Creating a homebrew single use protection from charm item?


Homebrew and House Rules


How much should a single use item cost that completely protects the user from charm effects for a few hours, and what would the creation requirements be? I can't seem to find anything like this in the PRD?
What I really want is specific immunity from the "Philter of Love", but I can't figure out where to start on an anti-charm item like this.


MorganS wrote:

How much should a single use item cost that completely protects the user from charm effects for a few hours, and what would the creation requirements be? I can't seem to find anything like this in the PRD?

What I really want is specific immunity from the "Philter of Love", but I can't figure out where to start on an anti-charm item like this.

You could start with something like a potion of protection from evil, which prevents a lot of mind-whammy shenanigans. The problem is that is is 1min/level. Magic Circle against Evil is 10min/lev, and only a 3rd level spell, so you can still bottle it in a potion. A 20th level Circle potion will cover you for the "few hours" you wanted.

Pricey? You betcha! but it works, and is straight from the book, so no custom item creation needs to happen.

Hmm, I probably should have looked up the Philter of Love before I started this post, rather then halfway through it. That's some serious mojo there. No save, no nothing, just charmed forever (until removed) New idea: Don't drink anything the witch gives you! It's BAD! The apples arn't safe either!

If you removed the combat bonuses granted by the protection from evil line (defection/resistance buffs) and used that as a justification to strengthen the mind shielding affects, that might be fair. You need to keep the price up, of the adventurers are going to be pounding these back every time they are going out to fight enchanters/vampires/fey/other mind controlling things.


Ah, but alas you miss the point, for I am the witch.
Come, won't you share a drink with me?


A special Protection from Evil chastity belt would be a continuous item and would be expensive.
Someone's feather token, Heart Shield. Will activate protection from evil. Miscellanius magic item caster level.


A chastity belt - ZOMG I love it! For price, the heart shield is better, but for RP the belt wins hands down. It could be use activated to break enchantment ;)

Sczarni RPG Superstar 2012 Top 32

Charm of the Steadfast Heart
Aura minor enchantment; CL 3rd
Slot —; Price 150 gp; Weight

DESCRIPTION
This small heart-shaped charm is often found worn on a necklace, bracelet, or a favor granted from a lady to a knight. The bearer of the charm is protected from a single affect with the charm descriptor. The charm is used if the bearer fails his saving throw or if no saving throw is allowed. The charm breaks in half after it protects the bearer and loses its magical properties.

CONSTRUCTION
Requirements Craft Wondrous Item, charm person; Cost 75 gp


Thomas LeBlanc wrote:

Charm of the Steadfast Heart

Aura minor enchantment; CL 3rd
Slot —; Price 150 gp; Weight

DESCRIPTION
This small heart-shaped charm is often found worn on a necklace, bracelet, or a favor granted from a lady to a knight. The bearer of the charm is protected from a single affect with the charm descriptor. The charm is used if the bearer fails his saving throw or if no saving throw is allowed. The charm breaks in half after it protects the bearer and loses its magical properties.

CONSTRUCTION
Requirements Craft Wondrous Item, charm person; Cost 75 gp

For something that cheep I'd avoid an absolute. Something like +4 on the save, and allow a save (at base) is one is not normally allowed. For 150 gold I think most people would have a dozen spares tucked in their backpack, with one always on.

I like the concept though...


I wouldn't nerf it, I would up the price and use a stronger spell creating it.

Sczarni RPG Superstar 2012 Top 32

Khuldar wrote:
Thomas LeBlanc wrote:
Charm of the Steadfast Heart

For something that cheep I'd avoid an absolute. Something like +4 on the save, and allow a save (at base) is one is not normally allowed. For 150 gold I think most people would have a dozen spares tucked in their backpack, with one always on.

I like the concept though...

Thanks, hadn't of thought of that. But I think your idea is great. 150 gp would be about right for a +4 and allowing a save for a 1 use item.


Goth Guru wrote:
I wouldn't nerf it, I would up the price and use a stronger spell creating it.

The two are not mutually exclusive. You could have a lesser and a greater version.


Khuldar wrote:
Goth Guru wrote:
I wouldn't nerf it, I would up the price and use a stronger spell creating it.
The two are not mutually exclusive. You could have a lesser and a greater version.

Agreed!

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