Tungsten Dragon

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So I am working on some homebrew archetypes for a couple of classes for my campaign and I am having trouble fleshing out one of the archetypes.

Background for the New Archtypes:
Concept: Human populace, Omni Magic, Spell Jamming. Military structured government similiar to one in Full Metal Alchemist. Practice isolationism, High magic steam punk feel. Borders Numeria and Ustalav Lake of Mists and Veils. 

Antochia  located just west of Numeria boosts a great militaristic society based on the use of Omni Magic which some say were culled from the remains of  the strange technology found in Numeria. The Antochian Empire grew from the development of this 'magic-tech' which they call Omnimagic

Antochian magical technology is second to none. Antochia believe in the Eternal Alchemy of omnimgic - the idea that all beings and magic in the world are a part or function of a greater purpose or "machine". Antochian life is built around the research of the Eternal Alchemy of omnimgic - antochians can join one of three massive colleges dedicated to this research.

It is a Sorcerer Class archetype so I am trying to create a bloodline for it as well. I call it

Omni Mage  (Sorcerer Archetype)
Touched by the essence of omnimagic these versatile spell casters have been drafted into the Antochian militia to serve the empire. Though often their spirits yearn for more they are both bound and cursed by the omnimagic energy that has merged with their souls. 

If anyone has any ideas or input that would be really awesome. I appreciate it. I am totally stuck on this one.


A player wants to create a magic bonded item for his wizard that can cast scorching ray as a 3rd level caster at will. He said that the item is considered a use-activated or continuous use item with a Skill Requirement and a Class Requirement.

Scorching Ray - use at will REQ skill: Spellcraft , REQ Class:wizard

spell level 2 x caster level 3 x 2000 gp = 12,000gp (-10% - 30%... - 40%) = 7200gp

Is this correct? 1st off - can he make an item that is at will like that? I tried to look into the rules but there is nothing specific that I can see. From what I have read it seems that the item has to be limited to 3-4x per day at least. Help!


Does anyone have a good source for riddles?

I was trying to make some riddles up for an adventure. Here they are. Feedback is welcome.

I kiss the wind with fire
Glorious am I to admire
My spirit burns the eye
Many seek, but fated to die
Colors of the sun
From ash I am sprung
What am I?

A Phoenix

I live, I die, I am reborn
So small at first, but not forlorn
With time I will be mighty and strong
Until the bite of metal comes along
What am I?

An Acorn

My glory reins for all to see
I rule but have no voice in me
Within me a heart of beast does dwell
Of wing, claw and breathe so fel
What am I?

Dragon Crown


Magic: Spell Points

All Casters--whether Arcane or Divine--use his method for determining their spell points. They get their modifier (Int for Wizards, Wis for Druids, etc) times the level they have in the class that grants them spells.

For instance, a 1st level Sorcerer with a Cha of 20 will have 5*1 = 5 Spell Points.

A 15th level character With an Int of 20 that has 5 levels in Wizard and 10 levels in a class that only grants advancement in spellcasting every other level (Such as Blood Mage) Will have 50 Spell Points, NOT 75.

Note that this is not affected by caster level changes such as from the Practiced Caster Feat, et cetera. Those Feats are meant to improve how the caster casts spells, not how many they have access to.

Spell Cost:

The Cost of Spells is as Follows: It is Equal to the level of the Spell. Yes, this means that they have unlimited 0 Level Spells. It is not unbalancing to the game for these minor spells to be cast at will.

Sorcerer and Favored Soul Caveat:

To keep these classes worthwhile and to keep the balance in the game, Sorcerers and Favored Souls have half the cost as other classes when casting spells. Just like in a normal game, the point of these classes is to be able to cast a LOT more spells with the restriction of only having a few ever to choose from. This means that a 1st Level Favored Soul casting a Bless Spell will only use 0.5 Spell Points to do it (Yes, Fractions are possible; if it is easier for you math wise, simply double the number of spell points that you have and apply the standard spell cost; this works out exactly the same).

Spells Known/ Spells Prepared:

Use the spell charts in Pathfinder appropriate to your class to find the number of spells known as normal for a Spontaneous caster. For a caster who has to select their spells ahead of time (Everyone who isn’t a Favored Soul or a Sorcerer), select which spells you have access to for that ‘rest period’ at the beginning of the day. Apply the Modifier Bonuses as normal for the daily memorization (For instance, a 1st Level Druid with a Wis of 20 will have three 0 level spells [base from the class] and three 1st level spells (one base and two bonus for having a high stat).

How This Works With Spellcasting:

Say the same first Level Druid chooses Cure Light Wounds, Entangle, and Endure Elements for her Spells for the day (a pretty typical choice). Whenever she spends spell points, she has those three spells to choose from (remember she has unlimited 0 level spells). She can cast those spells in any combination, as long as she has spell points to do it. If she casts five Cure Light Wounds and is out of spell points, she cannot cast anything higher than a 0 level spell, even though she chose other spells that haven’t been “cast yet”! If a modern analogy helps, think of Spells as the guns that you are using and the Spell Points as the total ammunition that you have between them (Assuming of course that they all take the same kind of bullet—but I digress). Once you are out of Bullets, it doesn’t matter that you have other guns.

Metamagic Feats:

These work just like normal; the Spell Point Cost is equal to the adjusted level of the spell. i.e., a Fireball (3rd Level Arcane) that has been Maximized (+3 Level adjustment) will Cost the same as a 6th level spell. Note that, just like with spell slots, you cannot increase a spell cost beyond the max level you are capable of casting (A 1st level Sorcerer cannot heighten a Sleep Spell to 5th level, for instance).


In my homebrew campaign setting there are no clerics. Healing is done through magical flora and fauna. Barks, seeds, insects, mushrooms...stuff like that. Many of the natural healing items actually can do several things, such as:

Salamander tears
These clear opalescent teardrop shaped sap shimmer with a faint glow. The plants they come from a sturdy palm type plant who’s sap exudes down the trunk. The trunk of the tree resembles scales like a lizard. The tears have been used to heal, treat disease and can imbue protection from fire. Properties - Acts as a cure serious wounds, cure disease and Protection from energy (fire) cast as a 6th level cleric per dose.

My question is should I allow the item to do all three properties at once. Or would that be too powerful?