| Kierato |
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I have made up a set of rules to add socketed weapons and gems from Diablo II to path finder.
The cost to add sockets to an Item is (# of Sockets squared X 500 GP) and require the Craft Arms and Armor feat.
A light weapon can have up to 2 sockets, a 1 handed weapon can have 3 sockets, and a 2 handed weapon can have 4 sockets
Light Armor can have up to 2 sockets, Medium Armor can have 3 sockets, and Heavy Armor can have 4 sockets (Based on the origional type of the armor, Mithral Breast Plate could have 3 sockets)
A buckler or light shield can have up to 2 sockets, a Heavy Shield can have 3 sockets, and a Tower Shield can have 4 sockets
A Chipped Gem is valued at 500 GP, a Flawed Gem is 2000 GP, a Normal Gem is 4500 GP, a Flawless Gem is 8000 GP, and a Perfect Gem is worth 12500 GP.
3 gems of the same level (Chipped, for example) can be turned into the next highest level with the make whole spell (no effect on perfect gems).
Emeralds in Weapons
Chipped
Type: Poison, Injury; Save: Fortitude DC 11
Frequency: 1/round for 2 rounds
Effect: 1d2 damage
Passive: Save DC +1
Flawed
Type: Poison, Injury; Save: Fortitude DC 13
Frequency: 1/round for 3 rounds
Effect: 1d3+1 damage
Passive: Save DC +1, Die step +1 (d4 becomes d6)
Normal
Type: Poison, Injury; Save: Fortitude DC 15
Frequency: 1/round for 4 rounds
Effect: 1d4+2 damage
Passive: Save DC +1, Die step +1 (d4 becomes d6), Frequency +1 round
Flawless
Type: Poison, Injury; Save: Fortitude DC 17
Frequency: 1/round for 5 rounds
Effect: 1d6+3 damage
Passive: Save DC +2, Die step +1 (d4 becomes d6), Frequency +1 round
Perfect
Type: Poison, Injury; Save: Fortitude DC 19
Frequency: 1/round for 6 rounds
Effect: 1d8+4 damage
Passive: Save DC +2, Die step +2 (d4 becomes d8), Frequency +1 round
Emeralds in Armor
Chipped: +1 Dex; Passive: +1 Dex
Flawed: +2 Dex; Passive: +1 Dex
Normal: +3 Dex; Passive: +2 Dex
Flawless: +4Dex; Passive: +2 Dex
Perfect: +5 Dex; Passive +3 Dex
Emeralds in Shields
Chipped: +2 saves vs. Poison; Passive: +1 saves vs. Poison
Flawed: +3 saves vs. Poison; Passive: +2 saves vs. Poison
Normal: +4 saves vs. Poison; Passive: +3 saves vs. Poison
Flawless: +5 saves vs. Poison; Passive: +4 saves vs. Poison
Perfect: +6 saves vs. Poison; Passive +5 saves vs. Poison
What do you think?
More gems in future posts! (I need to get them typed out)
| Kierato |
(Knew I forgot something...)
If you have multiple of the same gem in an Item , you gain the full benefit of the highest level one, and the passive benefit of the others.
So using Emeralds as an example, if you had 1 chipped and 1 flawed, it would provide the following effects to a weapon:
Type: Poison, Injury; Save: Fortitude DC 14
Frequency: 1/round for 3 rounds
Effect: 1d3+1 damage
Passive: Save DC +1, Die step +1 (d4 becomes d6)
Thank you for pointing out that omission.
| Kierato |
Chipped: +1d3 Fire damge; Passive: +1 Fire damage
Flawed: +1d4 Fire damage; Passive: +2 Fire damage
Normal: +1d6 Fire damage; Passive: +3 Fire damage
Flawless: +1d8 Fire damage; Passive: +4 Fire damage
Perfect: +2d6 Fire damage; Passive: +5 Fire damage
Rubies in Armor
Chipped: +5 hp; Passive: +2 hp
Flawed: +10 hp; Passive: +4 hp
Normal: +15 hp; Passive: +6 hp
Flawless: +20 hp; Passive: +8 hp
Perfect: +25 hp; Passive: +10 hp
Rubies in Shields
Chipped: Fire Resistance 5; Passive: +2 Fire Resistance
Flawed: Fire Resistance 10; Passive: +4 Fire Resistance
Normal: Fire Resistance 15; Passive: +6 Fire Resistance
Flawless: Fire Resistance 20; Passive: +6 Fire Resistance
Perfect: Fire Resistance 25; Passive: +8 Fire Resistance
| Kierato |
Sapphires in Weapons
Chipped: +1 cold damage and Fortitude save (DC 10) or be slowed for 1 round; Passive: Damage die increased by 1 step (d4 becomes d6)
Flawed: +1d2 cold damage and Fortitude save (DC 12) or be slowed for 2 round; Passive: Damage die increased by 1 step (d4 becomes d6), +1 save DC
Normal: +1d3 cold damage and Fortitude save (DC 14) or be slowed for 3 round; Passive: Damage die increased by 1 step (d4 becomes d6), +1 save DC, +1 round of slow
Flawless: +1d4 cold damage and Fortitude save (DC 16) or be slowed for 4 round; Passive: Damage die increased by 2 steps (d4 becomes d8), +1 save DC, +1 round of slow
Perfect: +1d6 cold damage and Fortitude save (DC 18) or be slowed for 5 round; Passive: Damage die increased by 2 steps (d4 becomes d8), +2 save DC, +1 round of slow
Sapphires in Armor
Chipped: +1 1st level spell slot*; Passive: +1 0-level spell slot (only for those who prepare spells)*
Flawed: +1 2nd level spell slot*; Passive: +1 1st level spell slot*
Normal: +1 3rd level spell slot*; Passive: +1 2nd level spell slot*
Flawless: +1 4th level spell slot*; Passive: +1 3rd level spell slot*
Perfect: +1 5th level spell slot*; Passive: +1 4th level spell slot*
* As if gained through having a high ability score.
Sapphires in Shields
Chipped: Cold Resistance 5; Passive: +2 Cold Resistance
Flawed: Cold Resistance 10; Passive: +4 Cold Resistance
Normal: Cold Resistance 15; Passive: +6 Cold Resistance
Flawless: Cold Resistance 20; Passive: +6 Cold Resistance
Perfect: Cold Resistance 25; Passive: +8 Cold Resistance
| golden pony |
I like the idea and the way you converted it. Am not sure the rules might be very fluid and/or balanced in the middle of a full attack at high-levels with multiple different gems. Looking forward to play test feedback.
Some of the efefcts seem quite overpowered for the given price. Having a perfect saphire in your +9 (+5 enhancement, +4 equivalent abilities) could be s few dozen thousand gold cheaper than getting the same abilities via the normal crafting rules. And more accessible as well.
So yeah, my advice is to balance it in front of low-level but also end-game weapons pricing according to the 'making new magic items' guidelines'. Maybe you'd have to find a geometric formula to keep on with the current system where making something already powerful even more powerful becomes increasingly more expensive (as opposed to a fixed price which is what you seem to suggest).
| Kierato |
I like the idea and the way you converted it. Am not sure the rules might be very fluid and/or balanced in the middle of a full attack at high-levels with multiple different gems. Looking forward to play test feedback.Some of the efefcts seem quite overpowered for the given price. Having a perfect saphire in your +9 (+5 enhancement, +4 equivalent abilities) could be s few dozen thousand gold cheaper than getting the same abilities via the normal crafting rules. And more accessible as well.
So yeah, my advice is to balance it in front of low-level but also end-game weapons pricing according to the 'making new magic items' guidelines'. Maybe you'd have to find a geometric formula to keep on with the current system where making something already powerful even more powerful becomes increasingly more expensive (as opposed to a fixed price which is what you seem to suggest).
How about making each socket count as a + bonus for the Item, for starters? Still will need more and I'll think about that. Thank you for the advice.
Chipped: +1d4 vs. Undead; Passive: +2 vs. Undead
Flawed: +1d6 vs. Undead; Passive: +3 vs. Undead
Normal: +1d8 vs. Undead; Passive: +4 vs. Undead
Flawless: +2d6 vs. Undead; Passive: +5 vs. Undead
Perfect: +3d6 vs. Undead; Passive: +6 vs. Undead
Diamonds in Armor
Chipped: +1 to hit; Passive: +1 to hit
Flawed: +2 to hit; Passive: +1 to hit
Normal: +3 to hit; Passive: +2 to hit
Flawless: +4 to hit; Passive: +2 to hit
Perfect: +5 to hit; Passive: +3 to hit
(This is considered an enhancement bonus)
Diamonds in Shields
Chipped: +1 to all saves; Passive: +1 bonus to all saves
Flawed: +2 to all saves; Passive: +1 bonus to all saves
Normal: +3 to all saves; Passive: +2 bonus to all saves
Flawless: +4 to all saves; Passive: +2 bonus to all saves
Perfect: +5 to all saves; Passive: +3 bonus to all saves
(This is considered a Resitance bonus)
| Kierato |
I think I've got it!
Make a socket a +1 bonus (and priced as such). There fore a +2 long sword with 1 socket Would be worth 18,315 Gp instead of the 8,500 that I originally stated. A +1 Ghost Touch Breast plate with 3 sockets would likewise be the equivalent of a +7 item, or 49,350 Gp.
How's that for an idea?
| Kierato |
In Diablo II, the Topaz gave you a "better magic item find" when placed in armor, do you think I should find a way to convert this, or give it a different ability?
Also, to remove one or more gems from a socketed item takes a limited wish, wish, or miracle spell and destroys the gem(s) in the process.
Themetricsystem
|
A post that tells you where to pirate some company's IP material is just asking for deletion... and possibly worse. So don't hold your breath.
Unfortunately Wizards pulled thier PDFs from the market so you're kind of stuck. You might find the book at EBay or Amazon.
Is a photograph of the page from the hard copy that I own considered copyright infringement?
| Kierato |
Skulls in Weapons
Chipped: +1d2 damge, and you heal a like amount; Passive: +1 damage
Flawed: +1d3 damge, and you heal a like amount; Passive: +2 damage
Normal: +1d4 damge, and you heal a like amount; Passive: +3 damage
Flawless: +1d6 damge, and you heal a like amount; Passive: +4 damage
Perfect: +1d8 damge, and you heal a like amount; Passive: +5 damage
Skulls in Armor
Chipped: Fast Healing 1*; Passive: +1 Fast Healing*
Flawed: Fast Healing 1 ; Passive: +2 Fast Healing*
Normal: Fast Healing 2 ; Passive: +1 Fast Healing
Flawless: Fast Healing 3 ; Passive: +2 Fast Healing
Perfect: Fast Healing 4 ; Passive: +3 Fast Healing
* Non-lethal damage only
Skulls in Shields
Chipped: 1d3 Thorns; Passive: +1 Thorns
Flawed: 1d4 Thorns; Passive: +2 Thorns
Normal: 1d6 Thorns; Passive: +3 Thorns
Flawless: 1d8 Thorns; Passive: +4 Thorns
Perfect: 2d6 Thorns; Passive: +5 Thorns
Thorns: any creature attacking you with a natural attack or a hand held weapon takes the indicated damage.
Austin Morgan
|
A light weapon can have up to 2 sockets, a 1 handed weapon can have 3 sockets, and a 2 handed weapon can have 4 sockets
Weapons should be done by size categories. You say "1 handed weapon can have 3", but if that one handed weapon is given to someone smaller, it becomes a two handed weapon. By your rules, it could have another socket simply by a smaller person holding it.
You should specify:
Small/Light - 1 socket
Medium/Light or Small/OneH - 2 sockets
Large/Light, Medium/OneH, or Small/TwoH - 3 Sockets
Large/OneH or Medium/TwoH - 4 Sockets
etc.
| Kierato |
Kierato wrote:
A light weapon can have up to 2 sockets, a 1 handed weapon can have 3 sockets, and a 2 handed weapon can have 4 sockets
Weapons should be done by size categories. You say "1 handed weapon can have 3", but if that one handed weapon is given to someone smaller, it becomes a two handed weapon. By your rules, it could have another socket simply by a smaller person holding it.
You should specify:
Small/Light - 1 socket
Medium/Light or Small/OneH - 2 sockets
Large/Light, Medium/OneH, or Small/TwoH - 3 Sockets
Large/OneH or Medium/TwoH - 4 Sockets
etc.
For starters, I don't want to penalize a small character. Furthermore, a medium longsword in the hands of a halfling is still a medium longsword, it is harder to wield after all (-2 to hit). I appreciate the input (that hadn't occurred to me) but I will keep it the way it is, for fairness.
| Kierato |
El Rune; Value: 500 gp
Weapon: +2 to hit, increase the light level within a 5 ft. radius by 1 step(max: normal light); Passive: +1 to hit, increase radius of light by 5 ft.
Armor/Shields: DR2/-, increase the light level within a 5 ft. radius by 1 step(max: normal light); Passive: +1 DR/- , increase radius of light by 5 ft.
Eld Rune; Value: 8000 Gp
Weapon: +2d6+2 damage vs. Undead, +2 to hit vs undead; Passive: +5 vs. Undead, +1 to hit vs. Undead
Armor: +4 saves/checks vs. fatige and exhuasted; Passive: +2 saves/checks vs. fatige and exhuasted
Shields: +2 Shield bonus To AC*; Passive: +1 Shield Bonus to AC*
*(Stacks with all shield bonuses provided by the sheild)
Nef Rune; Value: 8000 Gp
Weapon: Knockback*; Passive: +2 on bullrush attempts
Armor/Shields: DR 5/- vs ranged weapon attacks; Passive: +2 DR/-(but only verses ranged attacks)
*(Whenever you score a successful hit against a target with a knockback weapon, you can make a bullrush attempt as a free action that does not provoke an attack of opportunity. If your attack was with a melee weapon, you may choose to move with them, but you cannot push the target more than 5 ft. with a sing knockback attack.)
Eth Rune; Value: 4000 Gp
Weapon: -25% targets defense*; Passive: additional -5% targets defense
Armor: recall 4th level or lower spell 1/day; Passive: recall 2nd level spell or lower 1/day
*(the targets DR, if any, is reduced by the indicated amount. Unless you can ignore targets defense or -100% targets defense, the minimum you can reduce the targets DR to is 1)
LazarX
|
LazarX wrote:Is a photograph of the page from the hard copy that I own considered copyright infringement?A post that tells you where to pirate some company's IP material is just asking for deletion... and possibly worse. So don't hold your breath.
Unfortunately Wizards pulled thier PDFs from the market so you're kind of stuck. You might find the book at EBay or Amazon.
Technically.. yes it is. Practically however that one act would not put you on WOTC's legal radar. So there's generally no issue with that.
| Elghinn Lightbringer |
OK here it is.
PSEUDOMAGIC ITEMS
Pseudomagic is a rare form of magic that employs the use of innate energies inherent in natural materials, such as precious gems and rare metals. Only certain types of items lend themselves to this form of magic, primarily weapons, shields, helmets, rings, amulets, bracers, and rods. These items are often called slotted items and will be referred to as such hereafter. Slotted items remain nonmagical until they have a specific type of gem or metal node of a certain monetary value placed into specially prepared settings designed to hold and secure them to the item. Once they are placed into these settings they cannot be removed without destroying the item, although certain items absorb the material, leaving the slot vacant for a replacement gem or metal node. The type of gem or metal node, and the type of item it is set into, determines the properties the item acquires. Each type of item, gem, and metal node, and their corresponding properties are described below.
Pseudomagic items allow DM’s to incorporate minor magical items into even the lowest level campaigns without creating too much of a power imbalance in the game. They also allow characters to mix and match arcane effects as suited to their character. To create a pseudomagic item requires the character to have the appropriate Item Creation feat. However, since the spellcaster is creating pseudomagic items, he needs only half the listed prerequisite caster level (rounded up) to obtain the feat but gains the parenthetical pseudomagic qualifier. Thus, a character desiring to create a pseudomagic rod must be at least a 5th level caster to obtain the Craft Rod (pseudomagic) feat. Once a character who has chosen to take an Item Creation feat for creating pseudomagic items reaches the prerequisite caster level for that feat as listed in the Player’s Handbook, such as 9th level for Craft Rod, the feat becomes a normal Item Creation feat, allowing the spellcaster to create normal magical items of the appropriate type in addition to pseudomagic items.
Slotted Item Random Generator
d% Type Market Price
01-40 Amulet 50 gp +25 gp/slot
41-55 Helm 50 gp +25 gp/slot
56-70 Ring 100 gp +50 gp/slot
71-83 Bracers 100 gp +50 gp/slot
84-92 Rod 150 gp
93-97 Shield* 200 gp + shield price +50 gp/slot
98-100 Weapon* 300 gp + weapon price +100 gp/slot
*To determine the type of weapon or shield use the random generators for shields and weapons found in the Magical Items chapter of the Dungeon Master’s Guide.
All slotted items are masterwork items that function as magical receptacles. Only when the appropriate gem or metal node has been placed into an item’s empty slots are specific effects activated, at which time it is transformed into a pseudomagic item. The effects created by these gems or metal nodes function for 1 week. This is increased by an additional week for every 50 gp value for minor gems or nodes, or every 100 gp to 200 gp value for major gems and nodes. At the end of this time, the gem or node blackens, becomes brittle, and turns to dust, entirely depleted of its natural energies and leaving a vacant slot ready to be filled again. Standard slotted items are described below.
Amulet: A slotted amulet resembles a disk constructed of metal, bone, or some other material, that is attached to a length of chain or cord and worn around the neck. Regardless of its shape or design, a slotted amulet typically has only one empty slot, although they can contain up to three empty slots. Any type of gem or metal node compatible with pseudomagic may be used in a slotted amulet. A slotted amulet tends to provide special qualities, saves or resistances.
Faint (no school); CL 2nd; Craft Wondrous Item (pseudomagic); Base Price 50 gp +25 gp/slot
Bracers: Slotted bracers are crafted from metal, leather, or some other type of hide, and worn to protect the wrists and forearms. They always come in pairs and typically have one empty slot on each bracer, although each can contain up to three per bracer. Any type of gem or metal node compatible with pseudomagic may be used in slotted bracers. Slotted bracers tend to provide armor bonuses, special qualities, saves or resistances.
Faint (no school); CL 2nd; Craft Wondrous Item (pseudomagic); Base Price 100 gp +50 gp/slot.
Helm: A slotted helm is typically constructed from metal or leather. Due to its size, a slotted helm can have anywhere from one to three empty slots available. Any type of gem or metal node compatible with pseudomagic may be used in a slotted helmet. A slotted helm tends to provide armor bonuses, special qualities, saves or resistances.
Faint (no school); CL 2nd; Craft Wondrous Item (pseudomagic); Base Price 50 gp +25/slot.
Ring: A slotted ring resembles any normal ring, often crafted from gold, silver, or some other type of precious metal. A slotted ring typically has one empty slot, although it can contain up to two. Any type of gem or metal node compatible with pseudomagic may be used in a slotted ring. A slotted ring tends to provide special qualities, saves or resistances.
Moderate (no school); CL 6th; Forge Ring (pseudomagic); Base Price 100 gp +50 gp/slot.
Rod: A slotted rod resembles a 2 to 3-foot shaft made of metal, crystal, or wood. A slotted rod has only one empty slot. Only gems function in a slotted rod, with effects described in the individual gem entries below. A slotted rod duplicates energy type spells, similar to a fireball or cone of cold wand, as well as a few other spells. These effects of can be used once for the gem’s base value, plus one additional time for each of its value advancement levels above the base value, up to the gem’s listed maximum value, be fore the gem must be replaced. For example, a 250 gp fire opal can be used up to five times before it is completely absorbed, leaving a vacant slot that can be filled again with a gem of the same type or another.
Faint (no school); CL 5th; Craft Rod (pseudomagic); Base Price: 150 gp.
Shield: A slotted shield can come in the form of any normal metal or wooden shield, and follow the same rules as magical weapon special abilities. The number of slots available on a slotted shield depends on its size as follows: a slotted buckler has two empty slots; a light slotted shield has three slots; a slotted large shield has four slots; and a slotted tower shield has five empty slots available. Any type of gem or metal node compatible with pseudomagic may be used in a slotted shield. A slotted shield tends to provide armor bonuses, special qualities, saves or resistances.
Faint (no school); CL 3rd; Craft Magic Arms and Armor (pseudomagic); Base Price: 200 gp + shield price + 100 gp per slot.
Weapons: A slotted weapon can resemble any other melee or ranged weapon, and follow the same rules as magical weapons with special abilities. The number of slots available on a slotted weapon depends on its size and type. A simple slotted weapon has one empty slot, and a martial or exotic weapon has two empty slots. In addition, any two-handed weapon, regardless of category, has one extra empty slot. Thus, a martial two-handed weapon has three empty slots available. Any type of gem or metal node compatible with pseudomagic may be used in a slotted weapon. A slotted weapon tends to provide attack or damage bonuses, energy damage, and special qualities.
Faint (no school); CL 3rd; Craft Magic Arms and Armor (pseudomagic); Base Price: 300 gp + weapon price + 100 gp per slot.
GEMS AND METAL NODES
Each gem or metal node contains its own unique, innate properties. Theses properties are revealed only when they are utilized in pseudomagic or slotted items. The properties of these gems or metal nodes do not stack with one another, only overlap. However, depending upon the slotted item, effects can be combined to work in unison with one another within the same slotted item. For example, a two slotted amulet with an amethyst gem and a mithril node would provide the wearer with both cold resistance 5, and reduce his encumbrance to ¾ of his total encumbrance weight. Each gem and metal node and their associated properties are described below. To generate a random gem or metal node type use Table 4-10.
TABLE 4-11: GEMS AND METAL NODES
Minor Medium Major Gem/Metal Node Market Price Range
01-20 - - amber 50 gp (250 gp max)
21-35 - - blue quartz 50 gp (250 gp max)
36-45 - - cold iron node 50 gp (250 gp max)
46-53 - - fire opal 50 gp (250 gp max)
54-60 - - frost agate 50 gp (250 gp max)
61-67 - - jasper 50 gp (250 gp max)
68-72 - - moonstone 50 gp (250 gp max)
73-79 01-10 - onyx 50 gp (250 gp max)
80-87 11-20 - pearl 50 gp (250 gp max)
88-92 21-28 - quicksilver node 50 gp (250 gp max)
93-97 29-36 - silver node 50 gp (250 gp max)
98-00 37-44 - sunstone 50 gp (250 gp max)
- 45-52 01-15 alexandrite 100 gp (500 gp max)
- 53-60 16-25 amethyst 100 gp (500 gp max)
- 61-66 26-35 black opal 100 gp (500 gp max)
- 67-72 36-50 bloodstone 100 gp (500 gp max)
- 73-78 51-65 emerald 100 gp (500 gp max)
- 79-84 66-75 jade 100 gp (500 gp max)
- 85-89 76-80 mithril node 100 gp (500 gp max)
- 90-94 81-84 ruby 100 gp (500 gp max)
- 95-97 85-88 sapphire 100 gp (500 gp max)
- 98-00 89-92 topaz 100 gp (500 gp max)
- - 93-95 adamantine node 200 gp (1,000 gp max)
- - 96-98 black diamond 200 gp (1,000 gp max)
- - 99-00 diamond 200 gp (1,000 gp max)
Standard gems and metal nodes are described below.
Adamantine Node: This rare, black, ultrahard metal node imbues a slotted weapon with the adamantine type, allowing the user to by pass damage reduction requiring an adamantine weapon. If set into a slotted helm or ring, the wearer gains immunity to critical hits. It imbues a slotted amulet the with the Great Fortitude feat. A slotted shield or bracers with a metal node provides damage reduction 3/-.
Base Value: 200 gp; Advancement: 200 gp (1,000 gp max).
Alexandrite: This greenish, transparent gemstone imbues a slotted weapon with a +1 enhancement bonus to attack rolls, just as if the wielder had the Weapon Focus feat with that weapon. If set in a slotted helm or ring, the wearer’s natural rate of healing is doubled. In a slotted shield, amulet, or bracers, this gem provides the user damage reduction 1/-. A slotted rod with this gem in it cures 1d4 points of damage per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Amber: This golden, fossilized resin imbues a slotted weapon with a +1 sonic damage bonus on a successful attack roll. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to save throws against sonic attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet or bracers with sonic resistance 1. A slotted rod with this gem set into it causes 1d4 points of sonic damage per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
Amethyst: This deep purple gemstone imbues a slotted weapon with a +2 cold damage bonus on a successful attack roll. If set into a slotted helm or ring the wearer gains a +2 resistance bonus to save throws against cold attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet, or bracers with cold resistance 2. A slotted rod with this gem set into it causes 1d6 points of cold damage per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Black Diamond: This very rare, smoky black diamond imbues a slotted weapon with the power to inflict 2 points of negative energy damage against an opponent on a successful attack roll, and provides 2 temporary hit points to the wielder. If set into a slotted helm or ring, the wearer gains regeneration 1. However, for every 10 hit points regenerated the gem is depleted by 100 gp of value. Once the gem becomes valueless, the gem turns to dust and the regeneration ability no longer functions. This ability can also be used to reattach a severed limb, but this will completely deplete the gem altogether. It imbues a slotted shield, amulet, or bracers with damage reduction 2/bludgeoning. A slotted rod with this gem set into it inflicts 1d6 points of negative energy damage per use.
Base Value: 200 gp; Advancement: 200 gp (1,000 gp max).
Black Opal: This greenish gemstone with black mottling and gold flecks imbues a slotted weapon with the sneak attack rogue ability. This sneak attack is usble once per encounter, and causes a +2 damage bonus on a successful attack (see the Arcane Trickster prestige class in the Dungeon Master’s Guide). If set into a slotted helm, the wearer gains darkvision of 30 feet. In a ring this gemstone provides the wearer with the ability to shadow jump 10 ft. once per day (see the Shadowdancer prestige class in the Dungeon Master’s Guide). When placed in a slotted amulet, the wearer gains the ability to Hide in Plain Sight once per day. Slotted bracers set with this gemstone provide the wearer with the Combat Reflexes feat. It imbues a slotted shield with the power to cast darkness once per day. A slotted rod with this gem inflicts 1d6 points of force damage per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Bloodstone: This greenish gray gemstone imbues a slotted weapon with the power to inflict 1 points of negative energy damage against an opponent on a successful attack roll, and provides 1 temporary hit point to the wielder. If set into a slotted helm or ring, the wearer’s natural rate of healing is doubled. It imbues a slotted shield, amulet, or bracers with damage reduction 1/bludgeoning. A slotted rod with this gem set into it inflicts 1d4 points of negative energy damage per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Blue Quartz:[/b This transparent, pale blue crystal imbues a slotted weapon with a +1 electricity damage bonus on a successful attack roll. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to save throws against electricity attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet or bracers with electricity resistance 1. A slotted rod with this gem set into it causes 1d4 points of electricity damage per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
[b]Cold iron: This metal node imbues a slotted weapon with the cold iron type, allowing the user to by pass damage reduction requiring a cold-forged iron weapon. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to all spells or spell-like effects used by fey creatures once per day. A slotted shield, amulet, or bracers with this metal node provides damage reduction 1/cold iron.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
Diamond: This, the hardest of all gemstones, imbues a slotted weapon with an enhancement bonus of +1 to attack rolls and +2 to damage rolls as if the wielder had the Weapon Focus and Weapon Specialization feats with that weapon. If set in a slotted helm or ring, the wear gains fast healing 1. However, for every 10 hit points healed the gem is depleted by 100 gp of value. Once the gem becomes valueless, the gem turns to dust and the fast healing ability no longer functions. In a slotted shield, amulet, or bracers, this gem provides the user damage reduction 2/-. A slotted rod with this gem in it cures 1d4+2 points of damage per use.
Base Value: 200 gp; Advancement: 200 gp (1,000 gp max).
Emerald: This brilliant green gemstone imbues a slotted weapon with a +2 acid damage bonus on a successful attack roll. If set into a slotted helm or ring the wearer gains a +2 resistance bonus to save throws against acid attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet, or bracers with acid resistance 2. A slotted rod with this gem set into it causes 1d6 points of acid damage per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Fire opal: This brilliant orange-red gemstone imbues a slotted weapon with a +1 fire damage bonus on a successful attack roll. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to save throws against fire attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet or bracers with fire resistance 1. A slotted rod with this gem set into it causes 1d4 points of fire damage per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
Frost agate: This white, frost-patterned gemstone imbues a slotted weapon with a +1 cold damage bonus on a successful attack roll. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to save throws against cold attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet or bracers with cold resistance 1. A slotted rod with this gem set into it causes 1d4 points of cold damage per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
Jade: This opaque, waxy, dark green gemstone with light green and white veins imbues a slotted weapon with the magic type, allowing the user to by pass damage reduction requiring a magic weapon. If set into a slotted helm or ring, the wearer gains a +2 resistance bonus save throws against magic attacks, spells, and spell-like effects once per day. It imbues a slotted amulet the with the Spell Penetration feat. In a slotted shield or bracers, the gem provides magic resistance 2. A slotted rod with this gem set into it is able to cast dispel magic once per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Jasper: This red, brown or black opaque gemstone imbues a slotted weapon with poison damage on a successful attack roll inflicting 1 point of initial Constitution damage and 1 point of secondary Constitution damage (DC 10). If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to save throws against poison attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet or bracers with poison resistance 1. A slotted rod with this gem set into it is able to cast delay poison once per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
Mithril: This silvery metal node imbues a slotted weapon with the Weapon Finesse feat. If set into a slotted ring, the wearer gains the Combat Reflexes feat. In a slotted amulet, this metal node reduces the wearer’s encumbrance by two thirds of the total weight. It imbues slotted bracers with the Quick Draw feat. A slotted helm or shield with this metal node provides the wearer with a +1 enhancement bonus to armor class.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Moonstone: This bluish-white, opaque gemstone imbues a slotted weapon with the power to glow with the illumination of a torch or light spell when enemies are within 50 feet of the wielder. If set into a slotted helm or ring, the wearer gains low-light vision at three times the vision of a human in poor light conditions. In a slotted amulet, this gem provides the wearer with the Blind-Fight feat. When placed in slotted bracers, the wearer can cast invisibility once per day. It imbues a slotted shield with concealment (10% miss chance). A slotted rod with this gem set into it is able to cast faerie fire once per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
Onyx: This black agate gemstone imbues a slotted weapon with a +1 force damage bonus on a successful attack roll. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to save throws against force attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet or bracers with force resistance 1. A slotted rod with this gem set into it causes 1d4 points of force damage per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
Pearl: This lustrous white gemstone imbues a slotted weapon with a +1 acid damage bonus on a successful attack roll. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to save throws against acid attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet or bracers with acid resistance 1. A slotted rod with this gem set into it causes 1d4 points of acid damage per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp max).
Quicksilver: This silvery fluid contained in a steel node imbues a slotted weapon with one extra attack per combat encounter. If set into a slotted ring, the wearer gains the Improved Initiative feat. In a slotted amulet, this metal node improves the wearer’s base movement by +10 feet. A slotted helm, shield, or bracers with this metal node provides the wearer with a +1 dodge bonus to armor class.
Base Value: 100 gp; Advancement: 100 gp (500 gp maximum).
Ruby: This deep crimson gemstone imbues a slotted weapon with a +2 fire damage bonus on a successful attack roll. If set into a slotted helm or ring the wearer gains a +2 resistance bonus to save throws against fire attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet, or bracers with fire resistance 2. A slotted rod with this gem set into it causes 1d6 points of fire damage per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Sapphire: This brilliant blue transparent gemstone imbues a slotted weapon with a +2 electricity damage bonus on a successful attack roll. If set into a slotted helm or ring the wearer gains a +2 resistance bonus to save throws against electricity attacks, spells, and spell-like effects once per day. It imbues a slotted shield, amulet, or bracers with electricity resistance 2. A slotted rod with this gem set into it causes 1d6 points of electricity damage per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp max).
Silver: This shiny metal node imbues a slotted weapon with the alchemical silver type, allowing the user to by pass damage reduction requiring a silver weapon. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to saves against contracting the curse of lycanthrope when attacked by lycanthropes once per day. It imbues a slotted amulet the with the Scent special ability, allowing the wearer to use the Track feat through olfactory means. A slotted shield or bracers with this metal node provides damage reduction 1/silver.
Base Value: 50 gp; Advancement: 50 gp (250 gp maximum).
Sunstone: This colorless or faintly greenish gemstone imbues a slotted weapon with a +1 positive energy damage bonus against undead on a successful attack roll. If set into a slotted helm or ring, the wearer gains a +1 resistance bonus to save throws against ability drains, energy drains, negative levels, paralysis touch, inflict wounds spells, and any other undead special attacks or spells and spell-like effects that employ negative energy once per day. It imbues a slotted shield, amulet or bracers with negative energy resistance 1. A slotted rod with this gem set into it causes 1d4 points of positive energy damage against undead per use.
Base Value: 50 gp; Advancement: 50 gp (250 gp maximum).
Topaz: This golden, transparent gemstone imbues a slotted weapon with a +2 positive energy damage bonus against undead on a successful attack roll. If set into a slotted helm or ring, the wearer gains a +2 resistance bonus to save throws against ability drains, energy drains, negative levels, paralysis touch, inflict wounds spells, and any other undead special attacks or spells and spell-like effects that employ negative energy once per day. It imbues a slotted shield, amulet or bracers with negative energy resistance 2. A slotted rod with this gem set into it causes 1d6 points of positive energy damage against undead per use.
Base Value: 100 gp; Advancement: 100 gp (500 gp maximum).
*Note: The base value following each gems description is the minimum value of that gemstone needed for the slotted items properties to function.
| golden pony |
I do like these ideas and conversions posted here in general.
However the pricing all over the place must be relooked carefully, UNLESS you are okay with a player getting the equivalent of a +4 or +5 bonus on his armor or weapon (which could already be at the +10 limit) for only a few thousand gold.
| Elghinn Lightbringer |
Something I noticed (which I must have in my most updated versin of this, which what I posted is not) is missing, is that for each increment of the base cost of the gem or node, the special powers of that gem or node can only be used once, or for a certain number of days.
For example, a slotted weapon with the adamantine node gains the adamantine type, allowing the user to by pass damage reduction requiring an adamantine weapon. A slotted helm or ring grants immunity to critical hits for up to 1 time per 200 gp gem base value (max of 5 times at 1000gp). A slotted amulet grants the wearer the Great Fortitude feat for 1 day per 200 gp gem base value. A slotted shield or bracers grant damage reduction 3/- for 1 day per 200 gp gem base value.
Or
A slotted weapon with a ruby inflicts +2 fire damage for 1 day per 100gp value of the gem (up to a max of 5 days at 500 gp value), a shield, amulet, or bracers grant fire resistance 2 for 1 day per 100 gp gem base value, and a rod can cause 1d6 fire damage per 100 gp gem base value to amax of 500 gp and 5 uses.
Hope that makes things a little more easy to undertand, and straightens out some misunderstandings.
| Elghinn Lightbringer |
Yeeeessss! My version is essentially a quick way for low level characters to gain access to good item effects for short periods of time without the slotted items stepping on the toes of the better, more permanent, more expensive magical items. However, as I found using a few of them, they can be quite useful in emergency situations, since the effects don't work until you place gems or metal nodes into the slots. Then the time limit or usage base begins its count down. So, you could have a store of emeralds for a slotted item that you can keep placing into the item once the gem or node is spent.
Take a good look and think about the possibilities for low level characters, and how they can continue to be effective at higher levels.