| Post/Author/DateTime | Post |
|---|---|
| LunarWolfPrime12-31-07, 01:18 PM | I have had a few ideas on the subject 1 of which is to take the price formula for the psyonic tats in the Wizards of the Coast DnD artical "Get Wire" or something like that but doing it with Druid and Ranger spells. Then i had the idea of making ones that agument you shifting ablt, but do not know how to price them. Unfortunaly I am running into a :banghead: on the Braids If you see any thing that is not right with this pls tell me thk:D |
| korcheck01-04-08, 07:03 PM | I have had a few ideas on the subject 1 of which is to take the price formula for the psyonic tats in the Wizards of the Coast DnD artical "Get Wire" or something like that but doing it with Druid and Ranger spells. Then i had the idea of making ones that agument you shifting ablt, but do not know how to price them. Unfortunaly I am running into a :banghead: on the Braids If you see any thing that is not right with this pls tell me thk:D Using the the formula for the tats is a good idea. I would set them up with the druid/ranger spells rather than something to do with shifting and instead leave that to the perview of the braids. the braids are an easy one in that the are much like low-level magic items. Use the examples out of the races of eberron as a starting point for your ideas and then expand upon that list useing the formula for item creation out of the DMG. As long as you keep the bonuses low you can pretty much use any idea you want for both though. perhaps have a different braid for each of the different types of shifter and some that give a bonus for each type of class they can take. Another Idea could be to set up a variation of the tattoed monk only with shifters and give them bonuses from tats for the class that are racial specific rather than the ones listed in the book (i forget which one that PRC is in) i.e. tatoos that allow them to take on other traits for a sort duration or give bumps for the traits they already have. Some of the tatoos in the PRC would still be quite useful to a shifter so they could be used for both the varient PRC or as idea on what a standard tatoo could give them. |
| LunarWolfPrime01-05-08, 11:25 PM | good idea but in reflection to the tat price idea i was also thinking of ways to raise the price so i could shrink the tat size so you can get more on one shifter |
| LunarWolfPrime01-26-08, 04:46 PM | This has been up for almost a month with a 120 views and no one else has any ideas:weep: |
| LunarWolfPrime01-27-08, 08:00 PM | 225 views and no new ideas:weep: |
| Eichlos01-30-08, 04:10 PM | I know the braids and tattoos were designed for shifters but if you were to broaden them to simply be just a type of magic items used by less sophisticated societies (i.e. haflings and/or orcs) you could achieve a lot more mileage. That was always my biggest beef with them On the hand of ideas for the items, I would go with the idea of the tattooed monk variant and the PrC can be found in Complete Warrior. This simplifies the matter of creation by making it part of a class. |
| kelvinaw27302-09-08, 01:44 PM | I don't think it would be unreasonable to use them as either a feat or spell that allows a one-shot of a druid/ranger spell effect. In Races of Eberron there are a number of spells that enhance shifter natural abilities. Treat as a potion for XP and gp cost to add on, as a one-shot (a braid) or triple them for a 1/day use (tattoo). Apropriate spells to use might be (these are just off the top of my head examples): Extended Shifting Magic Fang Lessor Vigor Barkskin Animalistic Power Enhanced Shifting Vigor Greater Magic Fang |
| LunarWolfPrime02-11-08, 08:51 PM | I don't think it would be unreasonable to use them as either a feat or spell that allows a one-shot of a druid/ranger spell effect. In Races of Eberron there are a number of spells that enhance shifter natural abilities. Treat as a potion for XP and gp cost to add on, as a one-shot (a braid) or triple them for a 1/day use (tattoo). Apropriate spells to use might be (these are just off the top of my head examples): Extended Shifting Magic Fang Lessor Vigor Barkskin Animalistic Power Enhanced Shifting Vigor Greater Magic Fang nice but what about the limt on how many tat should be the max I am thinking about 12 tat spaces and each tat regiardles of lvl of effect should only take up 1 tat slot and may be double th price to do to 3/ per day use for the tat but one prob what whould be a good price formula for this, should I just use the psionic tat formula or should I drop or raise the price factor of the equasion. |
| korcheck02-12-08, 10:33 AM | nice but what about the limt on how many tat should be the max I am thinking about 12 tat spaces and each tat regiardles of lvl of effect should only take up 1 tat slot and may be double th price to do to 3/ per day use for the tat but one prob what whould be a good price formula for this, should I just use the psionic tat formula or should I drop or raise the price factor of the equasion. I would set it up much as they do body slots for items, they don't have to be in those spots but that is the limit a body can handle unless they take a feat the allows the addition of one or 2 more slots type of a thing. Also, back to the tattoo'd monk if you look at how many they can have maybe that will help. |
| kelvinaw27302-12-08, 11:03 AM | I'd cost according to effect; I'd also allow, say a dozen braids (1-shot, like potions) but for tattoos which are permanent with up to 3 uses/day I'd restrict it as follows: Up to 12 slots for tattoos on a person: 1st level spell effect, 1 use per day, takes 1 slot +1 per extra use per day 2nd level spell effect, 1 use per day, takes 2 slots +1 per extra use per day 3rd level spell effect (or greater), 1 use per day, takes 3 slots +1 per extra use per day I think the cost for permanent tattoos would be about the same as for making a wand. XP cost should be borne by the recipient. A spell needs to be either personal in effect, or else manifest an effect in direct proximity to the caster to be made into a tattoo or braid. Feat: Craft Shifter Braids & Tattoos The character can create shifter braids and shifter tattoos with magical effects. Pre-requisites: Caster level 3rd, Shifter race. Effect: Shifter braids have the same cost and limitations as potions, save that they may only be used by the wearer of the braid who must also pay the XP cost. Shifter tattoos have the same limitations, but cost is equivalent to a Wand effect and spells of up to 5th level may be so empowered. The cost of an extra use per day is equivalent to the original cost for tattoos. To activate a braid is a standard action. To activate a Tattoo is a swift action. Non-shifters may wear and use these, but a shifter must create them. Few save perhaps fellow party members would earn that much trust. |
| LunarWolfPrime02-13-08, 09:28 AM | I'd cost according to effect; I'd also allow, say a dozen braids (1-shot, like potions) but for tattoos which are permanent with up to 3 uses/day I'd restrict it as follows: Up to 12 slots for tattoos on a person: 1st level spell effect, 1 use per day, takes 1 slot +1 per extra use per day 2nd level spell effect, 1 use per day, takes 2 slots +1 per extra use per day 3rd level spell effect (or greater), 1 use per day, takes 3 slots +1 per extra use per day I think the cost for permanent tattoos would be about the same as for making a wand. XP cost should be borne by the recipient. A spell needs to be either personal in effect, or else manifest an effect in direct proximity to the caster to be made into a tattoo or braid. Feat: Craft Shifter Braids & Tattoos The character can create shifter braids and shifter tattoos with magical effects. Pre-requisites: Caster level 3rd, Shifter race. Effect: Shifter braids have the same cost and limitations as potions, save that they may only be used by the wearer of the braid who must also pay the XP cost. Shifter tattoos have the same limitations, but cost is equivalent to a Wand effect and spells of up to 5th level may be so empowered. The cost of an extra use per day is equivalent to the original cost for tattoos. To activate a braid is a standard action. To activate a Tattoo is a swift action. Non-shifters may wear and use these, but a shifter must create them. Few save perhaps fellow party members would earn that much trust. Love the feat but I would prefer the multipul use and lvl variance in the gold and xp be taken in just that and not effect the # of slots that they might take up. The reason for this is that i am thinking about makeing 12 tat's based off of the 12 moons and when all 12 are palced on one shifter their will be some great effect for the bearer of the 12 moons on their personage! |
| korcheck02-13-08, 10:10 AM | Love the feat but I would prefer the multipul use and lvl variance in the gold and xp be taken in just that and not effect the # of slots that they might take up. The reason for this is that i am thinking about makeing 12 tat's based off of the 12 moons and when all 12 are palced on one shifter their will be some great effect for the bearer of the 12 moons on their personage! If this is for story perposes then make it so. Keep and use the info here and then set it up that this particular shifter is special, since he/she is a PC it makes since. The reason I say this is because if every shifter could do it then you would almost have no reason for the race as a whole not go for broke on the tatoo's. One other thing, I don't know if I was reading this right but it looked like the shifter had to make and use only his/her own tattoo's and braids and that shouldn't be . Oh, one more thing Jackie, all the braids I have seen in the RoE were not set up to give one time spell effects but rather they gave enhancements that were permenent as long as they were worn. like small bonuses to spell caster level and what not. |
| LunarWolfPrime02-13-08, 11:49 AM | If this is for story perposes then make it so. Keep and use the info here and then set it up that this particular shifter is special, since he/she is a PC it makes since. The reason I say this is because if every shifter could do it then you would almost have no reason for the race as a whole not go for broke on the tatoo's. One other thing, I don't know if I was reading this right but it looked like the shifter had to make and use only his/her own tattoo's and braids and that shouldn't be . Oh, one more thing Jackie, all the braids I have seen in the RoE were not set up to give one time spell effects but rather they gave enhancements that were permenent as long as they were worn. like small bonuses to spell caster level and what not. Ok it is just I am haveing scerious probs with comeing up with the effects for those 12 tat's( not to mentions the spells req to make them) and any synergy effects from haveing all 12, one idea I had was to allow the shifter that has all 12 to shift at will. Oh and I under stand the whole thing about the braids be one time user's |
| kelvinaw27302-16-08, 04:53 AM | Love the feat but I would prefer the multipul use and lvl variance in the gold and xp be taken in just that and not effect the # of slots that they might take up. The reason for this is that i am thinking about makeing 12 tat's based off of the 12 moons and when all 12 are palced on one shifter their will be some great effect for the bearer of the 12 moons on their personage! I see your point, but there needs to be a limiting factor. I felt that three uses of a first level spell effect per day was a good equivalent of one use per day of a major ability. For example, Enhanced Shifting is very effective, especially if used by a Moonspeaker or Were-Touched Master. It has the added bonus of stacking with other buffs, so could easily make a combat monster. If you take it as a tattoo it should be costly, especially if you want to use it often. As tattoos cannot be taken away (unlike other magic items), you shouldn't be able to have too many of them, so a spell effect like enhanced shifting usable four times a day (as often as you can expect encounters) will cost you half of your available slots for tattoos (and cost the earth). |