| frosty4378 |
Hey there everyone, I am currently making a homebrew pathfinder campaign. It consists of a large expedition for a wide array of lost artifacts said to be left behind from ages past. I had an idea of making a large set of spherical, metal artifacts about a foot in diameter. Each of them has a unique effect. My question is to ask some of you experienced GMs out there if something such as this could work without being unbalanced in a party of 5, and if so, what are some good ways/ideas I can balance such powerful artifacts?
Right now, all I have is as follows:
-An artifact that transmutes materials into more precious or different substances.
-An orb with an unimaginable amount of knowledge and can give a boost to knowledge skill checks as well as translate messages as if using a comprehend language spell.
-An orb that acts as a small construct, able to do menial tasks.
-An orb that functions like a portable hole except it can be programmed to open up and allow the exchange of items to and from certain containers in the world designated by a PC.
What do you guys think? I want each of these things to be an exciting find that PCs should be glad they have at their disposal but they can't be too game breaking.
| Nearyn |
Hello there.
Well, given the title of the thread, I'd be remiss if I didn't offer you a look at these, my advice for aspiring GMs
Now as to your questions. I'll start by saying that it's hard to properly consider their strength when we don't have anything solid to go on. You've described ideas, but not mechanics, and usually we look at the mechanics when we wanna gauge power. At a glance, only one of these approach artifact-level power and that would be the one that can turn stuff more precious. The rest are interesting and cool baubles.
If you can be more precise about what you want each item to be able to do, how big bonuses they provide, and how strong their effects are, then I'll be able to give you better advice =]
Hope it helps.
-Nearyn
| The Sword |
Just feedback. A foot across seems quite big, that is football size. Carrying something that big could be an issue. I would go with 6" or so.
A few places for inspiration or examples of mechanics...
Paizo's Shattered star has a set of artefacts to collect.
The Doomstones Campaign had the party collecting different orb like artefacts.
The Rod of Seven Parts involved collecting pieces of an artefact that each had different powers.
One thing to be aware of, is that one PC gets the first orb, great for them. The corollary of this is that your fith PC has to wait five times as long for their toy.
I like the idea that your orbs benefit the who party rather than individuals. If you want something powerful and fun but not game breaking - give people options not bonuses.
| Scud422 |
You've described ideas, but not mechanics, and usually we look at the mechanics when we wanna gauge power. At a glance, only one of these approach artifact-level power and that would be the one that can turn stuff more precious.
Like Nearyn said, you have to be careful with that one. Some PCs like to have some downtime every now and then, especially the ones that grab crafting feats. You don't want to give them something that can easily make them several thousand gold with 2 weeks of downtime.
| frosty4378 |
Thanks for all the feedback so far. So my party is going to consist of 5 3rd level PCs. The reason I want to include such artifacts is that they have a place in the plot, (probably obvious) and function later on as "keys" to a grand reveal nearing the higher ends of the story. They are supposed to be tools older than written legend and strange enough in use that it would puzzle the magic savvy world the characters live in. I actually want to get some advice on what more experienced GMs think make good and balancing effects for these things. As far as I have right now, all I can think of are limitations like the ever classic limited uses per day system. I was thinking to find their first "orb" around 6th or 7th level.
As far as each of the previously mentioned orb ideas, I hadn't put too much thought into the specific numbers.
-An artifact that transmutes materials into more precious or different substances.
/Can transmute things like silver into gold, Steel into platinum, Plants into coal, and chunks of more rare rocks into low grade gemstones. It would have maybe some chance of relishing nothing and destroying the given material with no results, leaving the PC with one less item.
-An orb with an unimaginable amount of knowledge and can give a boost to knowledge skill checks as well as translate messages as if using a comprehend language spell.
/As far as this one, I thought about it being considered a sort of limited version of an intelligent object, not having any will of it's own, but still having some level of consciousness. It would evaluate any question that would constitute a knowledge skill check and formulate an answer based on the result. It's stats for doing so would be boosted in such a way that it would be beneficial to ask it.
-An orb that acts as a small construct, able to do menial tasks.
/As a move action, a PC could activate a switch on the orb as long as it is being held in a free hand. The construct would be considered a tiny creature and would be deployed adjacent to the controller. It would function as a cohort or familiar, whatever would make more sense in this situation, and perform menial tasks like using Mage Hand to manipulate objects, fire ranged weapons,make certain skill checks like disable device check, observe small areas, and probably some other substantial features I can't think of.
It wouldn't be able to be destroyed, but if moved out of a certain distance from the activator (say 25 ft.) It would cease all activities and revert to it's dormant form.
The main point of having these things is to make plot essential items that portray a certain alien feel to a magically attuned society and that feel good and rewarding to find for the entire party not just because you found a new piece of the puzzle, but also because of the wonder and mystery of how to make this thing work and what exactly it will do.
Also, do you think it would be more effective and beneficial to simply look into and physically redesign some of the artifacts already made?
| Nearyn |
| 1 person marked this as a favorite. |
Okay that makes it a bit easier. You might be able to simply redesign existing artifacts, and as a GM I would definitely look into this, if only to get an idea of the scope of certain artifacts.
Sphere of inestimable transfiguration
Aura strong transmutation; CL 15th Slot none; Weight 2 lbs.
DESCRIPTION
This perfect sphere is made from an otherworldly metal, lighter than mithral, cool to the touch, and with a dull, dark sheen. When touched barehand, one can feel grooves running along the immaculate-looking surface, seeming to form a pattern as if a sun was collapsing in on itself.
As a full-round action, the sphere can be made to release its transformative magics on an object it is touched to. An object so touched has its basic material transformed by the sphere. The sphere is capable of generating a value of 10.000 gold pieces per day in valuable transmutations. The transmutive magics are not stable, however, and using the sphere is not without risk. When the sphere is used roll 1d100.
1: Perfect transmutation - increase the target object's value by 10.000 gp.
2-10: Near-perfect transmutation - increase the target object's value by 8.000 gp.
11-30: Brilliant transmutation - increase the target object's value by 5.000 gp.
31-50: Great transmutation - increase the target object's value by 3.000 gp.
51-70: Succesful transmutation - increase the target object's value by 1.000 gp.
71-80: Fickle transformation - increase the target object's value by 100 gp. The object loses 80% of its hp and gains the broken condition.
81-90: Twisted malformation - the target object contorts into a jagged, gnarled material resembling charred wood, dotted with greenish postules and becomes utterly worthless. The postules burst immediately, squirting and oozing a luminous green goop. The person using the sphere must make a reflex save DC 19, or be hit by the goop, taking 1d8 points of con drain.
91-99: Catastrophic malformation - the target object is enveloped in a flash of uncontrolled transmutation and immediately explodes in a shower of shards, dealing 6d6 points of piercing damage to everyone in a 30 ft radius. A DC 19 reflex save halves this damage. The user must make a DC 19 fortitude save or be struct blind, in addition to taking the piercing damage.
100: Cry of the beyonders - The object warps and contorts, bending in an astounding display of physics-defying ways before imploding and turning to nothing. Witnessing this deals the user 1d4 points of wisdom damage, but that is not the true threat. The reality-defying warping of the object attract the attention of 1d6 Hounds of Tindalos, who immediately enter the plane within 1d100 miles of the artifact's location. These otherworldly hunters are perfectly aware of the identity of the person who used the sphere, and will never stop hunting her for as long as they remain alive.
No matter how succesful the user of the sphere is, the sphere cannot generate more than 10.000 gp value per day. For example: rolling 2 near-perfect transmutations will not yield 2 transmutations of 8.000 gp, but rather the first will be of 8.000 gp, and the following will be of 2.000 gp. Once the sphere has generated 10.000 gp in value, it becomes heavy, increasing it's weight from 2 lbs to 10 lbs. This lasts until the next sunrise.
DESTRUCTION
<insert whichever means of destruction you think would fit your campaign, here>
I'll drop by with suggestion for the other spheres at some later point.
Hope it helps.
-Nearyn
| Nearyn |
| 1 person marked this as a favorite. |
Sphere of incontestible comprehension
Aura strong divination and enchantment; CL 15th Slot none; Weight 2 lbs.
This perfect sphere is made from an otherworldly metal, lighter than mithral, cool to the touch, and with a dull, dark sheen. When touched barehand, one can feel grooves running along the immaculate-looking surface, seeming to form a pattern mimicking a whirlpool.
Whenever the possessor of this sphere attempts a knowledge check, the sphere thrums with alien purpose, and whispers and images wash over the user. The sphere grants a +10 bonus to any knowledge check. In addition, whenever the user rolls a knowledge check, he rolls 2d20 and adds the result, rather than roll 1d20. The unfathomable knowledge hidden away in the sphere cannot be accessed without risk, however.
Each time the sphere is used it deals 1 point of wisdom damage. Furthermore the result of the die rolls can affect the user of the artifact.
If both d20s roll the same uneven number, except double 1s, the user is the target of a feeblemind spell. A DC 19 will save prevents this effect, but the user takes 1d4 points of wisdom damage.
If both d20s roll the same even number, the user is rendered permanently insane as if by an insanity spell. A DC 19 will save prevents this effect, but the user takes 1d4 points wisdom damage.
If both d20s roll 1s, the sphere steals the knowledge of the user, imposing a -10 penalty to all knowledge checks. This penalty is a curse-effect and cannot be removed for 1 full week except through wish, miracle or divine intervention. For the duration of that week, the sphere goes inert and will not function for the cursed user. Once a week has passed, the curse can be removed by a a succesful casting of Remove Curse - the DC to dispel the curse is 15.
DESTRUCTION
<insert whichever means of destruction you think would fit your campaign, here>