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  1. M

    D&D 3.x Eliminated magic items from D&D 3.5

    These items were lifted directly from the System Reference Document and then updated to work with Pathfinder's ruleset. But there's always RPG Superstar I suppose :)
  2. M

    D&D 3.x Eliminated magic items from D&D 3.5

    So here are my conversions of the Gauntlets of Ogre Power and the Robe of Stealth (formerly Robe of Blending; I decided that PF changed the item enough that the old version could be its own item). GAUNTLETS OF OGRE POWER Aura faint transmutation; CL 6th Slot hands; Price 32,800 gp; Weight 4...
  3. M

    D&D 3.x Eliminated magic items from D&D 3.5

    The last couple of days, I've been working on converting most of these "lost items" over to Pathfinder rules. I have purposefully left out the items which are apparently redundant with the belt and headband ability score enhancers, but am ambivalent about the gauntlets of ogre power. I am...
  4. M

    D&D 3.x Eliminated magic items from D&D 3.5

    I tried to compile a list of magic items from the 3.5 Dungeon Master's Guide that were cut from Pathfinder's Core Rulebook. I've left out magic items where the name has been renamed (Handy Haversack instead of Heward's Handy Haversack) or changed in some other way (Monk's Robe instead of Monk's...
  5. M

    Cursed Item post #2: Completely Different Effect

    I guess the "temporary curse" of this arrangement is more or less unavoidable if one effect is simply substituted with another. So would this be an effective curse? Every time the item is activated, there is a 50% chance that the magic item does something completely different: the magic item...
  6. M

    Cursed Item post #2: Completely Different Effect

    This page of the SRD deals with cursed items: Cursed Items Presented here is a table of possible cursed item effects, of which one is "Completely different effect." All other possible effects are detailed in the PRD except this one. So I thought about how this might be implemented, and this...
  7. M

    Pathfinder 1E 'Curing' a cursed item?

    The spell Remove Curse breaks the hold on a creature that a cursed item has, but does nothing to fix the magic item itself. But is there some spell, short of a miracle or wish, that could remove the curse from a magic item so that it functions as a normal item of its kind?
  8. M

    Limiting a Spell Component Pouch

    Now these are good points to make for reducing MCs to reuseable foci. If the focus for, say, a Evil spell or Necromantic spell is unusual but easily recognized, being caught possesing such items could cause the PCs a lot of trouble with local authorities (or local vigilance committees).
  9. M

    Limiting a Spell Component Pouch

    Another possibility is to drop the Spell Component Pouch entirely, and allow a caster to carry a bunch of reusable material foci for every spell that is listed as needing some material component of trivial cost. Drop Eschew Materials as a feat since it then becomes automatic. A material focus...
  10. M

    Reorganizing Magic Items II

    So, back to the drawing board? I was asked the point of the length and volume specs. Theyare to make it easier to tell different item classes apart that might appear similar, and to guess the probable spell level of the item before positively Identifying it.
  11. M

    Limiting a Spell Component Pouch

    You could require a caster to fork out a little extra money every time they gain a new level of spells. This would likely make Eschew Materials much more valuable. Spell Component Pouch - This item exists in multiple versions specific to each spellcasting class. A spellcaster with a spell...
  12. M

    Limiting a Spell Component Pouch

    In practice, for every spell that an SCP satisfies the material component requirement of, the SCP just changes the spell to one needing a universal material focus. I think life would be much simpler if we changed the "Spell Component Pouch" into a "Spell Focus Pouch" and rewrote every spell so...
  13. M

    Reorganizing Magic Items II

    In a previous thread I discussed some possibilities for changing the rules for how magic items work. I am revisiting the subject in my GM campaign planning, so I had some other ideas I wanted to put out here for review and input. Additional notes and explanations are indicated in square...
  14. M

    Random Magic Item Generator

    I love what you've done so far. Keep up the good work! Is there any possibility I could obtain an offline version of this utility? For the foreseeable future my internet access depends on my getting access to my wife's smartphone via sprint hotspot and that is not always available. I believe...
  15. M

    Need help with metamagic feat idea

    All the above has been good input. Probably the most elegant way to 'prescribe' a hits-anyway effects (HAEs0) is to key them off spell school, subschool, descriptor type, and so on, perhaps offering one or two posisble effects for each one, but all standardized. would also confine the HAEs to...
  16. M

    Need help with metamagic feat idea

    Here is the key concept: a metamagic that causes a spell that would normally do nothing on a successful save to have a minor penalty on the target, for 1 round at most. For example, with Blindness/Deafness a made save with this metamagic could impose a -2 to Perception checks related to the...
  17. M

    Skill Checks

    For any ordinary skill check when the DC is fixed, a character in question need only match the DC to succeed. Here is the rule for succeeding on skill checks. However, it needs some elaboration. "If the result of the skill check made by the character whose turn it is is equal to or greater...
  18. M

    Pathfinder 1E Pathfinderizing the Spellthief

    The 3.5 spellthief was a strange animal. I would have expected such a concept to be designed as a prestige class for a rogue/sorcerer to tap into--Rogue because some are thieves by profession, Sorcerer because their repertoire of magic is limited. Forget about making spellthief a full, 20-level...
  19. M

    Custom domain spells

    It is efficient game design to have a single list of spells for a given domain. Thus any deity with the portfolio of fire, regardless of other domains or of alignment, will grant these spells: 1st—burning hands 2nd—produce flame 3rd—fireball 4th—wall of fire 5th—fire shield 6th—fire seeds...
  20. M

    PC Gear table

    I've been doing similar math juggling such as what you present in the second table, but I never really liked the results of the different methods I used. But perhaps the quoted text above holds the key to what I need, particularly in light of the last sentence of it. So what do you think of...
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