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Thread: Enchanting the Body
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2010-12-21, 06:14 AM (ISO 8601)
- Join Date
- Sep 2010
- Location
- In a field of starlight
- Gender
Enchanting the Body
Hey, i just had an idea that one should be able to enchant their body (or parts of it) as one thing, and another part different, like armor enhancements on the torso and weapon ones on the hands. Then I also thought that if you enchanted your hands as ranged weapons, that you would use thrown weapons and weapon like ranged spells as "ammo", so the would get enhancements. So if I had a +1 flaming hand, and cast a force orb, that orb would get +1 to hit and deal its damage and 1d6 fire damage.
Comments, help?
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2010-12-21, 06:59 AM (ISO 8601)
- Join Date
- Jan 2010
- Location
- Boston, MA
Re: Enchanting the Body
It'd probably have a cost hike along the lines of the Amulet of Mighty Fists for the hand enchants - that's bonus squared times 6000 gp.
As for the body itself, I'd double the price since you're not taking up an item slot. Call it bonus squared times 2000, double price for flat-cost enchants.Last edited by Cheesy74; 2010-12-21 at 07:00 AM.
HOMEBREW
The Phase Dancer - A spellsword who has learned to use teleportation to stab people.
The Stalwart - An unarmed, unarmored wall of muscle that fights with surges of strength and massive combat maneuver combos.
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2010-12-21, 08:35 AM (ISO 8601)
- Join Date
- Dec 2006
- Location
- The British Empire
Re: Enchanting the Body
No. Casting a spell would be independent of the enchantment of your hands. A +1 Flaming Hand would give you a +1 to melee attacks with your hand (a natural melee weapon) and +1d6 fire damage to your strikes. In effect, flaming punches.
What you could do is enchant your hand with a never-ending magic missile enchantment (2000gp base for an unending level 1 spell at caster level 1, x2 for no slot = 4000gp), after which you would be able to cast a single magic missile (always hits, 1d4+1 force damage) per turn as a standard action from your hand.
Now, a throwing and returning enchantment on a melee weapon would together count as a +2 enchantment and allow you to, say, throw a battleaxe and have it return to your hand. Accounting for the +1 enchantment to start with, your +3 boomerang weapon has a base mod of +18,000gp. Double that to apply it to your hand (36,000gp) and you can essentially throw punches from a distance (range increment 10ft) - assuming you're proficient in using your bare fists. Your fists will get a +1 to attack and damage... but will still be fists. It's up in the air as to whether you could do a full attack action with this. Under normal circumstances, no, as a throwing/returning weapon can only be thrown once per round. However, a kind GM might allow you to use your telekinetic fisting ability as a normal attack (so multiple attacks/round if your B.A.B. is past +5).
Your only problem will be if someone cuts your hand off. Regenerating a new hand will not be sufficient - you will have to reattain and reattach the old hand to regain the ability. Similarly, true resurrection and reincarnation will not allow you to keep the ability as it is a part of your corpse, nor will revival a la lichedom.Various Homebrew: Why not check it out? You're unlikely to be disappointed.
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2010-12-22, 06:16 AM (ISO 8601)
- Join Date
- Sep 2010
- Location
- In a field of starlight
- Gender
Re: Enchanting the Body
No. Casting a spell would be independent of the enchantment of your hands. A +1 Flaming Hand would give you a +1 to melee attacks with your hand (a natural melee weapon) and +1d6 fire damage to your strikes. In effect, flaming punches.
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2010-12-22, 06:24 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- In your head.
- Gender
Re: Enchanting the Body
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2010-12-22, 06:36 PM (ISO 8601)
- Join Date
- Nov 2009
- Gender