We’ve all been there. We’ve faced the sad crossroads when we realized that our favorite magic item just wasn’t cutting it, and we couldn’t justify keeping it instead of equipping the new and shinier item the party just found instead. But what about the blacksmith who becomes a hero fighting with her father’s sword? Or the halfling who found a strange item early in his career that turned out to be more than it seemed? That’s where the scaling magic items from Pathfinder Unchained come in. These items scale as you level, allowing them to be an important part of your character (these sorts of items are called wonders) or a small and handy tool throughout your career (these are called baubles) or something in between. The math is all worked out to allow GMs to use a few different systems for the advancement, including automatic advancement (in which case, it’s recommended to dole out less treasure if you want to keep the party at about the same power level) or advancement using rituals and gold (the easier method for someone running a published adventure). Scaling items have starting and ending levels for scaling, so I’ve included two of the most wondrous of the wonders: wonders that scale all the way up to 20th level!
Magic Items Unchained
Thursday, April 16, 2015
We've all been there. We've faced the sad crossroads when we realized that our favorite magic item just wasn't cutting it, and we couldn't justify keeping it instead of equipping the new and shinier item the party just found instead. But what about the blacksmith who becomes a hero fighting with her father's sword? Or the halfling who found a strange item early in his career that turned out to be more than it seemed? That's where the scaling magic items from Pathfinder Unchained come in. These items scale as you level, allowing them to be an important part of your character (these sorts of items are called wonders) or a small and handy tool throughout your career (these are called baubles) or something in between. The math is all worked out to allow GMs to use a few different systems for the advancement, including automatic advancement (in which case, it's recommended to dole out less treasure if you want to keep the party at about the same power level) or advancement using rituals and gold (the easier method for someone running a published adventure). Scaling items have starting and ending levels for scaling, so I've included two of the most wondrous of the wonders: wonders that scale all the way up to 20th level!
When donned, this sheer, sleeved cape fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color, and a second command word ceases its glow.
8th Level: The mantle magnifies and sharpens the wearer's beauty such that her +4 competence bonus now applies to all Charisma checks, Charisma-based skill checks, and Sense Motive checks against creatures. Against fey, the bonus increases to +6.
10th Level: The mantle's wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (DC 14 Will save negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours.
12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area.
14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability).
16th Level: The wearer's wings grow stronger, more agile, and more beautiful, as iridescent patterns trace along them. Her fly speed increases to 60 feet (good maneuverability), and she gains a +5 competence bonus to Fly checks.
18th Level: The wearer gains a small domain in the fey realm. She can access her domain from any location, creating a silvery gateway. Treat her domain as a mage's magnificent mansion except that its size is equal to 20 10-ft. cubes/level, the domain appears as a natural wilderness instead of a mansion, and the servants are tiny fey instead of nearly-transparent liveried servants.
20th Level: The wearer's type changes to fey, and she gains DR 10/cold iron. If the wearer's type was already fey and she already possessed DR/cold iron, her DR increases by 10 and magic weapons with enhancement bonuses of +3 or greater do not count as cold iron for the purpose of bypassing her DR.
Requirements Craft Wondrous Item, eagle's splendor, faerie fire, fly, mage's magnificent mansion, sunburst, suggestion, creator must be fey; Cost 132,000 gp
Despite its fragile appearance, this intricate ice crystal tiara has hardness 12 and 10 hp. Its wearer gains the effects of endure elements against cold conditions only.
5th Level: Once per day, the wearer can summon a small ice elemental as summon monster II.
7th Level: As a standard action, the wearer can launch an icicle at a foe within 30 ft. as a ranged attack. On a hit, the icicle deals 1d6 points of piercing damage and 1d6 points of cold damage. The wearer can walk across icy ground without slipping.
10th Level: As part of her move action, the wearer can step into the air, creating crystalline stairs beneath her feat, adding new steps in whichever direction she travels, and melting away behind her. If another tries to climb the steps, they crumble away, leaving only the portions beneath the wearer's feet intact. This otherwise acts as the air walk spell. She can use this ability each day for 10 minutes per level, divided any way she chooses in 10 minute intervals.
12th Level: Once per day, the wearer can call forth an ice storm. When she uses the tiara to summon ice elementals, she can either summon 1d4 small ice elementals or 1 medium ice elemental as summon monster IV.
14th Level: Once per day, the wearer can travel to a safe, very familiar location, as if she had cast ice crystal teleport on herself. When she uses the tiara to summon ice elementals, she can also choose to summon 1d3 medium ice elementals or 1 large ice elemental as summon monster V.
16th Level: The wearer can use the tiara to call up a tower of ice, exactly as an instant fortress except that the tiara does not transform into the tower, the tower takes 1 minute to rise instead of 1 round, the walls of the tower only have 12 hardness, like the tiara, and damage to the tower does not carry over upon multiple uses of this ability.
18th Level: When the wearer calls forth a tower of ice, if there is enough open space, she can also choose to call forth a small palace instead, 100 feet square at the base with 20 foot tall rooms, with a central tower 20 feet square and 100 feet high. At will, she can spend 5 rounds to transform into a flurry of snowflakes that can move at incredible speed. Treat this as wind walk except she gains vulnerability to fire. It normally takes 5 rounds to transform back into her normal shape. However, she can revert to her original form early as a standard action. If she does so, she cannot transform into snowflakes again for 24 hours. When she uses the tiara to summon ice elements, she can also choose to summon 1d4+1 medium ice elementals, 1d3 large ice elementals, or 1 huge ice elemental as summon monster VI.
20th Level: The wearer gains cold resistance 30. When she uses the tiara to summon ice elementals, she can also choose to summon 1d4+1 huge ice elementals, 1d3 greater ice elementals, or 1 elder ice elemental as summon monster VIII. She can create ice stairs without a daily limit, and if she wishes, they last for 1 minute before melting, even if another creature tries to climb them. If she chooses to make them last longer, she can dismiss the stairs behind her as a swift action, potentially causing creatures climbing the stairs to fall.
Requirements Craft Wondrous Item, air walk, ice crystal teleport, ice storm, summon monster VIII, wind walk; Cost 132,000 gp
The magic chapter has even more surprises, including one of my personal favorite sections in the book, a narrative variant of magic item creation, complete with strange quirks that your item might develop ("My sword is sprouting tentacles!? Aberrant bloodrager, I knew we shouldn't have listened to your gut!" "Hey, the tentacles are helping, man!) Tune in next week for our final preview of Pathfinder Unchained!
In Soviet Pathfinder, Ring Wears You! Tuesday, January 18, 2011 Welcome to the second installment of a three-part series of Design Tuesday blogs exploring Intelligent Magic Items. Part 1 of this series can be found here. ... Intelligent Magic Items: Part 2 ... Last week, we examined the basics of adding an intelligent magic item to your campaign. This week, we are investigating the process of determining the powers and abilities of intelligent magic items. While this process is not too...
In Soviet Pathfinder, Ring Wears You!
Tuesday, January 18, 2011
Welcome to the second installment of a three-part series of Design Tuesday blogs exploring Intelligent Magic Items. Part 1 of this series can be found here.
Intelligent Magic Items: Part 2
Last week, we examined the basics of adding an intelligent magic item to your campaign. This week, we are investigating the process of determining the powers and abilities of intelligent magic items. While this process is not too complicated, what powers are given to an item greatly influence how it interacts with the game.
The process used in building intelligent magic items is relatively straightforward, moving from one step to the next, but there are a number of particular tips that are worth noting.
Cost: The price for an intelligent magic item can go up very quickly. As a result, intelligent magic items tend to be out of the reach of most low-level characters. This is one area, however, where the GM can relax the usual wealth guidelines a bit if it serves the story. In addition, the item might not have access to or choose to use certain abilities until its possessor is suitably experienced, meaning that the item's approximate value might increase over time, making it more affordable at lower levels. This can even extend to the powers granted by the base item on which the intelligent item is built. For example, an intelligent ring of protection might start out granting a +1 deflection bonus and be perfectly suitable for a low-level hero, but as time goes on, this bonus might increase and other abilities might reveal themselves as the ring learns to trust its possessor.
Ego: Most of the time, an intelligent magic item is more than willing to work with its possessor, but those with a high ego often try to control the relationship. When building an item, you should decide how its personality affects its ego score. While not all items act in this way, the following general guidelines should help you determine the item's personality. Items with an ego less than 10 are generally passive, willing to work with their possessors almost unquestioningly. Items with egos between 11 and 19 are confident and sometimes quarrel with their possessors if it is something they are passionate about. Items with egos between 20 and 30 are arrogant and believe they know what is best almost all the time. They are difficult to control. An item with an ego greater than 30 almost always tries to dominate the situation, seeing its possessor as a vessel for its supreme will, a tool to be used to achieve its ends.
Base Item: The base item can tell you a lot about the item and its story. As a general rule, items with interesting mechanics make for better base items. A cloak of arachnida is a lot more evocative than a cloak of resistance +2, but it is not always a bad thing to have a less interesting item as basis of an intelligent item. The cloak of resistance is more of a blank slate, allowing you to associate nearly any personality with the item, whereas the cloak of arachnida only makes sense with backgrounds and personalities of a specific flavor.
Keeping these in mind, along with the item's background and story, deciding on most of its powers and abilities is an easy process. The most interesting part is deciding on its powers and special purpose (if it has one). While Table 15–24 gives a good starting point for powers, it is not particularly evocative, primarily because the powers on this list are made to be used with any magic item in the game. You should feel free to use these as a guideline to design specific powers that better fit the item's theme, type, and backstory. To assist you in this process, here is a list of new powers designed for specific item types or story ideas, including their costs and ego modifiers.
Hiding: The item can make itself invisible as per the spell once per day. Although it cannot be actively used while hidden in this way, any constant powers or bonuses it grants or possesses remain active. Item Type: Any. Price Modifier: 1,200 gp. Ego Modifier: +1.
Leaping: The item can leap to its possessor's hand or become instantly equipped. As long as the possessor has the item on his person, as a free action he can call out to the item, causing it to jump into his hand (if that is how it is wielded) or equip itself in the appropriate slot (if it takes up a slot). Items that are not wielded or do not take up a slot cannot have this power. The possessor must have a free hand or the appropriate slot free for this ability to function. Item Type: Special. Price Modifier: 2,000 gp. Ego Modifier: +1.
Maneuvering: Whenever this weapon is used to perform one specific type of combat maneuver, usually disarm or sunder, the possessor receives a +2 bonus on the check and does not provoke attacks of opportunity when attempting the combat maneuver. This does not stack with the bonus gained from the feat that grants the same bonus, such as Improved Disarm. Item Type: Weapon. Price Modifier: 8,000 gp. Ego Modifier: +1.
Proficiency: The possessor is automatically considered proficient in the weapon's use. This power does not grant the possessor the ability to use other weapons of the same type or to use this magically granted proficiency to meet prerequisites. Item Type: Weapon. Price Modifier: 2,000 gp. Ego Modifier: +1.
Recharging: The item regains one charge each day that it does not use a power that consumes a charge. If the item is a wand, it is not destroyed when it is reduced to 0 charges. The item cannot have more charges than its maximum (50 for a wand, 10 for a staff). Item Type: Staff, Wand, or other charged item. Price Modifier: 18,000 gp. Ego Modifier: +2.
In addition to powers, you might want to consider giving the item a drawback or two, to fit with its flavor. These drawbacks reduce the ego of the item, but do not otherwise affect its cost. An item should not have more than one drawback. A caster that crafts an intelligent item cannot build it with a drawback. These develop naturally over time or as the result of a botched creation attempt.
Forgetful: The item does not remember its possessor. Each morning it treats its possessor as if it does not know him. As a result, he must constantly earn its trust. Ego Modifier: –1.
Secretive: The item's special powers are not discernable by detect magic or identify. The special powers can be identified with analyze dweomer. The powers and the abilities of the base item can be learned normally. Ego Modifier: –1.
Singing: The item sings or talks at inappropriate times, giving its possessor a –4 penalty on Stealth skill checks. The item must possess the ability to speak to have this drawback. Ego Modifier: –1.
Split: The item has two alignments, and each day the GM determines which one of the alignments manifests. These alignments are always opposite one another. Ego Modifier: –2.
Uncaring: The item does not care about its possessor's safety or goals, and will gladly put him in harm's way if it gets the item closer to its purpose. As a result, the possessor must make a Will save against the item's Ego each day. If the save fails, the item does not function that day, unless events or the actions of the possessor bring it closer to its purpose. Ego Modifier: –3.
Unreliable: The item is very old and has forgotten how to reliably use its abilities. Whenever a possessor attempts to use its powers, there is a 25% chance that the power does not work. Ego Modifier: –2.
That about wraps up our look at creating intelligent magic items. Next week we'll conclude this series by giving you a number of sample intelligent magic items.
... Pathfinder to get the new Smart Sword Tuesday, January 11, 2011Welcome to the first Design Tuesday blog, a series of blogs that explore the rules of the Pathfinder Roleplaying Game. Over the next few weeks, we're going to be exploring intelligent magic items and how to use them in your game. ... Intelligent Magic Items: Part 1 ... Adding magic items to your game is already a time-consuming process. As a GM, you must evaluate the party's needs, look at their wealth levels, and assign...
Pathfinder to get the new Smart Sword
Tuesday, January 11, 2011
Welcome to the first Design Tuesday blog, a series of blogs that explore the rules of the Pathfinder Roleplaying Game. Over the next few weeks, we're going to be exploring intelligent magic items and how to use them in your game.
Intelligent Magic Items: Part 1
Adding magic items to your game is already a time-consuming process. As a GM, you must evaluate the party's needs, look at their wealth levels, and assign appropriate and fun items to the hoards they might discover. Adding an intelligent magic item to the mix is often seen as one step too many, combining the treasure distribution rules with many of the aspects of NPC creation. There are, however, a number of reasons to put an intelligent magic item into your game, making them more than worth the extra effort.
Intelligent magic items are a useful way for the GM to directly participate in the narrative of the campaign whenever it's convenient. The magic item is always with the group, but unlike an ordinary NPC, no one expects an intelligent magic item to participate in every conversation or combat. An actual NPC that fades in and out of the scene can be jarring to some and, when forgotten, can lead to awkward situations where the only solution is to revise history. An intelligent magic item, however, can easily speak up when it has something vital to add, and can just as easily be silent without breaking any sense of verisimilitude. Intelligent items are a perfect means for adding twists and turns to an adventure, while allowing the PCs to feel like they are in control.
Before adding an intelligent magic item into your game, you should first design an adventure or plotline around the object. To get the most out of an intelligent item, it should be featured heavily in at least one adventure or arc in the campaign. This makes the item special and lets it stand out. Giving the item this much spotlight will also greatly help develop its personality and background. This adventure does not have to take place the moment the item is acquired, but it should be known during the process of creating the item, as it will drive many of your design decisions. Treat the item like an NPC. It has motivations and some sort of goal or desire. At the very least, it has a history to draw upon. Here are a few example adventure seeds that involve some sort of intelligent item:
The magic item was once the property of a renowned adventurer who died in a deadly dungeon. The item remembers much of the layout of that dungeon and might be able to aid its new owner in navigating the deathtrap.
The magic item was used to store the soul of a powerful spellcaster who desperately wants to be restored to life. The item knows the one way that this can be accomplished—by taking the item to a unique mountaintop shrine.
The item was once the property of an angelic being, but fell into the hands of an evil creature that never knew its true power. Now recovered, the item wishes to complete the quest of its slain master. Unknown to the item, its original master still lives and is seeking the item.
These are just some of the possible stories that involve an intelligent item. Once you've got the background and goal of the magic item worked out, it's time to design the item and introduce it to the group. We'll cover some design tips and tricks in part 2 of this series, so for now, let's look at how to introduce the item to the group. There are many ways that an intelligent item might find its way into the hands of a PC, the simplest being inclusion in a treasure hoard or as part of a villain's gear. There are also less conventional means that you might want to consider:
The item belongs to a merchant who is tired of its constant bickering and talking and is desperate to be rid of the item. He practically gives it away to the first PC who seems remotely interested in it.
The item's previous owner thought it was haunted and threw it away—down a well, into a fireplace, etc. The PCs stumble upon it and save it from destruction or neglect.
The PCs encounter the item's current owner, who the item finds totally unsuitable to its purpose. In an obvious battle of wills, the item forces its current owner to hand the item over to the most suitable PC.
Once the PCs have the item, it's time for it to introduce itself. This should not happen right away. Intelligent items have a tendency to make themselves known only once their owner has proven to be worthwhile (or so terribly unsuitable to the item that it cannot stand the misuse any longer). This should be a memorable encounter, where the item suddenly speaks out or uses an ability unknown to its new owner. After the first encounter, the PCs will undoubtedly have a lot of questions for the item. Make sure to be careful with what the PCs know at first. The item cannot usually leave if its owner decides to mistreat it, and as a result, most intelligent magic items guard their secrets carefully and only reveal all to an owner that they trust implicitly. Remember the item's true goals or purpose throughout this process. While the PCs should not learn this right away, they might get a clue from these first conversations.
From this point onward, the item can act as an occasional source of information, throwing out bits and pieces of knowledge as needed by the GM, so long as they can be made to fit in the object's story. The item can be used as a foil for a PC who thinks too much of himself, or to bolster a lowly character's confidence. An intelligent magic item is a valuable tool, one that every GM should consider adding to the campaign.
That's all for this week. Next week we'll look at the mechanics behind designing an intelligent magic item, and even give you some new rules to work with.
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