Jack Wright |
Okay, there's a whole lot in this but basically I'm in a campaign with 8 other characters and we're being chucked at a demon army and getting our asses handed to us. I wanted to beef up the party so I am taking the inscribe magical tattoo (because f+!~ the rules, I guess). Long story short, the craft cost dictates my crafting time (as one would expect). However, being as that we are basically constantly fighting, I need to drop these costs in a huge way. So, I want to add penalties to some of these magical tatts.
First question, is there a way to price this already in effect?
Follow question then is if not, how would I engineer one?
partyrico |
There are traits ->
Hedge magician reduces costs by 5%
There are magic item creation rules (these are a bit cheesy) ->
By making the item require a skill you can reduce costs by 10%
By making the item require an alignment or class you can reduce costs by 30%
Furthermore ->
By increasing the DC of the check by 5, you can double your creation speed
Also ->
Using create demiplane spells allow for super-speed planes where item-creation can happen almost instantly for everyone else.
A tattooed sorcerer of at least level 7 can turn 1 spell/day into a tattoo
The transfer tattoo spell lets you move a tattoo from one creature to another
The tattoo potion spell lets you drink a potion and turn it into a tattoo
Defraeter |
...
There are magic item creation rules (these are a bit cheesy) ->
By making the item require a skill you can reduce costs by 10%
By making the item require an alignment or class you can reduce costs by 30%
...
cheesy? sure, but...
One day, my players asked me for that and i answered "ok but the monsters do the same!"When they find the next magic item which was a weapon +2 only usable by chaotic evil with Profession Midwife skill rank 5... they all agreed to forget this "cheesy rules".
Jack Wright |
I appreciate the suggestions but i was hoping for something along the lines of the estimating cost of magic item table for negative effects. I.e. "deals damage to the wielder divide cost by X." The current magic item chart would see that as an ability and increase the overall cost. The only listed reduction is skills and class requirements which don't help much.