Colour Spray Gauntlet


Homebrew


So I'm considering giving a space pirate my party will encounter a magic gauntlet that emits a ton of sparks and light much like colour spray. I expect my party to loot it as a piece of gear so I was wondering how I might create things like Item level, or balance it's abilities out.

My initial idea was this:

The spell affects all creatures in a 15ft cone, forcing a will save to avoid being blinded for 1d4 rounds, and then dazzled for 1d4 rounds after. If they succeed the will save, they are not blinded, though still dazzled.

Any creatures within 5ft would need to make a will save to avoid being stunned for a round, and then blinded or dazzled.

This too stronk? Too small an area for the ranged heavy combat? I was thinking usable twice a day.


You want to make a Fist of Raving? :-P

1) I would make this sense-dependent - a creature without vision, such as most oozes, should be intrinsically immune to the stunning effect.
2) A Will save does not fit Starfinder's design for this. It should be either Reflex save to look away/shut your eyes or a Fort save to have tough enough eyes. A Will save implies the problem isn't photon-based.
3) What you're describing is very similar, conceptually, to a Flash Grenade, with less range and area, but a drastically superior effect - making it absolutely impossible to avoid the Dazzled effect is the gauntlet's best feature, and the close range stunned is super duper.
4) It's also very magical - Starfinder's cone weapons thus far have all been Blast, even the flamethrowers, and those go up against AC, not a save. The only 15 foot cone spell I could find was Overheat, a level 1 Technomancer spell for 2d8 fire damage.
5) The weapon's item level will determine its save DC, but alas, the CRB didn't really give us any tools for appropriately costing items of a given level - we don't even know how to take an existing item and change its level, e.g. to make even harder rope.

I think it makes sense to set this item's level to 1, and its cost to that of buying a pair of flash grenades I with the spellthrower fusion in them and a spell level 1 spell gem in each - 2*(275+140+2*360/2) = 1550 credits. As I indicated, we don't have good tools for doing this, but I think that would at least be in the right ballpark. Note that the DC on the save depends on how you build the item, but a level 1 grenade's DC is 10+Dex, a spell level 1 spell gem's DC is 11+Primary, and no one would raise their eyebrows if you gave this thing its own save DC independent of any stat of the wielder, since it's not being billed as a weapon, but if you set a static DC for it, you should NOT have it provoke AoOs when used. If it provokes AoOs, it should use the wielder's stats in some way to be more difficult to resist.


I think I worked out the details. Thanks for the advice

Starburst Gauntlet
Item level 5
Cost 4350 credits
Usable twice a day

A brilliant spray of sparks and bursting light emit from this gauntlet, blinding creatures caught in the spray.

All creatures in a 15ft cone are blinded for 1d4 rounds, and dazzled for 1d4 rounds after. A successful DC 15 reflex save negates the blinding effect

Creatures with in the first 5ft are stunned for a round, blinded for 1d4 rounds after, and dazzled for 1d4 rounds after that. A successful DC 15 reflex save negates the stunned effect, blinds for a single round, and dazzles for 1d4 rounds.

I felt the effect was definitely too strong to be a level 1 item, since it always has a debuff. This also matches it to the CR of the character using it. I priced it at the higher range of level 5 magic items, and set the DC equal to 10+item level, though I'm considering adding charisma or dex to it, and giving a +2 to the close range DC.

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