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!

Robe of the Faerie Queen

Price 4,800 gp
Slot body; CL 6th; Weight 1 lb.
Aura strong transmutation; Scaling wonder

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.

Construction

Requirements Craft Wondrous Item, eagle's splendor, faerie fire, fly, mage's magnificent mansion, sunburst, suggestion, creator must be fey; Cost 132,000 gp

Crystal Tiara

Price 1,000 GP
Slot head; CL 3rd; Weight
Aura moderate conjuration; Scaling wonder

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.

Construction

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!

Mark Seifter
Designer

Illustrations by Mattias Fahlberg.

More Paizo Blog.
Tags: Magic Items Mattias Fahlberg Pathfinder Roleplaying Game
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Paizo Blog wrote:
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).

It's up to the DM and the campaign whether you have to pay for the extra powers or they just automatically scale. (According to the blog entry, at least; I'm still waiting on my subscription to ship.)

Dark Archive

Hmmm... does this book contain scaling versions of any magic items from APG and Core Rulebook, or are they all new items and you need to "tinker" with the guidelines to make a scaling Sunblade or Pearl of Power?


Alex Smith 908 wrote:
CWheezy wrote:

What if you changed these items to actually do something useful?

At any of the levels?

The only useful power of the item I can see is the 8th level robe power, which is good for oracles and people who take noble scion(war).

I laughed at the suggestion power, I sure hope the other person doesn't have spellcraft

Have you just never played in a game that involved actual intrigue ever? This is a better circlet of persuasion, already a really good item, that just has a minimum level requirement for only 300 more gp.

A circlet of persuasion's abilities don't require them to be used against creatures. I'm particularly referring to Use Magic Device.

Scarab Sages

Mekkis wrote:
Alex Smith 908 wrote:
CWheezy wrote:

What if you changed these items to actually do something useful?

At any of the levels?

The only useful power of the item I can see is the 8th level robe power, which is good for oracles and people who take noble scion(war).

I laughed at the suggestion power, I sure hope the other person doesn't have spellcraft

Have you just never played in a game that involved actual intrigue ever? This is a better circlet of persuasion, already a really good item, that just has a minimum level requirement for only 300 more gp.
A circlet of persuasion's abilities don't require them to be used against creatures. I'm particularly referring to Use Magic Device.

I'm imagining something like Zelda, where link carries a fairy in a bottle. Reach in grab a Fey and start UMDing them until you activate their abilities.


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The Tiara can't be inspired by Frozen, 'cause Elsa took hers off and threw it away and then Marshmallow picked it up.


Joana wrote:
Paizo Blog wrote:
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).
It's up to the DM and the campaign whether you have to pay for the extra powers or they just automatically scale. (According to the blog entry, at least; I'm still waiting on my subscription to ship.)

It's up to the DM how he wants lo let you pay for it. Unless he wants to just shell them out for free, but that is just a friendly reminder of Rule 0 and is definetly not the "suggested" approach.

CWheezy wrote:

Wait you have to PAY for those advancements???

I thought they were free lol

Did you really expect to fly for 4.800 GP?


GM Aram Zey wrote:
Jester David wrote:

Items that level are pretty awesome, especially for a character's iconic equipment.

But it doesn't really satisfy the desire for low or no magic campaigns. I want to see something official for that.

Why do you need something official to restrict options?

[…]

The problem of low magic or high magic environment is not so easy since magic items bonuses are hardcoded, on PF, in the character advancement, just like low magic is hardcoded in 5e. The entire CR system is based on that, so if you change the magic level in a PF game, especially in published adventures, it takes a lot of work for a GM to foresee every possible variation in the game equation. A system with "independent" magic level, which can appeal everyone, is unknown to me, I don't even know if it is possible to create, probably a utopia.

That said, I also think official options may be useful for some reasons:

  • Some GM don't have time to do all the required math: they need an easy, ready solution for their problems, written by professionals, with their suggestions. I don't know if Unchained addresses this issue particularly (want to talk about WBL, anybody?), we'll read more next week, as Mark said.
  • A shared rule/option among players all over the world creates a common ground which helps spreading ideas, sharing experience and advice, reduce fragmentation and isolationism. Homerules are good, but common experience is better.


Dekalinder wrote:
Did you really expect to fly for 4.800 GP?

The Wizard's been doing it for free for 9 levels before the Robe's fly speed comes online so... >.>


Reminds me of Suishen from Jade Regent which has powers that slowly reveal over time.


Dekalinder wrote:


Did you really expect to fly really slowly with a -4 penalty to fly checks after wearing a magic item for over half the game for 4.800 GP?

I adjusted your question to include more of the factors, so it is less misleading.

The answer is yes


The APs already have several examples of auto-upgrading magical items that the PCs don't have to spend money to enhance...

Spoiler:
Briar in Kingmaker, Radiance in WotR, Suishen in Jade Regent, Tempest in LoF

They're lots of fun, but the problem is that, while one PC has an auto-upgrading weapon and can spend his share of the loot on other stuff, the rest of the party is scrimping and saving just to keep up. I see these magic items as a way to give the rest of the party something similar so one PC isn't the "chosen one."

As to doling out less treasure, well, yeah, but I don't see that as the PC "paying" for it. If you're not on the upgrading-magical-items treadmill, you end up with exactly what you would have in a game without scaling items without having to sell at half-cost or pay for further enhancements. You end up at the same place without the magic item churn along the way. I mean, yeah, if the fighter's weapon scales automatically, you're going to not put in the +2 weapon, the +3 weapon, the +4 weapon (or the money for him to pay for it) along the way.


CWheezy wrote:
Dekalinder wrote:


Did you really expect to fly really slowly with a -4 penalty to fly checks after wearing a magic item for over half the game for 4.800 GP?

I adjusted your question to include more of the factors, so it is less misleading.

The answer is yes

You don't have to equip at level 1. You could just found it directly at level 16. Anyway, the only existing item that grant you constant fly like the 16 level power cost 50K gp. Just for reference.


Carpet of flying 1 is 20k and gives overland flight. It is actually significantly better because if the item is suppressed, such as from dispel magic, you don't fall to the ground at max speed, you float down slowly.

The other problem with this item it takes up a body slot which has many better items in it, for example, a quickrunners shirt


Not all GMs allow Quickrunners. For good reason.


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CWheezy wrote:

Wait you have to PAY for those advancements???

I thought they were free lol

Better than weapon of Legacy's "get a really good weapon in exchange for attack and hit point penalties."


Squirrel_Dude wrote:
]Better than weapon of Legacy's "get a really good weapon in exchange for attack and hit point penalties."

This is like saying "Well its better than being pooped on".

That seems like a low standard


I would never choose any of these items over Amulet of My Primary Stat +(Level-appropriate value) even if their initial price was all you ever pay for them. Simply put, getting a cool effect five to ten levels after it is available to good classes might range from not particularly important if you can use that effect outside of combat to utterly worthless if you have to burn your precious standard actions for it.

As you also apparently have to pay a ton of gold to upgrade these items over your adventuring career, so their full suite of powers also COSTS almost as much as Headband of Mental Superiority +6, my characters would just immediately pawn them to the closest magic shop, instead of crippling themselves.


CWheezy wrote:

Carpet of flying 1 is 20k and gives overland flight. It is actually significantly better because if the item is suppressed, such as from dispel magic, you don't fall to the ground at max speed, you float down slowly.

The other problem with this item it takes up a body slot which has many better items in it, for example, a quickrunners shirt

The magic carpet is also ridiculously fragile.


dont' have unchained buuuutt.
From what I see

I really wish more magic items were like this.. like all of them. Progression style magic items ARE GREAT. SO many things i love but just cant justify keeping..

I wonder if there are magic progression weapons too or not

I really hope that the process of paying for thos upgrades are... literally feeding your magical item valuable materials


By my reading, the "paying" is all done on the GM side of the screen, by reducing treasure awards. The blog mentions rituals and gold, but I don't see that in the actual text of the book.

Sovereign Court

Yeah pretty much, you wouldn't even notice it since the dm is the one doing the paperwork.

Suppose if the dm doesn't want to do paperwork, he could make you pay for the advancement but that would be kind of tedious. Quite frankly 10 or 15% of your total wealth for a scaling magic item isn't too bad.

Grand Lodge

Squirrel_Dude wrote:
CWheezy wrote:

Wait you have to PAY for those advancements???

I thought they were free lol

Better than weapon of Legacy's "get a really good weapon in exchange for attack and hit point penalties."

And skill ranks and spells, or sometimes even power points if you did psionics.

Purple Duck Games did this with their Legendary Items series (weapons, armor, wondrous items, etc), and Rogue Genius Games did this with their Relics series, so it's about time to see it outside the APs for the common gamers.

BTW, how would one create a fire version of the crystal tiara? I mean, fire wouldn't do piercing and cold like an icicle. And what kind of attack would it be? A ball? A bolt? A ray? The elementals and resistance are easy enough to swap. Instead of turning to snowflakes, you're embers with vulnerability to cold? What about the air walk, ice crystal teleport, and ice tower? Not really fire versions of those. Also, fire storm is far too powerful a swap out for ice storm.

Designer

kevin_video wrote:
BTW, how would one create a fire version of the crystal tiara? I mean, fire wouldn't do piercing and cold like an icicle. And what kind of attack would it be? A ball? A bolt? A ray? The elementals and resistance are easy enough to swap. Instead of turning to snowflakes, you're embers with vulnerability to cold? What about the air walk, ice crystal teleport, and ice tower? Not really fire versions of those. Also, fire storm is far too powerful a swap out for ice storm.

A fire version, huh? Would this do?


kevin_video wrote:
Squirrel_Dude wrote:
CWheezy wrote:

Wait you have to PAY for those advancements???

I thought they were free lol

Better than weapon of Legacy's "get a really good weapon in exchange for attack and hit point penalties."

And skill ranks and spells, or sometimes even power points if you did psionics.

Purple Duck Games did this with their Legendary Items series (weapons, armor, wondrous items, etc), and Rogue Genius Games did this with their Relics series, so it's about time to see it outside the APs for the common gamers.

BTW, how would one create a fire version of the crystal tiara? I mean, fire wouldn't do piercing and cold like an icicle. And what kind of attack would it be? A ball? A bolt? A ray? The elementals and resistance are easy enough to swap. Instead of turning to snowflakes, you're embers with vulnerability to cold? What about the air walk, ice crystal teleport, and ice tower? Not really fire versions of those. Also, fire storm is far too powerful a swap out for ice storm.

Well, obviously you'd form the fire into a drill, of course.


Mark Seifter wrote:
kevin_video wrote:
BTW, how would one create a fire version of the crystal tiara? I mean, fire wouldn't do piercing and cold like an icicle. And what kind of attack would it be? A ball? A bolt? A ray? The elementals and resistance are easy enough to swap. Instead of turning to snowflakes, you're embers with vulnerability to cold? What about the air walk, ice crystal teleport, and ice tower? Not really fire versions of those. Also, fire storm is far too powerful a swap out for ice storm.
A fire version, huh? Would this do?

Oh good, you linked to the good version (Momo's parody is the best fire themed one).

The simple way to do the fire themed tiara is reflavor the element of the spells used. For example, with ice crystal teleport have them encased in a ball of fire or lava or something. Ice storm can be reflavored as volcanic bombs and ash falls after the bombs hit etc.

Grand Lodge

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Mark Seifter wrote:
kevin_video wrote:
BTW, how would one create a fire version of the crystal tiara? I mean, fire wouldn't do piercing and cold like an icicle. And what kind of attack would it be? A ball? A bolt? A ray? The elementals and resistance are easy enough to swap. Instead of turning to snowflakes, you're embers with vulnerability to cold? What about the air walk, ice crystal teleport, and ice tower? Not really fire versions of those. Also, fire storm is far too powerful a swap out for ice storm.
A fire version, huh? Would this do?

Hmm. Technically no, but it's still awesome.

Ventnor wrote:
Well, obviously you'd form the fire into a drill, of course.

Yeah, but then you have to wear epic shades and always proclaim "Who the hell do you think I am?" and then something how your drill will pierce the heavens, or some nonsense.

Tels wrote:
The simple way to do the fire themed tiara is reflavor the element of the spells used. For example, with ice crystal teleport have them encased in a ball of fire or lava or something. Ice storm can be reflavored as volcanic bombs and ash falls after the bombs hit etc.

That's essentially energy substitution, which works thematically. You're missing the stairs, ice tower, and icicle though. I guess they could be stairs of flame and a lava rock castle.


kevin_video wrote:
Tels wrote:
The simple way to do the fire themed tiara is reflavor the element of the spells used. For example, with ice crystal teleport have them encased in a ball of fire or lava or something. Ice storm can be reflavored as volcanic bombs and ash falls after the bombs hit etc.
That's essentially energy substitution, which works thematically. You're missing the stairs, ice tower, and icicle though. I guess they could be stairs of flame and a lava rock castle.

Sounds like it would be a pretty bad ass boss level.


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Galeazzo wrote:
A system with "independent" magic level, which can appeal everyone, is unknown to me, I don't even know if it is possible to create, probably a utopia.

I'd recommend taking a look at Mutants and Masterminds 2nd Edition (based off Green Ronin's earlier True20 system). It's a d20-based, universal system that's point-buy and effect-based. Everything you need to play (player info, skills, feats, powers, gear, pre-made PCs, GM info, monsters, NPCs, even a couple starting adventures) are all right in the core book.

You both build and advance your character with "Power Points" that are awarded at the end of every successful adventure (also making "horizontal advancement" possible, if that's something your group wants to do), and those Power Points can be spent on "intrinsic" abilities (what you are) or gear (what you have). Gear generally gets you more "mileage" out of your points because it can be stolen, but the person who put a bunch of points into "punching really hard" can be as competent as the person who put a bunch of points into "making this magic sword really awesome" and the person who spent points on "wizard powers".

You can play a fantasy game in M&M 2E, and you can even plop in monsters straight out of D&D 3.X/PF with very little adjustment (other than damage/toughness). In fact, that's what the book "Warriors and Warlocks" is all about, but it isn't necessary (most of the splatbooks actually are heavy with fluff about how to run/play a particular genre).

A common complaint I see is "You can't run D&D in M&M because M&M isn't all loot-happy like D&D".

Well, lemme ask you, what is treasure, in an FRPG like D&D or PF? What most fundamental purpose does it serve?

Treasure = power advancement.

Magic items are simply a measure of your power - how hard you smack things, how well you can take a punch when you get smacked back, what sort of crazy utility effects you can do, etc. That's why I was so happy to see "Automatic Bonus Progression" in the PF Unchained book, because it allowed us to... "unchain" PCs from the "Big 6" item expectations for their levels and save up those funds/slots for items that are actually interesting or even (gasp!) run a lower-magic game.

Anyway, in M&M, you don't explicitly get "treasure" at the end of an adventure, you get a Power Point.

Now whether you fluff that PP as going into "training" or "better gear", does it really matter? Either way, your character ends up more powerful than they were before.

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