Sort-of-new GM in need of advice


Advice


I'm going to be running a Pathfinder campaign with three of my friends soon, and I desperately need some help with a homebrew set of plot items I'm making. I GM'd only once before, in D&D 4.0 (I was young and stupid), and just need aid balancing these things. They are twelve items based HEAVILY on the talismans from Jackie Chan Adventures (for those who don't know, the talismans each have a different animal image on them and, when held, grant various powers), and here are the rough draft effects I've given them. I'm terrified that these things are horribly broken.

1. The Ox- Super Strength
+1 STR per level (I'm aiming for a kind of scaling effect)

2. The Pig- Heat vision and Infrared vision
basically, a modified scorching ray and 60ft of being able to see heat patterns

3. The Dragon- Sort of Pyrokinesis
I was thinking a modified hellfire ray spell

4. The Snake- Invisibility
At level 3 or below, it would act as vanish
From 3-6, invisibility
And 7+ is Greater Invisibility

5. Dog- Immortality
Haven't quite nailed this one down, but the basic effect is youthfulness, no aging, no dying or dismemberment. However, pain is still a factor.

6. Horse- Healing
Possibly has the effects of the various cure spells, increasing with level. Fast healing is another option, but the basic effect is meant to be massive healing capabilities on the bearer, as well as insensitivity to pain.

7. Rabbit- Super Speed
Double movement speed
One extra standard action per round

8. Monkey- Shapeshifting (limited to natural animals only)
The scaling levels of beast form

9. Rat- Animation
Perhaps a modified version of Animate Objects

10. Rooster- Telekinesis and Levitation
Uhhh, the spells Telekinesis and Levitation?
Note: The Rooster and Rabbit can be combined to produce flight

11. Sheep- Astral Projection
Before level 17, lesser astral projection
Somehow needs to be able to enter the dreams of others

12. Tiger- Balance
I don't even know where to begin with this one. While whole, it brings a poorly defined sense of "balance" (perhaps mental balance, so bonuses to INT or WIS?), but when broken in two splits the user into a good and evil half. Idon'tevenknowwhat.

These will be major items, not lightly given. In order to prevent excessive use by PCs, I was thinking of giving them charges per day or (for hilarity) the more they use a particular talisman, the more they become its patron animal. i.e. you used your laser eyes too much and now you're a pig.
I know that these are probably horribly thought out, but that's what I came here for. I am more than willing to make drastic changes to them. Thanks for any help.


just some remarks off the top of my head:

1: +1 STR/lvl is massive, especially at high levels. If I remember correctly the strongest stat booster item is +6, and maybe some extra increases from tomes and wishes.
So even if you make it +1/2 lvls it would still be a very powerfull item

7: double movement and an extra standard action basically comes down to 2 full rounds worth of actions per round. I would make it either one or the other

12: you could look at the master chemyst for the split personallity aspect


Thank you so much, I hadn't even considered the effects of the STR boost on higher levels.

I'll probably just make the rabbit double their speed to simplify things.


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I love Jackie Chan Adventures, but these things are in fact horribly broken. They're also not at all balanced. "Levitation and telekinesis at will? Pfft, I'll take the +20 to strength!"

What level campaign are you talking about? You should pick a power level for these things and stay reasonably consistent. Here are my quick and dirty fixes. What I've done is to put them all in roughly the same power bracket (pretty high) and made all their powers fall within the standard canon. Pretty much. Ish.

These are scary-powerful, but if you're playing at low level you should introduce them very slowly and not let characters keep them for long. If at high level, go nuts! Remember bad guys can carry them too! After wall, sticking rigidly to power/level guidelines isn't a very Jackie Chan style - so long as the bad guys are silly powerful too, it works out!

Let me know what you think.

***

The Ox: Acts as a belt of giant strength +4 while carried.

The Pig: Can be used as a ring of x-ray vision while carried.

The Dragon: May be invoked by the bearer at any time, affecting them as though they had just drunk an elixir of fire breath.

The Snake: Can be used as a ring of invisibility while carried.

The Dog: Any limbs, organs, or body parts lost by the bearer while this token are carried are instantly regenerated, as per the effects of a ring of regeneration. While the bearer has this token, they are considered to have the monk ability Timeless Body and all ability score penalties due to age are suppressed. Time passing while they bear the token is not counted toward their age.

The Horse: The bearer is considered to have the witch healing and major healing hexes. Their character level is considered their witch level for the purposes of these hexes. The major healing hex cannot be used by a character below 10th level.

The Rabbit: The character can be affected by the haste spell as a free action, as with boots of speed. There is no time limit on the use of this ability.

The Monkey: The bearer may cast beast shape IV three times a day. Their character level is considered their caster level for the purposes of this spell.

The Rat: The bearer may cast animate objects three times a day. Their character level is considered their caster level for the purposes of this spell.

The Rooster: The bearer is considered to have the witch flight hex. Their character level is considered their witch level for the purposes of this hex. They may also cast telekinesis three times a day. Their character level is considered their caster level for the purposes of this spell.

The Sheep: The bearer may cast lesser astral projection three times a day. They may cast dream one per night, with the following modifications. The spell may only be cast on the caster. The spell lasts for up to one minute per caster level. The caster may dismiss the spell at any time. No message is delivered unless the caster wishes it. While they visit others' dreams with this spell, they may make Perception checks to observe a dream and Stealth checks to remain hidden from the dreamer. Two-way communication with the dreamer is possible. No combat, spellcasting, or interaction other than hiding, observation, and conversation are possible in such a dream.

The Tiger: Acts as a headband of mental superiority +4 while carried. If this token ever gains the broken condition, a duplicate of the bearer comes into being. This duplicate is identical to one created by a mirror of opposition and attacks the bearer.


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Holy wow, those fixes are amazing! Thank you so much!

I'm starting them out at level 1, so I can get the feel for it while they're easy to manage. Of course, I had no intention of them getting too used to having these things on hand lol.

I was planning on putting each of them at the end of gruesome dungeons and story arcs, and even using some as traps to start new quests (like having the sheep trap one of them in astral form, or the more obvious broken tiger syndrome). I was thinking of not letting the party carry more than 2 (if even that) at any given time, especially since one of them is notorious for exploiting the balls off of everything he's allowed to have.

I can't express how grateful I am for the help, I would have hated to screw my game up right out of the gate.


The talismans were never balanced in the show
ie: Astral projection vs IMMORTALITY!!

the fixes above are good, save i thought heat vision was the primary power for Pig.


Clubs wrote:

Holy wow, those fixes are amazing! Thank you so much!

I'm starting them out at level 1, so I can get the feel for it while they're easy to manage. Of course, I had no intention of them getting too used to having these things on hand lol.

I was planning on putting each of them at the end of gruesome dungeons and story arcs, and even using some as traps to start new quests (like having the sheep trap one of them in astral form, or the more obvious broken tiger syndrome). I was thinking of not letting the party carry more than 2 (if even that) at any given time, especially since one of them is notorious for exploiting the balls off of everything he's allowed to have.

I can't express how grateful I am for the help, I would have hated to screw my game up right out of the gate.

Happy to have helped; hope the game goes well! I like what you're planning to do with them, sounds like an excellent use for them!

@Brambleman: You're right, but x-ray vision was the closest I could get in the rules. Personally, I'd just run it as x-ray vision but flavour it as heat vision.

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