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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What do you think of the new Imbued Staff Article in Dragon?
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<blockquote data-quote="frankthedm" data-source="post: 2741174" data-attributes="member: 1164"><p><span style="color: SandyBrown">Give up option to call familiar</span></p><p><span style="color: SandyBrown">Take a nonmagical masterwork staff, add 500GP in fancy stuff to the staff, spend 24 hours with it.</span></p><p><span style="color: SandyBrown">Staff starts at hardness 5 & 10 HP and this goes up slowly with level. Table seems to have an error.</span></p><p><span style="color: SandyBrown">You lose 500 XP per level [fort DC 15 for ½] if the thing gets broken / year and day replacement delay, Repay all gold costs. <span style="color: Lime">This is the sort of balance the Deck of many things brings to the game.</span></span></p><p><span style="color: SandyBrown">3 /lights spells & 1 bonus cantrip [save DC always 10]set when staff is imbued, per day.</span></p><p><span style="color: SandyBrown">Attacks with staff can deliver touch spells <span style="color: Lime">[like unarmed striking with a touch spell] </span></span></p><p><span style="color: SandyBrown">You can enchant your own staff as a DMG staff at 20% mark up</span></p><p><span style="color: SandyBrown">Staff gets ‘effective’ enhancement bonuses when you wield it starting at third, slowly goes up.</span></p><p><span style="color: SandyBrown">You can see through the staff starting at 5th<span style="color: Lime"> [seems to be setting up wizard to have their staff stolen for plot.]</span></span></p><p><span style="color: SandyBrown">Eventually you can repair it by giving it your “resting“ healing [1 per level per evening, heal skill no help]</span></p><p><span style="color: SandyBrown">Later on you will always know where your staff is. <span style="color: Lime">[really setting up for <em>re-capture the staff</em> scenarios]</span></span></p><p><span style="color: SandyBrown">Before you go epic you will be able to teleport your staff to hand from anywhere on the plane.</span></p><p><span style="color: SandyBrown"></span></p><p><span style="color: SandyBrown"></span></p><p><span style="color: SandyBrown">Sample Feats [each separate, costs are 1 time] </span></p><p><span style="color: SandyBrown"></span></p><p><span style="color: SandyBrown">500 gp & 12 hours to prep staff. Add your WIS modifier when casting defensively[until your next action].[you also keep dex mod]</span></p><p><span style="color: SandyBrown"></span></p><p><span style="color: SandyBrown">5th level char, 100 gp per spell level & 24 hours. Staff grants you a 1/day standard action, spell like ability[your normal DC], set when you take the feat. Spell must be one you “are capable of casting” and one level below you highest level spell slot. <span style="color: Lime">[a fixed "Extra slot" that is stilled, silenced & eshcewed]</span></span></p><p><span style="color: SandyBrown"></span></p><p><span style="color: SandyBrown">12th level char, craft staff creation feat. Standard action: for each 5 ‘levels of spells’ you expend, restore a charge to your imbued staff you did the 20% markup with.</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 2741174, member: 1164"] [COLOR=SandyBrown]Give up option to call familiar Take a nonmagical masterwork staff, add 500GP in fancy stuff to the staff, spend 24 hours with it. Staff starts at hardness 5 & 10 HP and this goes up slowly with level. Table seems to have an error. You lose 500 XP per level [fort DC 15 for ½] if the thing gets broken / year and day replacement delay, Repay all gold costs. [COLOR=Lime]This is the sort of balance the Deck of many things brings to the game.[/COLOR] 3 /lights spells & 1 bonus cantrip [save DC always 10]set when staff is imbued, per day. Attacks with staff can deliver touch spells [COLOR=Lime][like unarmed striking with a touch spell] [/COLOR] You can enchant your own staff as a DMG staff at 20% mark up Staff gets ‘effective’ enhancement bonuses when you wield it starting at third, slowly goes up. You can see through the staff starting at 5th[COLOR=Lime] [seems to be setting up wizard to have their staff stolen for plot.][/COLOR] Eventually you can repair it by giving it your “resting“ healing [1 per level per evening, heal skill no help] Later on you will always know where your staff is. [COLOR=Lime][really setting up for [i]re-capture the staff[/i] scenarios][/COLOR] Before you go epic you will be able to teleport your staff to hand from anywhere on the plane. Sample Feats [each separate, costs are 1 time] 500 gp & 12 hours to prep staff. Add your WIS modifier when casting defensively[until your next action].[you also keep dex mod] 5th level char, 100 gp per spell level & 24 hours. Staff grants you a 1/day standard action, spell like ability[your normal DC], set when you take the feat. Spell must be one you “are capable of casting” and one level below you highest level spell slot. [COLOR=Lime][a fixed "Extra slot" that is stilled, silenced & eshcewed][/COLOR] 12th level char, craft staff creation feat. Standard action: for each 5 ‘levels of spells’ you expend, restore a charge to your imbued staff you did the 20% markup with.[/COLOR] [/QUOTE]
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What do you think of the new Imbued Staff Article in Dragon?
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