Custom Item Help


Advice


Looking to create a set of items that have a very powerful effect for a very sever trade off. The idea is these items are used when things get rough, and you need an out. I dont want these to be used on a regular basis, but i would like them to be viable.

The party's pcs range from lv 5 to lv 9 with an APL closer to 7

I have some basic ideas i want to build on for a few items

Effect Ideas
1) Restore all spells per day / Memorized spells
2) Invisibility + 50% move speed for 1d3 + 1 rounds, this ends when you attack giving you 1 extra attack at full BAB and all precise damage from attacks dealing double precision
3) On successful attack you can chose to have opponent make a DC20+your level fort save, if they fail they take 3d6 con damage and you take negative affect.
4) 30' Burst allies get fast Regen 5.

Trade off ideas
1) Negative level
2) Ability Drain
3) Commutative negative ability modifier stored in item. Eg -1 to ability score each time item is used.
4) Magical death in 24 hours during which time their soul is stored in the item and can not be resurrected for an additional 24 hours.

Any thoughts welcome.


My first thought: don't.

Negative game-mechanical effects can usually be avoided, cured or made irrelevant, leaving you with a severely overpowered item. Especially the "restore all spells" idea is, quite frankly, ludicrously powerful.

That being said, there's nothing wrong with an "oh shi_"-item. But I would suggest making it a one-shot thing, and the payment something outside of the game-mechanical realm. For instance owing a favour to a Devil.


You could look at the 3.5 book Weapons of Legacy for similiar ideas and inspiration. The rules were not very good...but there were some good ideas.


Spahrep wrote:

Looking to create a set of items that have a very powerful effect for a very sever trade off. The idea is these items are used when things get rough, and you need an out. I dont want these to be used on a regular basis, but i would like them to be viable.

The party's pcs range from lv 5 to lv 9 with an APL closer to 7

I have some basic ideas i want to build on for a few items

Ok

Quote:


Effect Ideas
1) Restore all spells per day / Memorized spells

So basically a Pearl of Power for all spell slots. Bad, bad item.

Quote:


2) Invisibility + 50% move speed for 1d3 + 1 rounds, this ends when you attack giving you 1 extra attack at full BAB and all precise damage from attacks dealing double precision

Ring of Invisibility + amped up Boots of Striding an Springing + boots of speed + wierd effect. Take out the x2 precision and this one could be built using the core rules.

Quote:


3) On successful attack you can chose to have opponent make a DC20+your level fort save, if they fail they take 3d6 con damage and you take negative affect.

DC scales too fast with your formula. 3d6 Ability Damage is too powerful. Unlimited use is too powerful. This is a bad idea unless you want your players to have access to the Wand of Orcus.

Quote:


4) 30' Burst allies get fast Regen 5.

I'd make it 30' burst fast healing 5 instead of regeneration. It's a powerful effect but I think it could be balanced if it's limited to a fixed number of times per day.


None of these are unlimited use. The idea is to make it such that they have a substantial downside that is quote possibly permanent.

For example for the first one, what if the item applied a -2 modifier to your core casting stat when this was used. The next time they use it the modifer is now -4 etc. Far from unlimited and probably could only get away with using twice ever. Maybe you can use the blood of an elder dragon to purge yoursel of this, who know the idea is to make the pc debate the pro/con of using it, and use it in emergency only.

These arent formula's ive worked long and hard on these are ideas.
I like the "For instance owing a favour to a Devil.", leaves lots of hook room open. as for "Negative game-mechanical effects can usually be avoided, cured or made irrelevant" thats the key think im trying to negate.

The one thing i also want to avoid is the 'x per day', id rather use an 'x charges and then its gone' or '1 use and then must refill or just a cumulative penalty each time it is used.

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