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General Tabletop Discussion
*Pathfinder & Starfinder
Rules for making weapons magical with exp
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<blockquote data-quote="Beholder Bob" data-source="post: 1316364" data-attributes="member: 12866"><p>I've got my homebrew rules I've been using, arcane inheritance. The item must have history (usually in your family), and it requires 1/4 the GP value in XP to imbue an item, at a rate of 100 XP a day. You can only have 3 such items - ever. Before you can start the above process, you must 'set it', costing 100 XP*LV to prepare it for developing. Once you 'set it', you must designate what the next 3 steps are in advance (normal to +1 sword, +1 sword to +2 sword, +2 sword to +2 flaming sword) - and as you progress you must describe the next stage (you can not suddenly develop a frost weapon when you find out you will soon encounter fire creatures). The idea being that you are awakening properties inherent in the item, not just making an item out of scratch.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1316364, member: 12866"] I've got my homebrew rules I've been using, arcane inheritance. The item must have history (usually in your family), and it requires 1/4 the GP value in XP to imbue an item, at a rate of 100 XP a day. You can only have 3 such items - ever. Before you can start the above process, you must 'set it', costing 100 XP*LV to prepare it for developing. Once you 'set it', you must designate what the next 3 steps are in advance (normal to +1 sword, +1 sword to +2 sword, +2 sword to +2 flaming sword) - and as you progress you must describe the next stage (you can not suddenly develop a frost weapon when you find out you will soon encounter fire creatures). The idea being that you are awakening properties inherent in the item, not just making an item out of scratch. [/QUOTE]
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Rules for making weapons magical with exp
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