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Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!
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<blockquote data-quote="Shayuri" data-source="post: 3348868" data-attributes="member: 4936"><p>Yummy potions...</p><p></p><p>As far as starting out with premade items, specifically potions, is it acceptable to posit that I could collaborate with other spellcasters, and thus make potions of spells that aren't on my list?</p><p></p><p>As for legendary item...I'm torn. An amulet would be defensive in nature...a staff would likely be a spell enhancer. So how about this? Lemme see what you come up with for a defensive amulet, and a spell enhancing staff, and I'll choose between them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, I'd like to clear a feat or two, if I could. From Complete Arcane, Energy Substitution...which basically lets you change the energy type of a spell you cast into a single other energy type chosen when the feat is gained. So, if I took Energy Substitution (Electrical), then I could cast any "energy" spell as an electrical spell.</p><p></p><p>Then, if that's acceptable, there's another feat called Born of Three Thunders which requires Energy Substution (Electrical) and 4 ranks of Knowledge (nature). It allows you to modify any electrical or sonic spell that does hit points of damage in the following ways:</p><p></p><p>1) The damage becomes electrical AND sonic, half and half.</p><p></p><p>2) The spell concludes with a thunderclap that imposes a Fort and Reflex save on any and all targets. Failing the Fort save means the target is stunned for 1 round. Failing the Reflex save means the target is knocked prone by the blast.</p><p></p><p>3) The caster is dazed for one round following casting a spell modified by this feat.</p><p></p><p>--</p><p></p><p>The concept I'm going for is a storm queen...fierce winds, lightning, ice and clouds. Not ALL the spells fit into that, but that's a general theme.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 3348868, member: 4936"] Yummy potions... As far as starting out with premade items, specifically potions, is it acceptable to posit that I could collaborate with other spellcasters, and thus make potions of spells that aren't on my list? As for legendary item...I'm torn. An amulet would be defensive in nature...a staff would likely be a spell enhancer. So how about this? Lemme see what you come up with for a defensive amulet, and a spell enhancing staff, and I'll choose between them. :) Also, I'd like to clear a feat or two, if I could. From Complete Arcane, Energy Substitution...which basically lets you change the energy type of a spell you cast into a single other energy type chosen when the feat is gained. So, if I took Energy Substitution (Electrical), then I could cast any "energy" spell as an electrical spell. Then, if that's acceptable, there's another feat called Born of Three Thunders which requires Energy Substution (Electrical) and 4 ranks of Knowledge (nature). It allows you to modify any electrical or sonic spell that does hit points of damage in the following ways: 1) The damage becomes electrical AND sonic, half and half. 2) The spell concludes with a thunderclap that imposes a Fort and Reflex save on any and all targets. Failing the Fort save means the target is stunned for 1 round. Failing the Reflex save means the target is knocked prone by the blast. 3) The caster is dazed for one round following casting a spell modified by this feat. -- The concept I'm going for is a storm queen...fierce winds, lightning, ice and clouds. Not ALL the spells fit into that, but that's a general theme. [/QUOTE]
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