Possible revised Bull's Strength

BiggusGeekus

That's Latin for "cool"
Bull's Strength
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2, Strength 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 24 hours or for Caster Level +2 (max 10) feats of strength
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The spell grants an enhancement bonus to Strength of 1d4+1 points. This bonus lasts for 24 hours or for a certain number of "feats of strength". Whenever the target makes a Strength ability check or uses the strength modifier for any reason (e.g. melee combat or drawing a mighty composite bow) that counts against the maximum number of "feats of strength" permitted. When the spell is cast there are Caster Level + 2 feats of strength to start with to a maximum of ten. When all feats of strength are used the spell expires even if the 24 hour duration has not been reached.

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PROS:

1) Spell is still good for casting at the start of an adventure like in 3.0.

2) Spell is useful against "boss" encounters if the players have time to prepare.

3) Spell scales to a reasonable limit, unlike 3.0.

CONS:

1) More paperwork, definately not for novices.
 

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Interesting change to the buffs. :)

A mechanic that might also work is give back the duration of 1 hour/level, and for every "feat of strength" reduce the duration by an hour. The buff is then interesting to both empower(make bigger) or extend (more charges).

Then people aren't tracking when they cast the spell the day before and the amount charges left, as people will tend to recast the buffs when they end after useage during a day.
 

xazil said:
Interesting change to the buffs.

I think the hardest one would be for CON. Every time the character lost hit points it would be a "feat of endurance" or whatever. Still nice for wizards though.

I like the losing time varient too. Actually, I like it better than the "feat of X" idea. This would be the ideal version for a CRPG.
 

BiggusGeekus said:
I like the losing time varient too. Actually, I like it better than the "feat of X" idea. This would be the ideal version for a CRPG.

I wouldn't use the term "feat of strength" since "feat" already has a meaning. You might want to simply refer to them as "charges". Also, what about carrying capacity, can a player use this to increase the amount he can carry (or reduce his encumbrance) for 24 hours.

Actually, now that I think about it, it would probably just be easier to allow the target to activate the power as a free action. Each time the power is activated, he gets +4 strength for 1 minute (i.e 1 combat). I'd say one activation per 2 caster levels (max 10?). Otherwise the spell will penalize two-weapon wielders who will be burning through the "feats of strength" at twice the normal rate.

Actually, I can see a large number of spells (other than buffs) were this would be a handy ability.


Aaron
 
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For Bear's Endurance, you could limit the charges to Fort saves, and treat the HPs as temporary HPs. They get burned out and do not replenish. They would stack with other Temporary HPS, if there was any question.
 


Ferret said:
I like it a lot. What about eagles charm?

Social skills, sorcerer/bard save DCs, and turning undead.

Obviously of less use than STR, but also the kind of thing you want to have when you need it. The CHA spell would probably see more use as 1 minute/level isn't all that great for an attribute that's primarily roleplay based.
 

Idea derived from the strength domain. When casting the spell you gain access to a number of feats of strength, Caster Level +2 (max 10) feats of strength, to use as a free action like in the strength domain. I only recomend this as it would seem easier to keep track of.
 

Maybe you could come up with a short list of charge uses:

For Strength:
1 round of combat (for the 2-weapon folks, also scales to high BAB)
1 hour or part thereof of travel (for carrying capacity)
1 Strength or STR-based skill Check

For Con:
1 Con or Con-based skill Check (automatically extends when you're doing things like resisting drowning or running far).
1 Fort save

For Dex:
1 round of combat
1 Dex or Dex-based skill check
1 Reflex save

You get the idea. It's basically the same thing you said initially, but spelled out a little more explicitly.
 

Don't got back to the randomized bonus. That was a really bad idea.

I like our change to just up the duration to 10 min/lvl, as it makes the spells useful, but not so overpowered as in 3.0, where they were essentially better than the +6 magic items.

Bye
Thanee
 

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