healing the wearer from channeled positive energy (including the class feature of that name, lay-on-hands, and cure spells) receives is increased by +2d6.
Requirements Forge Ring, creator must be a 10th-level cleric; Cost 5,500 gp

-

Great Swamp Ring/Witch's Ring
Aura moderate transmutation; CL 7
Slot ring; Price 16,000 gp; Weight -
This ring grants great power to pyromancers (kineticists). When a kineticist wearing this ring uses any fire-based blast, the damage is increased by +2.
Requirements Forge Ring, level 7 kineticist; Cost 8,000 gp

-

Pontif's Left Eye
Aura moderate conjuration; CL 7
Slot ring; Price 28,000 gp; Weight —
The wearer of this ring is cured upon making several successful attacks in rapid succession. When the wearer makes a full attack action with that has three or more attacks and hits with all of them, the wearer is healed for 2d8+7 points of damage (as per cure mod). Each time this occurs, the wearer must make a Will save (DC 18) or also suffer the effects of a rage spell as well as the compusion to attack the nearest creature (as per 25-50% on the confusion chart) for 7 rounds.
Requirements Forge Ring, confusion, cure moderate wounds, rage; Cost 14,000

-

Pontif's Right Eye
Aura moderate transmutation; CL 7
Slot ring; Price 28,000 gp; Weight —
The wearer of this ring is empowered upon making several successful attacks in rapid succession. When the wearer makes a full attack action with that has three or more attacks and hits with all of them, the wearer gains a +1 to damage on the third successful attack, +2 damage on the fourth, and +3 to damage on the fifth and beyond. Each time this occurs, the wearer must make a Will save (DC 18) or also suffer the effects of a rage spell as well as the compusion to attack the nearest creature (as per 25-50% on the confusion chart) for 7 rounds.
Requirements Forge Ring, confusion, divine favor, rage; Cost 14,000

-

Reversal Ring
see Ring of Gender Fluidity in the Book of Passion

-

Sage's Ring
Aura strong (no school); CL 17th; Weight 5 lbs.
Slot ring; Price 75,500 gp
The wearer can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
Requirements Forge Ring, Quicken Spell

-

Silvercat Ring
Aura faint transmutation; CL 1st
Slot ring; Price 2,200 gp; Weight —
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Requirements Forge Ring, feather fall; Cost 1,100 gp

-

Sun Princess Ring
Aura strong conjuration; CL 15th
Slot ring; Price 90,000 gp; Weight —
This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the wearer is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell regenerate. In either case, only damage taken while wearing the ring is regenerated.
Requirements Forge Ring, regenerate; Cost 45,000 gp

-

Untrue Ring
Aura faint illusion; CL 1st
Slot ring; Price 1,800 gp; Weight —
This ring allows its wearer to alter her appearance as with a disguise self spell.
Requirements Forge Ring, disguise self; Cost 900 gp

-

So there you go.

Again, a lot of these are just copy-pastes or reslots of existing items, but still.

101 to 104 of 104 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Spending XP On Loot / Upgrades Dark Souls style All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules