Do These Feats Exist? (and other magic item question)

My mind is a little hazy at the moment and I can't recall where/if these type of feats exist:

1. a feat that changes the casting time of Summon Monster spells from 1 full round to a standard action (I'm pretty sure I saw this somewhere).

2. a feat that grants a bonus domain for clerics.


Regarding magic item slots, is there a problem with making a headband of wisdom that functions exactly like a periapt? The DMG talks about different items being attuned to different locations, but is this a game breaker?
 

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Ogrork the Mighty said:
1. a feat that changes the casting time of Summon Monster spells from 1 full round to a standard action (I'm pretty sure I saw this somewhere).

Rapid Spell from Complete Divine will do it.

Or you may be thinking of the alternative specialist wizards in Unearthed Arcana. I think one of the Conjurer abilities does that, in exchange for a familiar, or extra spells per day, or bonus feats.

-Hyp.
 


As for the bonus domain, there's an [Epic] feat that does exactly that. ^_^

The UA variant conjuror, with the right abilities, can be a very[/v] nice wizard-type, indeed. ^_^ Not overpowered, but quite fun to play, I expect.
 

Necromancer's Legacy (or "Thee Compleat Librum ov Gar'Udok's Necromantic Artes" in pdf) has a feat called Additional Domain. Of course it is 3.0; but still a good book and easily converted to 3.5. I still use many things from it for my 3.5 campaign.

Ciao
Dave
 

As for magic item slots, I think that the whole "body slot affinities" thing is a load of crap. You're taking up one of your few slots as it is, so in my campaigns, any slot can be used for anything, if you can find someone to make it for you.
 

UltimaGabe said:
As for magic item slots, I think that the whole "body slot affinities" thing is a load of crap. You're taking up one of your few slots as it is, so in my campaigns, any slot can be used for anything, if you can find someone to make it for you.

In terms of "body slot affinities", I think it's a very good thing for the core rules to be that way. It puts a small but very important limitation on a lot of specific combinations (I never met a sorcerer who didn't wish he could have both a cloak of charisma and one of resistance). It puts the power of the decision into the hands of the DM, which is just where I like it.

I would conisder each item re-slotting on a case-by-case and character-by-character basis. Think of the character/player that is asking for the item, and how they stand in terms of power/survivability/versatility/coolness/whatever else you want compared to all the other characters in the group. If they're all ready on top, due to whatever reason, I'd disallow it. If they seem to be falling slightly behind the others, I'd let them go right ahead.
 

Deset Gled said:
I never met a sorcerer who didn't wish he could have both a cloak of charisma and one of resistance.

And yet nothing, even with the rules on Body Slot affinities, is stopping him from buying a Vest of Resistance (T&B, costs the same as a Cloak of Resistance). The thing is, it shouldn't ever be an issue. I understand that some items fit different niches, but do you really wanna make someone pay extra for something just because he wants it to be bracers rather than gloves? Heck, by the rules, it costs more for Gloves of Strength +2 than Gauntlets of Strength +2, and they're even taking up the same slot, for cryin' out loud. In the end, someone using uncustomary slots is just as limited as someone using customary slots, but the former paid more.

I understand the idea, but I don't think it should be an issue. There's no reason that gloves should be "attuned" to one thing, and cloaks be "attuned" to another. They're both made of the same mundane material, and if someone wants to pay to have magic put into it, then let them.
 

UltimaGabe, the problem with that is - what happens when someone wants to by Boots of True Seeing ... ? That just makes no sense, whatsoever!
 


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