Dragon78 |
This is list of Magic items or ideas for such items, that I would like to see in future Pathfinder products. List your ideas, suggestions, etc. for what you want as well.
1)Sword of sharpness
2)Bag of Beans, more than a rod of wonder
3)Cloak of invisability, lesser and greater versions
4)Cap of knowledge, not an Int enhancing item
5)Cloak of Darkness
6)Gauntlets of ogre power, str bonus that stacks with belts
7)electrical based sword egual to flametongue and frostbrand
8)Items that grant immunity to an "ailment"(blindess, petrication,stunning, paralysis, etc.)
9)weird items like "third eye" gems that attach to the forhead, yo-yos, clocks, puzzle boxes, jester caps, etc.
10)and of course more of the same, rings, gloves, bracers, boots, cloaks, etc. but that is a given anyway
Dragon78 |
11)Gem of Curing(or Healing can't remember), 1/day you use one of the following: Cure serious, Remove Disease, Remove Blindess/Deafness, or Remove Paralysis
12)Boots that grant water walking(as the ring), that float a couple of inches of the ground, that defy gravity to walk on walls and ceilling(note: this is better than spiderclimb/climb speed),"varied tracks", or constant pass without trace.
13)rings that have a spell that can be used x number of times per day(like Magic missle, Scorching ray, or Lightning bolt)
14)Bracers that grant Prof. or skill with a weapon(s)
15)Horn blades
SmiloDan RPG Superstar 2012 Top 32 |
Blueluck |
Magic items for non-spellcasters that activate as immediate or swift actions. Something to give a minor effect that also increases action economy.
+1
- "Specific Weapons" and "Specific Armor" abilities translated into +X equivalents or +gold amounts.
- Holes in Table 15-29 Magic Item Gold Piece Values filled in. For example, the cost to create a Spell Completion item (scroll) that is usable once per day, or at will. It's pretty easy to expand the table, and I've done it myself, but it would be nice to have official word.
- Feats, or chains of feats, enchanted into items. (e.g. a weapon that grants Improved Disarm or Greater Disarm)
ZappoHisbane |
A bandoleer or somesuch that can be enhanced like a weapon, that bestows those enhancements on weapons stored in it, but only for the purposes of throwing. This would make a throwing weapon specialist a viable build, instead of prohibitively expensive and/or reliant on the exceptionally sucky Returning property.
Wagram |
SmiloDan wrote:Magic items for non-spellcasters that activate as immediate or swift actions. Something to give a minor effect that also increases action economy.+1
- Feats, or chains of feats, enchanted into items. (e.g. a weapon that grants Improved Disarm or Greater Disarm)
+1, I would love to see more uses for immediate and swift actions
Dragon78 |
Yeah, I agree, more uses/options for immediate and swift actions would be awesome.
yeah gloves and gaumtlets that create unlimited non magical weapons like daggers, javelins, etc would be cool.
16)"Force" bows( bows that create or turn arrows in force damage)would be nice as well.
17)Armor enchantments that grant Evasion, Freedom of movement, or deathward effects.
18)Stones and/or cubes that transforms into a tent, a cottege, or a mansion, etc.
19)A version of "Keen" for bludgeoning weapons.
20)Third eye gems(eyes slot) that grant abilities like: See invible, Darkvision, +10 perception, True seeing, or clairavoyance, etc.
Blueluck |
I agree with the earlier posters that a suite of items to make throwing a more viable strategy.
.
A few possibilities:
- Revise the "Returning" special ability so that the user can move and still regain their weapon. (e.g. Use a teleportation effect that returns the thrown item to its sheath/scabbard/hanger wherever that container is located.)
- Bandoleers or sheaths that grant abilities to thrown weapons. (The Scabbard of Keen Edges establishes precedent.)
- Items similar to Javelin of Lightning, but that require a ranged hit roll.
Selgard |
There used to be a charged item that could transfer its charges into staves, wands, and (where appropriate) rods.
I would love to see a return of this sort of item.
Cost to make- equivalent of a particular wand or whatever and only able to work with them.
(for example- CL:1/spell level:1 "gem" could be used to recharge any other 1/1 wand).
Not really to save on cost- just on time and to keep a particular wand around. especially useful found as loot rather tahn some generic wand the players may not want/use.
-S
SmiloDan RPG Superstar 2012 Top 32 |
I would like hollow-shafted weapons that can store wands, so you don't have to waste time putting your mace away to grab a wand and cure someone, or put your sword away when you want to scorching ray someone, etc. etc.
And maybe away to add metamagic effects to wands and staves, like a handle, decorative braid, shroud of cloth, etc., that just costs additional charges instead of additioal spell levels. For example, an empowered wand of fireballs would cost 3 charges, 1 for the fireball and 2 for the empowering. A maximized wand of magic missiles would cost 4 charges per shot. Stuff like that.
JiCi |
- Arrows/bolts/stones that become ray spells or other ranged touch spells
- Arrows/bolts/stones that duplicate themselves in mid-flight
- Bows/crossbows/slings that transform ammunitions into ray spells or other ranged touch spells
- Bows/crossbows/slings that cause ammunitions to duplicate themselves in mid-flight
- Hollow weapons that allow you store wands and that activate on hits or critical hits
- Wands that double as weapons
- Gauntlets/bracers that can store multiple wands to allow to use to use them without handling them nor switching them
- Weapon enhancement that increases/decreases reach
- Animated land vehicles that do not require beasts of burden to pull
- The ability to recharge charged items, like wands and staves, as a new mecanic
Elias Alexander |
What items are you refering too Elias that are just "bonus spells"? Because if your talking about things like boots of levitation, cloak of the mountebank, or ring of telekinesis, then we might have problems.
I'm thinking more like the helm of teleportation... I can create an item like that with the rules they gave me in the same section... I Want more Items that work outside the rules for interesting effects.
Also, something i've always wanted.... cursed items as negative cost modifiers.... would allow me to give my players a literal double edged sword.
Dragon78 |
I like items that give multiple abilites/options like the cloak of arachnida or the war wizard cloak(magic item compendium) or items that grant at will or constant effects(ex: ring of freedom of movement or hat of disguise). but "weird" or unusual items like the portable hole or ring of x-ray vision would be nice as well.
21)Alternate items that grant resistance bonus to saves(like vest) or add them to rings of protection(rings of defence?) would be cool.
22)If they can bring back some old artifacts(machine of lum the mad) or just have a book(32-96pages)for atifacts.
23)Magical books that anyone can use(not just spellcasters and/or bards)
24)More rods that are not metamagic
25)Less magic items that are class or class feature usable only
SmiloDan RPG Superstar 2012 Top 32 |
Less artifacts. Or give them their own book, which I can then not read. :-P
I just never play in campaigns that are high enough for artifacts, and/or when I do, they are either game-breaking or just macguffins or kind of disappointing or the PCs are too scared to use them (Deck of Many Things!).
But if artifacts are in their own book, then the artifact lovers can get that book, and people like me can not get that book.
Thalin |
Good rules for stacking magic item effects OR different slot-items for the "standard kits". Honestly you're going to have difficulty convincing me not to wear a cloak of protection, so all future cloaks become effectively worthless. I liked the Vest of Protection in 3.5 for this reason, opens a slot, same with belts, headbands, and to a lesser extent ring and necklace of AC
ProfessorCirno |
Thalin, do you mean the "vest of resistance"? Yeah always hated having to take the cloak of resistance over the other cloaks.
MIC rules let you enchant items with the "big 6" (such as the +saves) that were already magic without paying extra to do it. That way people would actually USE items that weren't the bog standard cloak of resistance and so on.
vuron |
Pathfinder already custom item effect stacking.
Sure it comes with a cost premium but I'm not entirely sure that's necessarily a bad limitation.
Paying a +50% premium on the cost for secondary abilities allow you to generate customized utility items (cloaks, amulets, ring, etc) without completely bankrupting yourself.
As long as you limit the dubious custom items like the +1 deflection/+1 enhancement/+1 sacred/+1 untyped/etc ways of generating high AC items on the cheap you are pretty much golden.
ProfessorCirno |
Meh.
I'm find with making enchantment stacking cost money if we're not talking about the "Big 6." The problem is that items such as stat increasing or natural armor or increased saves are so good that they're almost "automatic."
I think the idea was that the "powerful" items would be balanced against the "interesting" items so players would have to choose. In practice, the "powerful" items are, well, too "powerful," and you just end up with the poor monk being screwed (WHAT A SURPRISE)
Oliver McShade |
Gem of Plane Shift
Aura: Strong Conjuration CL: 9th
Slot: None Price: 4,500 gold Weight: 1 lb.
The gem has a command word written on it. The subject visualized the plane where they want to go, and speak the command word. They are then transport to that plane, as the spell Plane Shift. The gem then crumbles to worthless dust after being used.
Construction: Craft Wondrous Item, Plane Shift. Cost: 2,250 gold.
Blueluck |
Magic item I'd like - the 4e style Portable Hole.
Which is actually a portable hole.
As in a Looney Tunes ACME style portable hole.
The "portable hole" in all other editions were more "portable walk-in closet."
I've been disappointed with the D&D Portable Hole for not being like the one Buggs Bunny used since about 1983.
ProfessorCirno |
Oh, and I strongly encourage the sort of enchantable "endless bandoleer" that others have brought up.
With other ranged weapons you can enchant your bow or crossbow or what have you. Can't do that with throwing. And the returning enchantment always struck me as more goofy then anything else. I mean, visualize how that would look, the throwing weapon just popping out of the guy's chest and flying back to the halfling's hand. I can't see it as being anything other then silly, with a sort of disk scratch right before it happens, followed by over the top rewind sound effects.
vuron |
Oh, and I strongly encourage the sort of enchantable "endless bandoleer" that others have brought up.
With other ranged weapons you can enchant your bow or crossbow or what have you. Can't do that with throwing. And the returning enchantment always struck me as more goofy then anything else. I mean, visualize how that would look, the throwing weapon just popping out of the guy's chest and flying back to the halfling's hand. I can't see it as being anything other then silly, with a sort of disk scratch right before it happens, followed by over the top rewind sound effects.
Not a fan of the Thor comics ehh?
Honestly if you don't like the returning enchantment for projectile weapons why not describe it's special effect as an endless stream of "magical energy" daggers? Functionally they work just like a regular dagger but dissipate after hitting a target (or failing to hit a target).
That way you have the same mechanical effect without having the magical teleport special effect and without having a ton of mundane or worse magical daggers as detritus.
Goth Guru |
If someone throws a returning weapon, then puts up a wall spell, won’t the weapon bounce against the wall?
There is a cartoon portable hole in The Cleaves. It gets you into the next room.
Here is the houserule I will use.
A weapon of returning, after it hits or misses, will magically reappear in the thrower's hand. It goes through the 5th dimension, a space between parallel timelines.
Dragon78 |
It would be nice to have "Gaunlets of ogre power" and "Gloves of dexterity" back again.
Magic item that have a constant "Protection from arrows" spell in effect.(more than likely a vest or shield)
Armor/Shield/weapon enchantment that protects your equipment from rusting/corrosion effects like "everbright" did.
Armor/shield/clothes enchantments that grant various DR types(slashing, silver, etc.)
Oliver McShade |
It would be nice to have "Gaunlets of ogre power" and "Gloves of dexterity" back again.
Magic item that have a constant "Protection from arrows" spell in effect.(more than likely a vest or shield)
Armor/Shield/weapon enchantment that protects your equipment from rusting/corrosion effects like "everbright" did.
Armor/shield/clothes enchantments that grant various DR types(slashing, silver, etc.)
I already though magic armor was protected from rusting (except rust monster)... i know the Druid spell Rusting Touch has not effect on magic items :( which i am very un-happy about.
ZappoHisbane |
That is only a limitation stated in that magic item's description, not a universal rule. Besides, I said rusting and corrosion, so acid can still damage magic items.
There's an alchemical item in the APG I believe called Bladeguard. It only lasts for a day (or until washed off), but is just 40 GP.
Speaking of which. How about a magic item designed to give easy access to fragile items (alchemists fire, flasks of acid, potions, etc), while protecting them from sadistic DMs. Like a combat version of the Handy Haversack, draw time down to non-provoking free action, with a stricter limit on how many items can be in it at once.
Goth Guru |
Dragon78 wrote:That is only a limitation stated in that magic item's description, not a universal rule. Besides, I said rusting and corrosion, so acid can still damage magic items.There's an alchemical item in the APG I believe called Bladeguard. It only lasts for a day (or until washed off), but is just 40 GP.
Speaking of which. How about a magic item designed to give easy access to fragile items (alchemists fire, flasks of acid, potions, etc), while protecting them from sadistic DMs. Like a combat version of the Handy Haversack, draw time down to non-provoking free action, with a stricter limit on how many items can be in it at once.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/advice/lookAtMyRODOFSHRINKING
Under shrink item as a patch, they cannot shatter.Dragon78 |
An elixir/essence that grants a Sorcerer a different bloodline(bonus spells and abilities only) for a limited amount of time.
Living armor(may not be magical but is organic)
Magic items that are replacements or cover damaged body parts like peg legs, glass eyes, eye patches, hook hands or just mystical artificial limbs like a hand made out of flexible metal.
Magical runes and/or tattoos that count as a magic item slot or replaces a slot.
An enchantment for a shield that once per round it can block a physical attack directed at the user of the item.
Oliver McShade |
Acorns of Knowledge, that once eaten give the use Survival skill for 12 hours.
Knowledge of how to survive in the wilderness, find food and water, and follow tails.
Beside, i like the name, sounds like something a druid would make and name. After all, that is the kind of knowledge that would be important to someone living out in the wild.
PS = Acorns could provide different skills, one for survival, one for knowledge (nature), one for knowledge (geography), one for cooking, etc.