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![]() I've had this idea for a while, inspired by a couple of different sources, and I'm looking for some advice. What I'd like to do is develop a mechanic that when the party finds magic items that maybe can't be used or sold have a way to reuse that magic that is contained in the item. Example: party defeats evil cleric and now has a +3 unholy mace. what to do with this item. can't sell it, because the market for the item is evil creatures/people. seems a waste to destroy it. why not come up with a way to remove the magical essence and place it into a new object of equal or lesser strength with different properties? maybe have a flaming weapon? or switch it to a holy item? or go with bracers or armor? The other idea is to drain the magic from the item to cast spells. essentially using the magic in the item to power your spells. Any thoughts? ![]()
![]() Here is how I have come to view the starting age difference for elves. It's very simple and has real world equivalency: Elves and humans physically mature on the same time line. Emotionally though elves are like the kids that don't move out of their parents home at 18. They stay at home and their parents wash their clothes and take care of them while they go on to college. So they're adults but haven't been exposed to the "real world" of paying bills, buying their own food, working 40+ hours a week, etc. Think about the differences between people that you know. If you could take the same person and place them in two scenarios: one on their own at 18 and the other, their parents taking care of them until 22-24? Different levels of maturity. now compound that to fit an elves lifespan. This also ,for me at least, explains the +2 to intelligence. They Spent more time "in school". ![]()
![]() I'm going to be playing in Legacy of Fire and was thinking about playing a druid with a focus on summoning creatures, buffing spells, and terrain control. The APG comes out and the Dm for the adventure path recommends I take a look at the summoner. At first glance it sounds cool enough but, when I started to dig a little closer I find something missing. As I see it the Eidolon is all there is. A summoner basically sicks it on whoever and then sits back and does nothing. yes at 7th you can just hold and an action and dispel but it seems like the actual character is not doing much. Help me understand. ![]()
![]() Cleave: Text states "you can only make one additional attack in a round with this feat." Is this one Cleave attack so that if you have a character with multiple attacks they can only gain the benefit of cleave once or do you sacrifice all additional attacks for the one cleave? Dodge: text states "you gain +1 dodge bonus to your ac until your next turn." Does this mean that you can only gain the benefit of dodge every other round? ![]()
![]() One thing that i see missing is feats to accent movement. A monks speed goes up as they go up in levels (60' at 20) but still they're suppose to stand in one space and fight. Add in a little of the Scout flavor. More move and attack. Also why not be able to spend ki points to make attacks that do other damage types like fire, electricity, ice, etc. |