| Phoatu |
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Hey Paizo community,
this is my first post on this board so I hope it's not a bad first impression. I was given license by my GM to have my Soul-Forger Magus (whom is obsessed with getting his hands on and making things out of exotic materials) create his own version of the otherwise unstatted physical state of Djezet mentioned in the Red Redoubt of Karamoss section of Dungeons of Golarion. The party is level 12 and most of us have a pretty healthy WBL because we're towards the later half of a Kingmaker campaign, in the event that those factors might affect any oncoming critique or provide context for what I've written up.
It's a pretty beefy special material, and to clarify the GM was pretty alright with the first draft I showed him that included the ability to treat spells as (Ex) as detailed below, although the other qualities the item initially provided were a bit too strong for his tastes. I toned it down some and tried to keep the language as brief as possible but it's still fairly lengthy.
Any critique is welcome and any help in balancing or moderating the qualities or cost of the item are welcome, be they harsh or sugar-coated.
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Alloyed Djezet: Some few artificers have had limited success treating the normally mercurial metal and forging it into other metals. When successfully worked into this solid state Djezet
retains it's magic-enhancing properties and serve as a conduit and focus for the magic ability of the character attuned to it. To attune to an item made from Alloyed Djezet a character must wear or wield it for a full 24 hours; if the item is lost or missing from their person for more than 24 hours it ceases being attuned. An Alloyed Djezet item can only be attuned to one character at a time and cannot be attuned to another until it has first ceased being attuned to it's previous carrier. A character can only be attuned to one Alloyed Djezet weapon as well as a single suit armor or shield. Any equipment that can be wielded or takes up space on the body and made from mostly metal can be alloyed.
Weapons: Weapons made of Alloyed Djezet can be imbued with a number of charges up to a maximum equal to the weapon's effective enchantment bonus. Charges may be imbued by an attuned character as a swift action in one of two ways:
-Expend a spell slot to gain one charge per spell level sacrificed
-Expend a use of a damage-dealing (Su) or (Sp) ability to gain one charge per 10 damage the ability would have dealt (roll as if using the ability and round down to determine charges gained)
The weapon must be wielded to imbue or use it's held charges. These charges last until they are used or until the item is no longer attuned, after which the charges dissipate harmlessly. Charges can be used as a free action no more than once per turn in the following ways:
-Spend a number of charges equal to the spell-level of the next spell or spell-like ability cast to treat it as if it were an (Ex) ability for one round for the purpose of bypassing spell resistance, immunity, and effects that normally disrupt spellcasting. This itself is an (Ex) ability of the item.
-Spend a charge to treat the next spell or (Sp) ability as if it were modified by the Heightened Spell feat.
-Spend charges equal to the level increase of a metamagic feat or rod possessed by the character to emulate it's effect on the next spell, (Sp), or (Su) ability used. A metamagic rod's grade (lesser, greater, etc) still limits up to what level spell this ability can be used to enhance in this way.
A penalty is incurred by each charge spent; a spell failure chance equal to 5 times the number of charges spent that lasts an amount of rounds equal to the number of charges spent. This spell failure cannot be ignored regardless of the spellcaster's source of power and the penalty stacks with itself and other sources of spell failure already affecting the attuned character. If a character uses all the charges of a fully imbued item at once, he is immediately subjected to a greater dispel effect targeted only on himself with a caster level equal to his own as the item draws on it's host's magic.
Staves: Magical staves made from Alloyed Djezet function as and are treated as weapons of the same material; except imbued charges can be used to enhance spells cast through the staff. Use half the stave's caster level (rounded down)to determine it's effective enchantment bonus to determine how many charges can be imbued into the item. These charges are treated as separate from those used to power the staff's
own spells and abilities.
Armor: Attuned armor and shields made from Alloyed Djezet can absorb some types of damage directed at the wearer as an immediate action. When so willed to the attuned item absorbs half (rounded up) of any incoming magical or elemental damage until the start of your next turn. The item can absorb a total number of points a day up to 5 times it's effective enchantment bonus. The attuned item can be imbued in the same
way as an alloyed weapon to restore the ability to absorb 10 more points of damage per charge imbued in this way.
The amount of Djezet required to effectively alloy an item to impart it with the metal's unique properties is precise and is not affected by the item's size or weight, as it's the enchantments on the item itself that determine the alloyed item's potency. Adding the Alloyed Djezet special material adds +18000 gc to the item's price, and it may be possible to alloy Djezet to metals other than common steel or iron.