I am working on crafting some intelligent items that have a scaling aspect to them and need some help


Homebrew and House Rules


Recently I started a purely homebrew campaign with very low magic with the exception of a number of very rare "Djinn Items" ala Magi The Labyrinth of Magic. I was hoping to give these items three tiers granting the players access to flavorful spells and abilities that the particular Djinn that inhabits their weapon possesses. The main idea is that the third tier grants the players an awesome transformation that they can use to "full equip" their Djinn Item. So here is what I have so far (I have a couple of weapons along this line);

Baal
The Thunderlord
Lightning

T1:
Baal's Blade (Su):
+1 keen weapon
Weapon damage + 1d6 electricity damage

T2:
Baal's True Blade (Su):
Three times per day, the user can channel shocking grasp through his weapon as per the Magus spellstrike ability. The caster level is equal to half your character level.

T3:
As a swift action, the user may transform granting him haste for a number of rounds per day equal to half their character level. Targets of melee attack make a Constitution save (DC 10 + ½ character level + DEX modifier) or be considered flat footed against all attacks that round. Once effected (or save is made), the target cannot effected again for 24 hours. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast greater bladed dash while in this form.
In addition, once per day the player may cast call lightning while in this form.

I'm wondering if the drawback to using the transformation is enough to make them think twice before using it. I was thinking about limiting the transformation to once a week or maybe having it have a chance to "recharge" each day with a certain DC that drops each day after the first. Basically I don't want them just transforming whenever they start a fight since there is only one or two fights a day anyways. They probably wouldn't hit T3 until at least level 10-12 so I'm wondering if with a lack of magical items in the campaign that this might just sort itself out. Was also thinking about the weapon enhancement bonus scaling based on level or other story things too.

Thoughts? Its a complex idea and I could use some help.


I don't see why the method wouldn't work as long as you make sure everyone at least gets a chance at something. Not fun if one or two people have cool items (though questing to get some might be the point).

Give some other ideas you are thinking of and maybe some people will throw in more ideas. What's the level range you expect T1 to be used at (and how do the tiers unlock)? What (power) level do you expect T2 to range from? I see you expect T3 at 10-12.

Sila-Ka
The Drifting Dune
Sand

T1: Djinn Sling
+1 sling
Sling bullets release a burst of gritty sand on striking a creature, requiring a DC 15 Fort save to avoid receiving a –1 distraction penalty to attack, damage, and skill checks for one minute. Mechanical targets, like certain clockworks or other constructs with intricate moving parts, may be penalized for twice as long. On a critical hit, a target that fails its save is also blinded for one round as sand gets in its eyes. Magical ammunition adds its enhancement bonus to the save DC.

T2: Slow (Sloe) Djinn Sling
+2 plummeting sling
As above, but three times per day, the wielder may make a ranged touch attack and, if successful, the target takes no damage (but must still save against distraction or blindness) and is buried up their waist in coarse sand for 1 round per point of damage they would have taken (bonus damage, such as from sneak attack, does not apply). The target must make a DC 15 Strength or Escape Artist check to move at all and even on a success they move at half speed, flying creatures are equally affected and may fall if they cannot maintain required speed. The sand continually reforms around targets as they move, even if they teleport free. Enhancement bonuses on the sling's ammunition increases the save DC an equal amount.

T3: Aspect of Sila-Ka
As a swift action, wielder is transformed into themselves, but with a swirling whirlwind of sand for legs. This last for up to three minutes per day and need not be used consecutively, but must be used in 1 minute intervals. The wielder does not provoke for making ranged attacks with the sling during this time.

Magical boots, belts, or other items in the transformed area still provide any constant bonuses, but cannot be otherwise activated. While transformed, the wielder floats above the ground and does not set off pit traps, pressure plates, trip wires, etc. nor can he be tripped. He gains a fly speed (good) equal to his base land speed though he can only fly up to 5 feet or so off the ground (falling slowly if he goes over a cliff or open pit).

Any adjacent creature against which the wielder would be considered to have higher ground must roll concealment miss chances to attack due to the swirling sand and must make a Reflex save (DC 15) at the start of their turn or take 2d6 damage from the abrasive sand and receive a –2 distraction penalty to attacks, damage, and skill checks for one minute. A successful save halves the damage and negates the distraction penalty.

Additionally, as a swift action, the transformed wielder may use burning sands centered on the ground beneath them, which they must be within 10 feet of. They may have only one instance of this spell in effect at a time and a new casting replaces the old. However, if cast while while within the area of the previously cast spell, that spell's radius increases by an additional five feet. The duration of this effect ends when the transformation ends.

At the end of the transformation, the wielder must succeed at a DC 15 Fortitude save or be transformed into a pile of sand, as polymorph any object for one minute. Unless the sand is somehow utterly destroyed, such as disintegrate or dissolving it lava, the user reforms safely. Even if widely dispersed through wind or a tidal wave, the user will reform, though possibly in a random location within the dispersal area. A successful save leaves the user fatigued instead.


Thanks for the new item idea. Everyone should be getting an item (probably a weapon) almost specifically tailored to them so no one gets left out. I was thinking they'd get these things around level 6-8 or so, maybe T2 by 10 at the latest, and then pushing the T3 back to level 13 maybe. Its honestly pretty up in the air since I'm just gonna kinda read when the party "needs" the little boost and make it fit with the story. Then I was also gonna add in some "lesser djinn items" that kind of function as more utility gear (a ring with certain number of charges of charm person, mirror image, or mislead with varying amounts of charge consumed that has a chance to recharge at the end of the day). The main thing was that I want to transformation to be used "only when necessary" kinda thing.

Other ideas I have are included:

Leraje
The Earth Shaker
Earth

T1:
Clutching your greatsword tightly, you feel an almost indescribable rush as your weapon seems to ripple in your hands. The sword, once a battered steely gray color now gleams with a deep black sheen.
Leraje's Mighty Sword (Su):
+1 fire-forged steel impact weapon

T2:
As you grasp your sword, you feel a faint heat start to emanate from your weapon and hear Leraje's voice in your head. “I grant you the power to vanquish those who would stand against you” as black glass starts to slowly encase your arms. It grows, almost crystalline in nature, producing sharp rigid spikes that climb to your shoulder. You feel the heat begin to seep into your veins and power rushes through your arms and chest and a faint glow seems to pierce the deep black of your sword.
Leraje's Monolith (Su):
Three times per day as a free action, when you make a full round attack you may command your weapon to grow to a ridiculous size granting 2 additional damage dice but you take -2 to AC for the next round. This effects people in a 15 foot cone. People affected must make a Reflex save (DC 10 + ½ character level + STR modifier) or are knocked prone. On successful save, damage is halved.

T3:

Leraje's Earthly Duality (Su):
As a swift action, the user may transform the weapon into a double weapon functioning as a +3 keen grayflame impact scythe and a +3 defending impact lucerne hammer for a number of rounds per day equal to half their character level. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast spike stones while in this form.

Astaroth
The Dragon of the East
Fire

T1:
Holding your bow, you feel a sudden jolt of warmth that seems to course through you. Your bow feels lighter, more agile in your hands than once before. It seems to pull every so slightly towards anything you focus on and now is a deep crimson color.
Astaroth's Cunning (Su):
+1 Seeking weapon
Gain bonus feat Weapon Focus with the weapon.

T2:

Astaroth's Wrath (Su):
+1 Seeking Flaming weapon
you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your character level + your Wisdom modifier) to take half damage.

T3:

Astaroth's Heritage (Su):
As a swift action, the user may transform granting him a fly speed of 60 feet for a number of rounds per day equal to half their character level. Targets of ranged attacks must make a Reflex save (DC 10 + DEX modifier) or catch on fire.

In addition, once per day the player may cast firesnake while in this form (CL is half of character level).

Kizmet and Kurlot
Darkness and Shadow

T1:
As you clutch these shortswords in either hand, you feel an almost immediately familiarity with the weapons. Like you've been with them your whole life. The blades seem to almost whisper to you and you feel a cool breeze caress your wrists lightly.
Kismet and Kurlot's Twin Blades (Su):
+1 cold iron short swords (Shadow and Whisper)
Grants the user TWF or Greater TWF.

T2:
Gripping your blades, the world around you draws quiet. You feel your presence start to coalesce with the shadow around you and you hear the familiar voices in your head, speaking in tandem. “We grant you the power to silence those who would hinder your course” as shadowy smoke starts to billow from your curved blades, licking up your arms and dissipating just before they reach your torso. You feel a chill run through your arms as new power fills you.
Cloak and Dagger (Su):
Three times per day, Whisper may be used to cast silence (CL 10th, DC 20). Three times per day, Shadow may be used to cast invisibility (CL 10th), or the blade itself can be turned invisible for one round, making it incredible difficult to parry and dodge. If your opponent cannot see invisible objects and does not succeed on a DC 25 Perception check to follow your arm motions, he is considered flat footed against all your attacks with Shadow that round.

T3:
Suddenly, you feel a rush of freezing, almost white hot energy course through your veins as the voices of the twins ring out in your head. “We grant you our final gift. The gift to fill those with the terror of who we truly are.” With a whispering cackle from the twins, your body becomes wreathed in shadowy smoke. The almost flame-like shadows lick at your boots and begin to shroud your form entirely. A rushing howl of wind begins to fill your ears and grows to an almost deafening cacophony or sound as you vision draws dimmer into an infinite darkness. You fear for a moment you may be lost in the darkness and shrieking wind that encases you, then suddenly everything grows peaceful again. You open your eyes as you feel the power of your ancestral bloodline seep into every muscle in your body.
Creeping Fear of the Forgotten Twins (Su):
+1 Ominous cold iron short swords
As a swift action, the user may transform granting him an additional 1d6 cold damage with each blade for a number of rounds each day equal to half their character level. Targets of melee attacks must make a Will save (DC 10 + ½ character level + CHA modifier) or become blinded by darkness for 1 round and shaken for 1d4 rounds thereafter (save negates blindness). Once affected (or save is made), the target cannot be affected again for 24 hours. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast greater invisibility while in this form.
In addition, once per day the player may cast phantasmal killer while in this form.

Paimon

Corrupt Djinn Item

Ring of the Concubine:

Grants blurred movement passively on wearer. Free action to command the ring disable this effect.

The ring holds also 5 charges on it. The charges can be spent as thus.
1 charge: The user may cast charm person.
3 charges: The user may cast mirror image.
5 charges: The user may cast mislead.
Regains 1 charge when you kill an enemy.

Grants corruption similar to Possessed if not purified.
If purified, the ring gains 1d4 charges per day.

PS... I don't take credit for the double daggers/shortswords. Those were in a D20PFSRD entry I found and they fit almost perfectly so I made some slight changes and adjusted them to fit my need.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / I am working on crafting some intelligent items that have a scaling aspect to them and need some help All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules