Carishia |
I'm thinking of making a story along the lines of than the "world tree is cut down to allow a demon to escape, as the overlying story. What im asking about is I was thinking of making the roots of said tree to change into wepons, armour, or some other piece of gear, and make it gain skills as its used. like a Living root shortsword (living root being the temp name of the set)gaining shock damage as its used to deliver shock touch attacks or a bucler gaining resist cold as it takes cold damage. how best do I control this from getting over powered and what should be some reasonable limits?
Carishia |
can you elaborate that page really didn't help much, it only told me pricing for build items with pre-existing ability. the way i'm building them is that the grow like a companion or familiar. I was thinking more like after channeling so much frost touch or smite evil the weapon picks up a d3/d4/d6..etc (cold/smite/fire/lightning) damage so i'm asking if that's too strong and how besides LV-lock to control it.
My Self |
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The idea is fine. These pre-fabricated info things are for balance purposes. These are the reasonable limits you asked for. Each item should only "evolve" to a certain amount based on your character level. Thus, at 1st level, the most bonus fiery damage you're going to be getting is 1, while at 11th level, it would be totally appropriate for all of the sword's damage becoming fire, and being a fairly powerful magic sword as well. If you incorporate a pool like the Bladebound mechanic, you could limit it in uses per day, so your players can't always being carrying around electrified shock rods or armor that is immune to fire.
caliga |
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There was an old 3.5 book that went into detail regarding this. Weapons of Legacy, I think it might have been called. It had some weird rules, feat and "quest" requirements. Like kill a CR 5 devil with no help to unlock the next portion of the weapon, while also reducing skill points or max hp.
Still the concept was interesting and I used it a few times.
Instead of the items "growing" based on use though, I created a rough progression path based on how my players said they were going to level their characters. For that particular campaign I also had players choose an element that their characters felt more in tune with during creation and used that as an additional spring board for how their weapons could adjust.
Even with that I still changed things as we went. For instance, initially a player planned on going longsword all the way, but after a string of lucky rolls and some entertaining roleplay he decide to keep using a morning star he had picked up during combat.
The important thing is to keep your players and their characters in mind when you are growing those weapons. What might seem cool to you, may not mesh with a character. Though that doesn't mean you need to tell your characters about their weapons. I took great delight and occasionally allowing some ability to activate without a player knowing it existed, it also gave them a greater interest in the weapon they had picked up so it wouldn't get tossed to the side as easily.
In terms of limiting items the first link My Self posted about scaling magic items will give you an idea on pricing and power level. There are several pre-made items that will give you a decent scale to compare to for creating your own weapons.
Carishia |
yes, sorry... it's been a hard day for me. i see the value in what my self posted especially after i got further into that bladebound archtype, suffice it to say except for the "always a one-handed slashing weapon" and so "few" abilitys it is the spitting image of my original concept. a couple things i forgot to mention in said concept were that, for most of the time, the gear looks like a woven bracelet that grows into its "true" shape as a swift action. because of the nature of the items they are susceptible to fire damage but instead of burning like normal wood they take double damage. or is that too much?
My Self |
That sounds fine. These are just similar things to what I think you're looking for, and have a defined power range. Most wooden items take normal damage from fire (instead of 1/2), I don't think you'll need to double the damage on top of that. However, if that fits your concept, go with it. Just take care that the gear doesn't get destroyed the next time somebody casts fireball on the party.
Ciaran Barnes |
A weapon that gains additional abilities as the character gains levels? You certainly wouldn't be the first to implement such an idea. I think you should do it, and you shouldn't feel down if not many people respond to your post within the first day. The other thing you should do is work out some of your ideas and post some of the weapons you are thinking about giving to your players. People are much more likely to offer input if your give them something to actually look at and critique. Keep in mind that not all characters gain equal value from supreme weapons and that you may need to offer variant equipment.
Carishia |
right, ok, yes. what exactly are the rules on that and where can i find them cause that makes me feel alot better about adding that 'cause i ment compared to normal wood so if if thats so ouch. no to counter that i was going to add that unless the entire root is consumed than it will regenerate 1 foot of length per day(the weave to make a knife would be 3ft).
Carishia |
the fire/damage thing
A weapon that gains additional abilities as the character gains levels? You certainly wouldn't be the first to implement such an idea. I think you should do it, and you shouldn't feel down if not many people respond to your post within the first day. The other thing you should do is work out some of your ideas and post some of the weapons you are thinking about giving to your players. People are much more likely to offer input if your give them something to actually look at and critique. Keep in mind that not all characters gain equal value from supreme weapons and that you may need to offer variant equipment.
ok if an example is needed one i've more figured out on is "living root starknife"-lv2 gains returning, lv5 gains distance, lv8 changes returning to true returning meaning it returns to the wielder even if they have moved, unless wielder is behind cover in which case it hits said cover and lands in the space in front. im thinking a relatively full progression but i can't think off the top of my head what else to add.
Carishia |
thanks caliga your advise gives me some stuff to consider originally i was going to make all of them weaker than a metal version of the same gear but your right that may make it feel like a punishment instead of a reward for something that story-wise will have no value to anyone you meet till a later arc (it's a friggin root with no medicinal purpose and unless your a druid, all druids avoid even touching it, something about being severed by something like treerazers ax offends people.)to the dryad of the world tree.
Carishia |
that too my self is it just one +1? or do both distance and return add 1 each? seeking sounds right dancing doesn't quite work but its close isn't there a spell that as long as the user Concentrates they can control weapons at a distance. maybe dual wielding and the root spawns more than one at like lv18, but that's more for if i make a knife pouch or a quiver.
Carishia |
btw my cousin heard about my idea and he's a little weird. he wants to be a potato based caster of some kind (last i heard he was a wizard) and what i mean is he want ALL his spells to have a potato component for example instead of fireball he throws a flaming potato so my initial idea was giving a living root potato sac that grows 1d6 potatoes initally per day thoughts, and what kind of limits should i enforce on him.
My Self |
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So the weapon, by level, should probably be:
1: Regular
2: Masterwork
4 or 5: +1 weapon (Must be a regular +1 first)
7 or 8: +2 weapon (Or +1 weapon with +1 other enhancement)
10: +3 weapon (Or a +1 weapon with +2 other enhancement, or a +2 weapon with +1 other enhancement.)
12: +4 weapon (Or a +1 weapon with +3 other enhancement, or a +2 weapon with +2 other, etc.)
13 or 14: +5 weapon
15: +6 weapon
16: +7 weapon
17: +8 weapon
18: +9 weapon
19: +10 weapon
Keen is +1 equivalent
Distance is +1 equivalent
Returning is +1 equivalent
Dancing is +4 equivalent
Keen, Distance, and Returning all together are equal to +3.
My Self |
btw my cousin heard about my idea and he's a little weird. he wants to be a potato based caster of some kind (last i heard he was a wizard) and what i mean is he want ALL his spells to have a potato component for example instead of fireball he throws a flaming potato so my initial idea was giving a living root potato sac that grows 1d6 potatoes initally per day thoughts, and what kind of limits should i enforce on him.
Uh, the potato sack is cool, but unnecessary. He can buy potatoes, he doesn't need to have a free supply, although a supply of 1d6 free potatoes won't hurt too much. As for his spells, replace all cheap material components with a potato. You can add a material component of a potato to all spells that don't already have a potato component. However, spells with expensive material components should require you to either use the original material component, or a potato of the same price (remember that he has to spend money on it).
Orfamay Quest |
right, ok, yes. what exactly are the rules on that and where can i find them
You were already referred to those rules -- that's the "scaling magic items page" you were rather dismissive of.
Basically, price the item at the various power levels, based on the powers you want to give it. So:
* the masterwork starknife is worth about 350
* the +1 starknife is worth about 2300
* the +1 starknife that also acts as a a +2 Dex enhancer is worth about 6300
et cetera.
The table tells you when those powers unlock.
* 350 is between 300 and 900, so the knife becomes MW at 2nd level
* it becomes magical at 4th level
* it becomes a Dex enhancer at 6th.
et cetera.
Carishia |
Not that orfamay I got those rules, part of this idea came from that set of rule I was asking about fire damage to items.and I was not brushing them off it was more that I posted for thought and opinions and was getting the same thing as calling to find out if Walmart carries a brand of toothpaste "uhhh..I don't know let me go ask my manager."
Never mind that, so I was going through the weapon enhancement list and I was thinking after getting to a later arc in the story it seems to fit the theme if all the living roots gain ally but only with each other.
Orfamay Quest |
aside from my self, still looking for weapon feed back. and looking at weapon enhancements I saw a couple element mods but what if I want to just add a spell? how would I go about that?
That's in the rules you were referred to, too.
Adding Spells: Assign a price for any spells the item allows its owner to use. Table: Spell Prices includes the typical prices of one daily use of spells at different caster levels. Because the price of spells varies based on the item's caster level, it's usually best to price other abilities first, then estimate the finished caster level, then price the spell at that caster level. If a spell doesn't improve significantly at higher caster levels, price it using the item's minimum caster level. If the spell becomes more powerful with level increases (as does fireball), use the caster level of the level at which it's unlocked to determine its price. Cap a spell's caster level at the highest level that makes a significant difference, such as 10th level for fireball. Generally, if only the spell's duration changes with caster level, spells with a duration of 1 minute per level or 1 round per level should use the full caster level, but those with longer durations (10 minutes per level or more) should use the minimum caster level. Remember to readjust the price at each further power unlock level, since the caster level of the item will match the owner's level. On a worn item, waive the standard 50% price increase on the additional spells.
So spell immunity would be a 4th level spell, cast at caster level 7, and cost 10,080 gp according to the table.
Orfamay Quest |
Technically speaking, that would be a different effect (and arguably more powerful because of the action economy implications). Basically, what you're arguing for lets you hit and cast], while the ability described above lets you hit or cast.
There are some pricing guidelines for use-activited magic items in general. But since you're the GM, and those guidelines boil down to "you're the GM, use common sense," I'd suggest you price it at something you consider appropriate. But if you're looking for something that does acid damage on a successful hit, isn't that just the corrosive property?
(Gearhead analysis. Adding damage riders to weapons is supposed to follow a quadratic path. Making an ordinary weapon flaming doesn't cost much, making a flaming weapon also frost costs more, and creating a flaming frost corrosive shock weapon costs a mint.
Adding an acid splash rider doesn't affect the costs of later adding a shocking grasp rider or an elemental touch rider, so you could end up with an overpowered weapon that just stacks spell upon spell upon spell.)
Mage Evolving |
I did something like this a few years ago. I used a Raktavarna that grew in power as it was used as the rogues primary weapon. It wasn't until 4th level that the Raktavarna revealed itself (it had just leveled and gained new abilities).
Rather than make the weapon more powerful in terms of static bonuses have you thought about giving it abilities such as scent, tree shape, dark vision, freedom of movement, etc?
Carishia |
I had but mostly for armor or non-combat pieces like a pouch that all its abilitys are on survival in the wild. One way I'm trying to cheats is when it comes down to it they will be characters all their own that just require a "host" to get around. They rarely will get that strong until late game but that's their field.more tsukigomi than weapon charge.