Custom Magic Item - Cord of Erastil


Homebrew and House Rules


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Cord of Erastil

This plain twelve inch cord appears to be made of braided leather and has several knots tied down its length. Beads are woven into the cord inscribed with prayers to Erastil and depicting his multiple aspects. The cord can be worn as a necklace, wrapped around the dominant hand, or tied around one ankle. When worn during prayers to Erastil, the cord provides knowledge to the faithful.

Activating the cord requires a special prayer to Erastil, taking one minute to complete. Once activated, the knowledge remains with the wearer for 24-hours or until the Cord is removed. The Cord of Erastil grants a number of skill ranks in the skills listed below equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. The Cord of Erastil fills whatever slot it is placed in and only provides skill ranks listed for that slot.

A Lesser Cord of Erastil provides bonuses for one aspect of Erastil. A Cord of Erastil provides two aspects. Greater Cords of Erastil provide all three aspects of Erastil. The aspects of Erastil are decided upon when the Cord is created and cannot be changed.

Clerics of Erastil may use the Cord of Erastil as a Holy Symbol.

Aspects
Farming
Neck - Perception
Hand - Handle Animal
Foot - Knowledge: Nature

Hunting
Neck - Survival
Hand - Craft: Archery
Foot - Stealth

Trade
Neck - Appraise
Hand - Sense Motive
Foot - Craft: Woodworking

Price: Lesser Cord of Erastil 4,000 GP, Cord of Erastil 16,000 GP, Greater Cord of Erastil 36,000 GP

Construction Requirements: Craft Wondrous Item, Fox's Conning, and Creator must be a Worshiper of Erastil.

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So, I set the cost as the same for a Headband of Vast Intelligence. Unlike the Headband, you aren't getting the bonus to Intelligence for skill and ability checks. Also, I tried to make the skills thematically appropriate to the god, so that it doesn't become an open grab bag of power.

Thoughts?


My first thought is that it is a little powerful for the price. But leave that to a more experienced player to decide.
My main problem is that worshippers or erastil would likely be farmers hunters and traders, but the effect of the item doesn't stack so it would actually be far less useful for his followers than just a random Joe using it. My suggestion would be to make it be a bonus equal to half hit dice and stack with the users innate abilities.

I hope that helps. I'm also making a home brew item thread. Could you give me feedback on my item if you have the chance?

Shadow Lodge

I think if anything it's underpowered for the price.

The ability to switch slots in order to change skills granted roughly equally balances out the fact that it doesn't grant bonuses to other Int-based skills or checks - for non-casters. However, most buyers of Int headbands are casters, and casters will find the Int headband much more useful than this item, so I think the value of the headband is higher.

The skills are mostly appropriate, though I would replace Perception in the farming trio with either Profession (farmer), Profession (herbalist), or Ride.

I would also consider making the aspect dependent on the slot, and improved versions grant more skills from each aspect, rather than the reverse as you have here. It makes more sense to me to gain Appraise, Sense Motive, and Craft (Woodwork) than Craft (Woodwork), Stealth, and Knowledge(Nature).

Finally, I agree with Daspolo that worshippers of Erastil are likely to already be trained in these skills and that it might be more appropriate to grant a sacred bonus on the relevant skills. In this case, you might grant all skills with all versions, but have improved versions grant a higher bonus (eg +2, +5, and +10)

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