Frank Timar's page

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1 person marked this as FAQ candidate.

So does an Energy drain attack become permanent after 24 hours and the first failed save, or does it allow daily saves?

From the bestiary on Energy Drain
Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save. On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

From Negative levels in the Core rules
A creature with temporary negative levels receives a new saving throw to remove the negative level each day.
The DC of this save is the same as the effect that caused
the negative levels.


Probably too late for this proposal but...

This system replaces the Feats necessary for item creation, all other new rules for the actual manufacture could stand.

Why does it take a Caster level 12 character to make a 2,000 gp ring?
Instead of having separate feats to cover Weapons and Armor, Rings, Rods and Wondrous items (i.e. every thing else permanent) Why not set them all as Wondrous items and govern the feats by Power level...

e.g.
Caster Lvl Value limits
Craft Tier 1 items Lvl 5 1 - 8,000 gp
Craft Tier 2 items Lvl 7 8, 001 - 32,000 gp
Craft Tier 3 items Lvl 9 32,001 -72,000 gp
Craft Tier 4 items Lvl 12 72,001 - 128,000 gp
Craft Tier 5 items Lvl 15 128,001+ gp

You would still have separate feats for
Craft Spell Completion Items (Scrolls)
Craft Minor Spell Trigger items (Wands)
Craft Major Spell Trigger items (Staves)
Craft Consumable item (Potions)