Magical Items?! Magical YOU!


Homebrew and House Rules


So, there's a thread where people don't like magical weapons. Well, they like magical weapons, but they don't like that you need to rely on them at later levels. They hate that you apparently "are your equipment".

So, I had an idea. What if instead of magical weapons, you got "properties" that you could apply to any weapon you wielded, or were proficient in? So, instead of getting the Throwing Hammer of Rebounding, what if you could just make any thrown blunt weapon Rebound? Instead of a Vorpal Sword, what if you could cause that 'effect' for any slashing weapon you wielded, to show your skill at that weapon?

Now, mind you, this could lead to shenanigans. You know, a Fighter picking up a snowball, and then causing the Ogre to explode in fire damage and Knockback when it hits him. You know, unless you had rules in place against that, or unless the DM just say that doesn't happen.

But that aside...what do you think?


We did this in a 2nd Edition game. It was similar to Final Fantasy VII and materia collection.

Weapons and armor had to be crafted with slots and we found these magical gems that had properties. Each gem had a minimum default +1 but, each special property would have it's own bonus.

For example, if I were to use this system in my PF homebrew, a gem of Animal Bane would change the masterwork weapon with sockets to +1/+3 vs Animals.

You could also set up a time factor for changing gems if the party had an overload of them with not enough slots for them to fill.

Obviously, you couldn't put a such a gem intended for armor into a weapon.

Lastly, it wouldn't interfere with current item crafting; the object with sockets still needs to be crafted or found and prepared to receive a special gem.

Just follow the same guidelines as normal item creation (costs, checks, etc.), just change the fluff.

Mind you, this was only for weapons and armor; it would not truly work with items made from non-metallic/wood materials like flimsy cloaks and hats.


That's interesting, kind of like Diablo.

But I'm not talking about gems. I'm talking about the "power" or ability being within you. This means, whether you're using your morning star, a big heavy flail or some frying pan you picked up, you're still gonna do Knockback, or it's going to be treated as a + whatever weapon.

That make sense?


Vamptastic wrote:
But that aside...what do you think?

I think it sounds pretty cool, might reduce the value of magic items greatly, but the idea of your character being self sufficient is always a plus in my book. I would like to see it expanded upon.


Vamptastic wrote:

But I'm not talking about gems. I'm talking about the "power"

That make sense?

And yet you could still use the same idea. Like I said, change the fluff.

Make it a magical tattoo; each person can only have so many of them. Tattoo ink is made from specially crushed gems, thus still providing a craft avenue/cost.

Each tattoo will only affect certain objects specifically so you can't have an armor bonus tattoo affecting a weapon.

Or, make it a special ceremony where an infusion or elixir is imbibed or bathed in that gives it's properties only to living flesh.

It could be special training they undertake from a master/mentor that has the same costs of regular item creation. Creation Feats could be the means of allowing crafters to train others. Special metals could be required and consumed in the training.

You have to balance the end product/result with the means to get there so that you also take into account the rest of the mechanics in place for such balance. You don't necessarily have to use the rules in place or at all. But, to avoid cheese and abuse you'd have to figure something out instead.

Edit: Corrected grammar to read "so you can't have an armor bonus tattoo affecting a weapon."


What I have considered is subtracting the Wealth by level for the following built in items.

When BAB Reached +6 and every three BAB later PC gains a stacking +1 bonus to hit, damage .

At 6 HD and every three levels after the PC gains a stacking +1 bonus on all saves and AC.

At 6 HD and every six levels after the PC gains a +2 bonus on ability score of the players choice.

At 7 HD and every three levels after the PC gains a stacking +1 bonus to Natural Armor

At 8 HD and every three levels after the PC gains a stacking +1 bonus to Deflection Armor

I was going to have Magic Weapon used along with permanency to make a "magic" weapon for DR.

Double the cost of Rings, Amulets, Cloaks, Belts/Headbands

I ended up scraping it as some players do not want a +X Weapon, all the adjustments to pricing and well headaches. Closest I ever got to changing the system.


Interested parties might want to take a look at the d20 OGL game, Iron Heroes.

The default assumption was that it wasn't the sword, but the hand that wielded it that made it great.


Well, if I ever play Iron Heroes, I'll keep that in mind. Thank you, Hrothgar.

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