| Rachel Carter |
Hello everyone out there!
I have a game that I am running where the players have come into contact with a goddess of artifice. One of the ideas that I was playing with was to leave a bunch of strange gear lying around for them to play with. I have some ideas that I'll put here, but was hoping for feedback, and perhaps other ideas. I was bouncing ideas off of friends, but I don't want to give to much away, since my friends are also the players.
The more interesting/powerful the artifact, the more of a downfall, or hindrance I was going to include, on some not all.
Here are some:
Death's Amulet: upon death, the wearer and all possessions on their body are immediately teleported to a predetermined location (PCs don't know where that is) and the body is put into gentle repose.
Bracers of the Beast: the wearer may apply the lychenthrope template and transform for x number of rounds per day. They are in control while transformed. Every time they use it there is a 5% chance (perhaps it increases each time) that their blood becomes tainted and they contract lychenthropy. At this time they loose control of the transformations.
Neck Collar of the Night: the wearer may apply the vampire template bonuses with no negatives for a number of rounds per day. When they die they are raised as a vampire, under the partial control of the vampire who's essence was used to create the artifact (will saves if ordered to do something against their nature) Their alignment becomes neutral on the moral scale.
Cape of the Eidolon: when in combat GM rolls a d% on a chart for a random evolution, that the PC may use in combat every 1d4 rounds. First round it gets used without the PC being able to control it. Every combat it is rerolled.
Circlette of the Prophet: user can use augury 2x per day, divination 1x per day, clearvoyance/clearaudience 2x per day, commune with pre determined deity once per week, deity does not identify themselves
Weapons/armor that evolve with the user once picked it cannot be changed, idea:
-Range weapon
level 1: pick one favoured enemy, take 15 on craft range arms and amunition, sneak attack at range
level 2: pick one combat style, infinite ammunition, greater invisibility
level 3: something good for the last one
-Melee Weapon
level 1: pick one weapon changes from two handed melee weapon to one handed melee and shield, or add 10 to movement when charging, or protection from those of an opposite alignment
level 2: pick one weapon does damage as it a size category bigger, weapon's reach increases by one step, use richeous might for 5 rounds
level 3: unsure
Ideas?
Eltacolibre
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Can only recommend to read through legendary items that are in the mythic section of the pfsrd or prd. A lot of these items are fun to give or get as quest rewards or even take inspiration from.
Also would recommend the following books:
-Classic treasures revisited
-Pathfinder campaign setting: Artifacts and legends (you can most likely refluff some items there for your campaign setting).