Brew Salve


Homebrew and House Rules

Sczarni RPG Superstar 2012 Top 32

Brew Salve (Item Creation)
You can create magic salves.
Prerequisite: Brew Potion, Caster level 6th.
Benefit: You can create a salve using Craft: alchemy and magic to provide a permanent alchemical bonus or ability to a creature. Use the normal crafting rules to determine the progress made per day, but double the progress made each day due to the infusion of magic. When you create a salve, a minimum of one spell is used per salve for each day of construction. If a salve provides a bonus, the spell used in creation must be double the bonus provided (2nd level spell needed to give a +1 bonus, 4th for +2 bonus, etc). A 9th level spell can provide a +5 bonus. A higher level spell can be substituted if neccesary. To brew a salve, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
Only one salve can be applied to each area of the body. Applying another salve has no effect if a salve has already been applied. The following are the areas salves can be applied to: head, torso, upper appendages(arms, fins, manipulative appendages), lower appendages (legs, tail, locomotive appendages), and wings.
Special: An alchemist can select brew salve as a discovery at 6th level or higher. An alchemist uses a spell of one level higher than the bonus (example: +3 bonus uses a 4th level spell instead of a 6th level spell). At 10th level, a skill salve can be made with a spell of a lower level. At 15th level, you can use a spell of 2 levels lower. At 20th level, you can use a spell of 3 levels lower.

Cleanser: A salve can only be removed by using a cleanser. Brewing DC 20, 1st level spell Price 100 gp

Ability Score Salve: Increase one ability per salve. Int, Wis, or Cha use a head slot and Str, Dex, or Con use a torso slot. Brewing DC = 20 + 2 times bonus, spell of double the bonus provided; Price Bonus squared x 3,000 gp
example: Int Salve +3, DC = 26, one spell of at least 6th (+3 times 2)level or higher per day of construction; Price 27,000 gp

Skill Salves: Bonus to one skill per serum, maximum bonus is +9, and the spell used for a skill salve is equal to the bonus given; this is an exception to the normal bonus and spell requirements. Brewing DC = 20 + 2 times bonus, spell level equal to bonus given; Price bonus squared x 150 gp
example: Pinion Salve +4, Brewing DC = 28, one spell of at least 4th level or higher per day of construction; Price 2,400 gp

Astute [head]: bonus to diplomacy checks
Climbing [upper appendages]: bonus to climb checks
Eel [lower appendages]: bonus to swim checks
Fierce [head]: bonus to intimidate checks
Pionion [wings]: bonus to fly checks
Quick Hands [upper appendages]: bonus to sleight of hand checks
Skilled Hands [upper appendages]: bonus to disable device checks
Trusting [head]: bonus to bluff checks

Ability Salves

Blindsense 60 feet (Ex) [head]: Brewing DC 25, 4th level spell; Price 10,000 gp

Damage Reduction (Ex) [torso]: Provide damage reduction equal to the bonus, does not stack with other damage reduction. Brewing DC 30 + 2 times bonus, spell as per bonus; Price bonus x 7,500 gp

Darkvision 120 feet (Ex) [head]: Brewing DC 30, 3rd level spell; Price 2,000 gp

Fast Healing (Ex) [torso]: Gain fast healing equal to bonus, does not stack with any other form of fast healing. Brewing DC 30 + 2 times bonus, spell as per bonus; Price bonus x 10,000 gp

Improved Natural Attack [location of natural attack]: As the monster feat, limit one increase per natural attack. Brewing DC 30, 3rd level spell; Price 4,000 gp

Ferocity (Ex) [torso]: As the monster feat. Brewing DC 20, 2nd level spell; Price 1,000 gp

Low Light Vision (Ex) [head]: Brewing DC 20, 1st level spell; Price 500 gp

Maneuverability [wings]: Increase flight maneuverability one step. Brewing DC 25, 2nd level spell; Price 500 gp

Movement [lower appendages]: +10 to one movement type. Brewing DC 30, 3rd level spell; Price 5,000 gp

Natural Armor [torso]: Bonus increase to natural armor. Brewing DC 25 + 2 times bonus, spell as per bonus; Price Bonus squared x 3,000 gp

Scent (Ex) [head]: Brewing DC 35, 2nd level spell; Price 500 gp

Spell Resistance (Ex) [torso]: Grants SR 12 + bonus. Brewing DC 25 + 2 times bonus, spell as per bonus; Price bonus x 15,000 gp

Silver Crusade

Isn't this already handled under craft wondrous? salves oils dust etc?

Sczarni RPG Superstar 2012 Top 32

Original idea was for a cavalry wizard archetype that had a mount instead of a familiar and adding ride and handle animal to class skills. The mount could have been imbued with an amount of salves equal to 1/2 his caster level + Cha bonus (calm animal to accept the salve).

Couple of design notes:
1) For prices that can be found on the item creation table I added 50% to the cost to compensate for the fact the bonus is not an item and has constant effect.
2) I decided on the slotting to prevent to many salves from being applied. I was thinking of adding an eyes slot, but decided against it.
3) Not sure if eidolons should be prohibited salves.

Any help with price and balancing would be appreciated. And so would some more abilities.

Sczarni RPG Superstar 2012 Top 32

LostSoul wrote:
Isn't this already handled under craft wondrous? salves oils dust etc?

Kinda, those all have temp bonuses. The salves brewed with this feat would be a permanent bonus.


You are re-inventing the wheel.

Some of the price too high, some too low, from the looks of it.

Really the whole Brew potion is mainly fluff, to enchant a creature body part to do the same as a weapon.

I think it easier just to use current enchanting rules and feats to figure up the type of enchantment and costs. Then use the No Slot x 2 to cost, to enchant a body part to do the same thing.

Then tak on the Brew Potion feat, as fluff, to enchant that body part.

This way everyone is using the same rules, to do the same things.

Sczarni RPG Superstar 2012 Top 32

Oliver McShade wrote:
Some of the price too high, some too low, from the looks of it.

Which ones are too low/high?


Ability Score Salve: Increase one ability per salve. Int, Wis, or Cha use a head slot and Str, Dex, or Con use a torso slot. Brewing DC = 20 + 2 times bonus, spell of double the bonus provided; Price Bonus squared x 3,000 gp
example: Int Salve +3, DC = 26, one spell of at least 6th (+3 times 2)level or higher per day of construction; Price 27,000 gp

Price Bonus squared x 3,000 is 3 times what an item would cost. I would start with Bonus squared x 2,000 gold. (in essence 1000 x 2 for no slot item).

Skill Salves: Bonus to one skill per serum, maximum bonus is +9, and the spell used for a skill salve is equal to the bonus given; this is an exception to the normal bonus and spell requirements. Brewing DC = 20 + 2 times bonus, spell level equal to bonus given; Price bonus squared x 150 gp
example: Pinion Salve +4, Brewing DC = 28, one spell of at least 4th level or higher per day of construction; Price 2,400 gp

On the other hand price: bonus squared x 150 sounds two low. I would have done it at Bonuse x 200 gold (in essence 100 x 2 for no slot item).

........

Ability salve... have no clue what your baseing those price off of. So no Comment at this time.

Sczarni RPG Superstar 2012 Top 32

Oliver McShade wrote:
Ability salve... have no clue what your baseing those price off of. So no Comment at this time.

I was having problems with the pricing for those myself.

Thanks for the feed back.


Darkvision 120 feet (Ex) [head]: Brewing DC 30, 3rd level spell; Price 2,000 gp
.....

Most Darkvision ability are given at 60 feet and not at 120.

.....

The Permanency spell lists Darkvsion at 5000 gp cost. All though i never been ability to figure out what formula the Permanency spell uses, to be honest. (grumbles). Also, you have to figure out some way to cast the spell Permanency on yourself. Yes everyone say scrolls, but if your not a wizard of correct level, or if you do not have Use Magic Device, and succeed on your check... your out the cost of the scroll (1,125 gp).

....

If it was me, i would say Darkvision 60 feet is doing the same thing as (Goggles of Night) page 515 PF phb.

The goggle cost 12,000 gold (6,000) creation. If you make a salve of that, it would be giving the player the ability as a No Slot item. So it would need to be doubled in cost to = 24,000 gp retail ( 12,000 gp creation).

So Darkvision 60 feet Permanent potion = that give the creature eyes permanent ability should cost 24,000 gold retail or 12,000 creation cost.

Sczarni RPG Superstar 2012 Top 32

Oliver McShade wrote:
The Permanency spell...

I completely forgot that one existed. Big thanks!

Contributor

Honestly there are too many Craft feats as it is and it just adds to feat bloat to make more of them. Besides which, there are no craft feats which require other ones as prerequisites even if logically Craft Wand should be taken before Craft Staff.

Just take Craft Wondrous Item and have done with it.


If I'm reading this correctly, a character could get a salve for a +5 alchemical bonus to Strength, in addition to the +6 enhancement bonus from a belt and the +5 inherent bonus from a tome.

Depending on how 'efficient' your players are, you may end up with higher stats than you have had in the past. Make sure that's what you want.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Brew Salve All Messageboards

Want to post a reply? Sign in.