The-Mage-King
2016-05-16, 01:54 PM
Tomes
A tome is a minor magical item, that allows a mage to attack without using their limited resources. Tomes attack as normal, using the character's Base Attack Bonus and Dexterity modifier to calculate their to-hit, and using a tome is an attack action, just like any weapon. Using a tome does provoke Attacks of Opportunity, as they are ranged weapons, but there is no other penalty for using them in melee, and no need for a concentration check.
In order to use a tome, a character must be able to cast spells or use similar abilities (such as Psionic Powers, Shadowcasting, etc), and be holding it in one hand. A character without spells or similar abilities can attempt a DC 15 Use Magic Device check to activate it, treating his Caster Level for using it as 1/2 (Use Magic Device ranks -3). Once a given tome has been activated in this manner, a new check is not needed for 24 hours, unless the user rolls a natural 1 on an attack roll made with the tome.
All tomes use a standard spellcasting ranges- Close (25 ft+5ft/2 CL)- as a default range, with the attack roll on them being modified by an amount varying by the tome. A tome radiates faint Evocation,and all attacks made by it are affected by Spell Resistance.
The basic tomes are as follows;
Name Damage Damage Type Attack Modifier]Attack Type Critical Cost
Fire1d4Fire +0 Ranged19-20/x225 gp
Thunder1d6Electric -2]Ranged20/x325 gp
Wind1d3Sonic +1Ranged18-20/x240 gp
Frost1d4Cold +0 ]Ranged Touch20/x235 gp
Flux1d3Force -1Ranged Touch20/x340 gp
Light1d3Divine+0Ranged Touch20/x230 gp
All tomes fall into one of these six base types, though rumors do speak of a seventh, drawing on the power of the earth...
Improving Tomes
Tomes cannot be made Masterwork like normal weapons, but instead follow the system described as follows.
A tome may be made into an "El-" class tome by adding 200 gp to the price it would normally cost. When used, it now deals another die of damage when used, and requires the user have a Caster Level of 4 to use. For example, an Elfire tome deals 2d4 points of Fire damage, and requires the user to have a CL of 4 or greater.
Increasing a tome to be Arc-quality requires the tome already be of El-quality, and adds an additional 2,800 gp to the price of the tome, for a total increase of 3,000 gp over the normal price. . It now deals an additional two dice of damage, in addition to those granted by being of El-quality, and requires the user to have a CL of 8 or greater. Continuing the above example, Arcfire would deal 4d4 points of fire damage when used.
Increasing a tome to be Rex-quality requires the tome already be of Arc-quality, and adds an additional 6,000 gp to the price of the tome, for a total increase of 6,000 gp over the normal price. It now deals an additional three dice of damage, in addition to those granted by being of El- and Arc-quality, and requires the user to have a CL of 12 or greater. Continuing the above example, Rexfire would deal 7d4 points of fire damage when used.
Tomes of El-quality and higher can be enhanced much like magic weapons, using the same pricing range. However, they do have their own set of special abilities, which are separate from the ones for melee and ranged weapon special abilities.
The costs and benefits of each quality are summarized on the following table.
QualityPriceBenefitCaster Level to Use
El-+200 gp+1 die of damageCL 4
Arc-+2,800 gp+2 dice of damageCL 8
Rex-+6,000 gp+3 dice of damageCL 12
__________
Reserving the nest post for special abilities, feats, and proficiency rules.
A tome is a minor magical item, that allows a mage to attack without using their limited resources. Tomes attack as normal, using the character's Base Attack Bonus and Dexterity modifier to calculate their to-hit, and using a tome is an attack action, just like any weapon. Using a tome does provoke Attacks of Opportunity, as they are ranged weapons, but there is no other penalty for using them in melee, and no need for a concentration check.
In order to use a tome, a character must be able to cast spells or use similar abilities (such as Psionic Powers, Shadowcasting, etc), and be holding it in one hand. A character without spells or similar abilities can attempt a DC 15 Use Magic Device check to activate it, treating his Caster Level for using it as 1/2 (Use Magic Device ranks -3). Once a given tome has been activated in this manner, a new check is not needed for 24 hours, unless the user rolls a natural 1 on an attack roll made with the tome.
All tomes use a standard spellcasting ranges- Close (25 ft+5ft/2 CL)- as a default range, with the attack roll on them being modified by an amount varying by the tome. A tome radiates faint Evocation,and all attacks made by it are affected by Spell Resistance.
The basic tomes are as follows;
Name Damage Damage Type Attack Modifier]Attack Type Critical Cost
Fire1d4Fire +0 Ranged19-20/x225 gp
Thunder1d6Electric -2]Ranged20/x325 gp
Wind1d3Sonic +1Ranged18-20/x240 gp
Frost1d4Cold +0 ]Ranged Touch20/x235 gp
Flux1d3Force -1Ranged Touch20/x340 gp
Light1d3Divine+0Ranged Touch20/x230 gp
All tomes fall into one of these six base types, though rumors do speak of a seventh, drawing on the power of the earth...
Improving Tomes
Tomes cannot be made Masterwork like normal weapons, but instead follow the system described as follows.
A tome may be made into an "El-" class tome by adding 200 gp to the price it would normally cost. When used, it now deals another die of damage when used, and requires the user have a Caster Level of 4 to use. For example, an Elfire tome deals 2d4 points of Fire damage, and requires the user to have a CL of 4 or greater.
Increasing a tome to be Arc-quality requires the tome already be of El-quality, and adds an additional 2,800 gp to the price of the tome, for a total increase of 3,000 gp over the normal price. . It now deals an additional two dice of damage, in addition to those granted by being of El-quality, and requires the user to have a CL of 8 or greater. Continuing the above example, Arcfire would deal 4d4 points of fire damage when used.
Increasing a tome to be Rex-quality requires the tome already be of Arc-quality, and adds an additional 6,000 gp to the price of the tome, for a total increase of 6,000 gp over the normal price. It now deals an additional three dice of damage, in addition to those granted by being of El- and Arc-quality, and requires the user to have a CL of 12 or greater. Continuing the above example, Rexfire would deal 7d4 points of fire damage when used.
Tomes of El-quality and higher can be enhanced much like magic weapons, using the same pricing range. However, they do have their own set of special abilities, which are separate from the ones for melee and ranged weapon special abilities.
The costs and benefits of each quality are summarized on the following table.
QualityPriceBenefitCaster Level to Use
El-+200 gp+1 die of damageCL 4
Arc-+2,800 gp+2 dice of damageCL 8
Rex-+6,000 gp+3 dice of damageCL 12
__________
Reserving the nest post for special abilities, feats, and proficiency rules.