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To enable staves to recharge, I am thinking one could add a dedicated pearl of power to the staff. As long as the pearl was at least as high level as the highest level the spell could cast, the staff would recharge one spell per day. Because the pearl is dedicated to the staff, it would cost half the list price of a standard pearl. Multiple pearls could be added to a staff if one wanted it to recharge faster. Sound reasonable? ![]()
I was thinking of designing an Arcane Discovery for a Spell Sage that expands the number of classes whose list he can cast from using Spell Study. Would adding one additional class spell list to those available via Spell Study be too weak? Too strong? Just right? ![]()
In the spirit of Background Skills, my group is toying with the idea I'm calling Supporting Feats. Some feats are weaker (Fleet, Heighten Spell), considered to be a feat tax (Combat Expertise), or highly situational (Eschew Materials, Bushwack). More often than not, these feats are not selected because there are better choices, but this could be changed by offering bonus feat selections that can only be chosen from a Supporting Feat list. My thought is to allow a character to select a Supporting Feat at levels 2, 6, 10, 14, and 18. I'm curious what others think, and what feats you think would be good Supporting Feats. ![]()
My group and I are pretty new to Pathfinder and I have read on the forums about feats that are considered too weak or narrow to be good choices (with "good" of course being a matter of opinion). What are some general guidelines people have found to help new players sort the good from the not-so-good? ![]()
I was thinking about the sipping jacket: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/jacke t-sipping And am considering allowing potions with a duration of at least rounds to incrementally consumed instead of requiring the entire potion be drank in one gulp. A potion could easily be dosed in 1 unit (rounds, minutes, hours, etc.) aliquots, which would provide a mechanical advantage to potions compared to wands, scrolls, and even casting spells. I don't see any game balance issues with this, but am interested in what others think. ![]()
As written, Minor Creation is only limited by volume, but I am wondering if there should be a gp limit as well because it can be used to create poisons (e.g. belladonna), rare woods, etc. I am also wondering what happens to the items if they are transformed or used; do they disappear at the end of the spell leaving no trace? For example, if created wood is burned, do the ashes disappear? If a created poison kills somebody, does it disappear from the body? I am looking for RAW interpretations as well as opinions on how it should be used. ![]()
I am considering a house rule that would allow characters to create a batch of identical magic items (e.g. cure light wound potions), with the number in the batch restricted by the daily limit on magic item production (e.g. 1000gp/day). This would allow somebody to create 20 CLW potions in a day instead of one. I would appreciate opinions on whether this change would be game unbalancing. ![]()
A player of mine is interested in creating a spell that allows melee attackers to benefit from flanking against a target regardless the attackers' positions. None of us are familiar enough with the spell rules to create the spell so I am looking for suggestions related to pretty much all aspects of the spell (level, descriptors, etc.) ![]()
I am looking for input on the following idea: Scroll Strips
Scroll strips are highly condensed versions of scrolls written in a complicated script that allows for spells that can be cast using an immediate or swift action, e.g. Feather Fall or a Quickened Spell, to be scribed and cast from a strip of vellum approximately one inch wide and 6+ inches long. Often strings are attached to each end to allow for it to be tied around the wrist like a bracelet. To use a scroll strip, it must be able to be readied via a free action, e.g. reading a scroll strip that is wrapped around the wrist. A scroll strip is created just like a scroll and is a spell completion item. Construction:
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I'd like comments and opinions on the following item: Swift Scroll Case
A watertight wooden scroll case that can store up to 100 scrolls and 10lbs of blank writing medium (paper, parchment, vellum, etc.) in a nondimensional space. Once per round as a free action that does not provoke attacks of opportunity, a character can retrieve any scroll that has been placed inside the swift scroll case. The swift scroll case weighs the same regardless of the amount of material stored inside. Returning an item is a move action that does not provoke attacks of opportunity. Destroying the case causes its contents to be lost forever. (Hardness: 6, 4 hit points, Break DC of 20). Construction:
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Does the Spell Sage's Spell Study ability effectively put cleric, druid, and bard spells on the character's spell list (e.g. for the purposes of using spell completion items). ![]()
I am toying with a campaign idea that would focus on cults of the outer gods and if I do it, I'd like to provide a variant of the Conspiracy Hunter trait for the players and am looking for trait name as well as skill suggestions for their six choices. ![]()
I have read about the problems with Blood Money and don't want to rehash those here. Instead, I would like to get people's opinion of possible abuses of Blood Money if the text of the spell were changed to include (changes in italics): When you cast another spell in that same round with a casting time of one standard action... ...plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). A character can create a component worth up to 100gp/level. ![]()
I would appreciate comments on the following magic item, as well as my logic for pricing it. Self-Rescribing Scroll
A self-rescribing scroll is a heavy sheet of fine vellum from any creature with fast healing. (AC 10, 2 hit points, hardness 0, and a break DC of 9). Each scroll is 8.5 inches wide and 11 inches long and can hold one spell. Using a self-rescribing scroll is a spell-completion item and using it is identical to using a normal scroll, except that spell rewrites itself onto the scroll once per day. The spell that is placed on a self-rescribing scroll must be determined at the time the item is created and cannot be changed. Self-rescribing scrolls that work more than once per day cannot be crafted. Construction:
My thoughts on calculating the cost: The cost of a single-use spell completion item is half that of a single-use use activated item so I applied that to the base cost of a use-activated spell effect item, but then because it is a slotless item, the cost is doubled so that base cost is identical. The cost is then divided by 5 because it is restricted to be used once per day. |