LucidZzz's page

8 posts. No reviews. No lists. No wishlists.


RSS


In Dark Souls there's an item called the Red Tearstone Ring which increases your damage dealt by 20% if you are under 20% health. I want to try and reproduce this type of item.

My initial thoughts are when you drop under 20% health you add a d12 to damage (d12 feels right for the high risk high reward theme). I'm also considering how this item scales. At higher levels it is "safer" to activate because you will have a larger health pool, but the d12 won't be as potent of a reward. Other ideas I've had are scaling damage dice, a set hp you have to drop to before activation, adding attack bonuses at various levels and adding a 20% dodge chance. Thoughts? Opinions? Constructive criticism?


Ahh gotcha. Thanks all. So how about Shillelagh with a quarterstaff as a sacred weapon?


James Risner wrote:

You burn a spell on your spell slots that the staff can cast, it recharges one charge.

A staff is a magical quarter staff as it has a magical aura.

So I can choose which spell this "one charge" recharges?


So a Staff of EarthKind has been made by a Druid for an Oread Warpriest which contains the spells: Bull's Strength, Stone Discus, and Binding Earth. All second level spells.

Quote:
Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff.

As I understand it, a Warpriest can cast Bull's Strength which gives him the ability recharge the staff. If he sacrifices a second level spell slot to recharge the staff by one charge, does he get to choose which spell to recharge?

Shillelagh can be cast on a non-magical quarterstaff, because a staff functions like a quarterstaff, and this particular staff isn't magical in the sense that it doesn't have any enhancement bonuses, can Shillelagh be cast on it? Or is it still considered magical because it can cast spells?

Edit: If the quarterstaff is the Warpriest's sacred weapon -- and it is not a magical staff, just an ordinary quarterstaff -- does this count as a magical weapon assuming no enhancement bonus is added to it? If so does Shillelagh increase the damage dice according to the sacred weapon damage die?


Nature Fang

Quote:


Sneak Attack (Ex)

At 4th level, a nature fang gains sneak attack +1d6. This functions as the rogue sneak attack ability. If the nature fang gets a sneak attack bonus from another source, the bonuses on damage stack.

This ability replaces resist nature's lure.

My interpretation of this is that a nature fang druid doesn't get an additional sneak attack die every 4 levels like a rogue or slayer does every 2/3 levels. Is this accurate? Also my interest has been pretty thoroughly peaked by the idea of a nature fang. Anyone have any cool ideas/experience with this archetype?


MrCharisma wrote:

This already exists:

At 11th level, the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Ahhh of course, I forgot about this in my sleep deprived tangent of research and character development. I have a mother was a sorcerer and son is a magi that isn't as spontaneous/not-living-up-to-mom type of thing going on. Might keep working at an archetype to better suit this character so he gets access to this before 11th level... we'll see.


The idea is a magus arcana that allows a Magus to cast a spell from his spellbook that he has not prepared that day. Doing so would require x points to be expended from his arcane pool where x is equal to the level of the spell that he wishes to cast.

For example:
A Magus has the spell Fly in his spellbook (a 3rd level spell) but he chose not to prepare it that day. He can spend 3 points from his arcane pool to cast Fly. Likewise, if the spell he wished to cast was Unseen Servant (a 1st level spell) he would only have to expend 1 point.

Should there be a Magus level required before this arcana can be selected? I thought 6 or 9 felt about right.

What's everyone's thoughts? Especially on the power level of such a thing.


So a party member wants to play Lason BrightFingers a half-elf Magus who gets his name from using Shocking Grasp as his trademark spell. I think it would be fitting to alter the Jolt cantrip to a melee touch attack that deals 1d4 damage instead of its usual ranged touch attack for 1d3 damage, sacrificing the boon of a ranged touch attack for a higher dice roll for damage.

What does everyone here think about the balance of this, especially considering he wants to play a magus who would benefit from a melee touch attack cantrip so he doesn't require a magus arcana to deliver rays with his spellstrike ability?