Advice on making a crazy, story-based, scaling magic item


Advice


Obligatory "stop reading if you're my PCs." Especially Rion

Non-essential Details:
PCs are currently level 5, world and adventure is homebrew with PF1 rules, and the PC is a half-orc slayer with stats Str 18 Dex 10 Con 18 Int 16 Wis 11 Cha 9.

His story in brief: He's a LN slayer who had dreams of joining a church dedicated to a goddess of protection and justice. After being rejected, decided to do his own thing but still uphold the law. What he doesn't know is that he's been marked from birth by a devil prince of the hunt. This devil has put situations and items in his path in an attempt to corrupt him. What better way than with a strong magic item?

It's a necklace of 5 large fangs. Each tooth gives a constant effect and can be activated as a standard action to give a temporary effect. Activating a tooth drains that tooth of its power until imbued again. It started inert and to imbue a tooth with magical energy he has to hunt and kill someone of some significance to him. He has to focus on this person, name them, and hunt them down. It can't just be some schmo goblin.

For instance, the first one on his list is a corrupt Captain of the Guard that threw him in prison when he found out the Captain's secret. He's been hell-bent on killing him for many sessions now.

What I need help with:

Effects. I listed what I've come up with, but I'm sure there are lots of effects I didn't think of if you have an idea for a replacement. The higher level effects, for instance, don't seem quite powerful enough. But maybe if you take the item as a whole, fully imbued, it makes sense.

Level Requirement. I'm not sure if these minimum levels make sense. Since the effects are dependent on killing targets, I figure the Scaling comes from the required level of the target. So the first one requires a CR 5 kill, for instance.

Duration. For the activated abilities. Rounds per level? One minute? I'm not good with this kind of stuff. I figure one minute is good because that's pretty much for the duration of an encounter only.

Balance. I know this is a pretty crazy item, but I'm a DM who is ok with allowing strong magic items. I can always buff the encounters. Mechanically I'm thinking all of the +# bonuses are Profane bonuses but maybe that's too overpowered due to stacking?

This was created by a devil who relishes in hunting and killing, so I tried to stick to that theme. The five qualities of an effective hunter I could think of, in roughly the order of level required:

Effects:

(Lvl 5) Focus:

  • Constant: +4 vs Fear/Charm/Compulsion
  • Activated: True Strike (as the spell, not for a minute or rounds)

    (Lvl 7) Perception:

  • Constant: Scent
  • Activated: Blindsight

    (Lvl 9) Preparedness:

  • Constant: +4 Init + Ref? Never Flat-Footed? Both?
  • Activated: Improved Evasion

    (Lvl 11) Hardiness:

  • Constant: +4 Con
  • Activated: DR 10/Good (very unsure about this one, doesn't seem worth giving up the extra HP)

    (Lvl 13) Lethality:

  • Constant: Improved Critical... Chooses type each day? Chooses when imbued?
  • Activated: Next attack auto crit? Don’t confirm crits?

    Last but not least is the ability to use up the whole necklace at once to cast Miracle. I figure he's getting it a little early (if you consider the necklace full at lvl 13 compared to a Cleric needing to be lvl 17 to cast the spell), but he also has to work really hard for the spell and can't just cast it once a day. Maybe I can make up a Limited Miracle since this is just a Devil and not a Deity. Or I could space the abilities out every 3 levels? That would make it start at 5 and end at 17. But 17 seems so high for just having Improved Critical. Maybe Improved Critical on all weapons with which he's proficient?


  • Thematically, I would switch level 5 and 7; he becomes a better hunter of prey, then becomes better at killing his hunt.

    I would also say improved critical at level 13 would be a possible letdown, since the feat would be available for the PC 5 levels earlier and could take it then (at 9, actually).

    Also thematically, keep the miracle, but make it have consequences. The PC's charisma drops as he assumes a more devil appearance. Maybe he can't get healing from a Good aligned character as he starts to lose his soul to the devil. Drop intelligence as he becomes more bestial or feral. Really try to 'curse it up;' make it have power he can't refuse, but also let him realize it may lead him down a path he may not recover from.

    If you could find info on 3rd edition Ravenloft 'becoming a dark lord'there's good ideas on following a route to cursed power you could draw inspiration from.

    For other higher power, you could always copy assassinate.


    Erpa wrote:
    Thematically, I would switch level 5 and 7; he becomes a better hunter of prey, then becomes better at killing his hunt.

    I'm really excited about giving him Scent, so I may just do that. I wonder then if a one-and-done True Strike (until imbued again) is too low level for something he gets at lvl 7.

    Erpa wrote:
    I would also say improved critical at level 13 would be a possible letdown, since the feat would be available for the PC 5 levels earlier and could take it then (at 9, actually).

    Agreed, which was part of my dilemma. I could always move Lethality down?

    Erpa wrote:
    Also thematically, keep the miracle, but make it have consequences.

    I'm into it. Every use of Miracle further corrupts him. I'm sure I can find some old Ravenloft stuff!

    Erpa wrote:
    For other higher power, you could always copy assassinate.

    Well he's already a Slayer and I hesitate to give him something through a magic item that he can get himself. But I suppose this would free up an Advanced Talent for something else. You mean instead of Improved Critical? Or as a temporary activated effect?


    Going backwards in my thinking...

    -if something seems too cheap or too late... give him multiples! 2-3 true strikes a day! Or if he kills his quarry with the true strike use, let him have that usage back for free. Could be a way also to boost assassinate.

    Make the necklace usage easier than his class power, so he wants to or could do it more, but only if there are cursed drawbacks, is my thinking.

    - I'd say the lethality option to activate would be assassinate. Or maybe, just thinking, copy the Ninja power of Mark as well. But that might over lap with some Slayer stuff as well.

    -however you wish to rationalize powers, you could say always say preparedness for the kill would be knowing how to put the quarry down.. and that could be improved critical. ;-)


    On Focus: Change the activated effect to "immune to 1 condition for 1 minute, activated as a free action". Expect this one to get used the most.

    Preparedness: constant: May take a move on a surprise round. May not take a full action on any surprise round.
    Activated: immediate reaction - -8 to any saving throw, must be declared before it is rolled.

    Hardiness: constant: 1/- damage reduction, stacks with other DR.
    Activated: immediate reaction: blow off the results of a failed save.

    Lethality: constant: add 1d6 precision damage to all critical hits.
    Activated: gain Bane against anyone you've known for more than a day, duration 1 hour.


    Personally, I hate + vs Fear (or whatever) type effects. As a player they are hard to remember, as a GM they mess things up if I forget to say 'fear effect will save' instead of 'will save.' I would rather see a +2 will than a +4 vs x/y/z.

    For all of you expended powers I think they need to be a bit more spectacular, and I think they need to be tied tighter to the 'hunting' theme of the artifact. I'd be more interested if the duration tied into that as well (couldn't be recharged until it finished though).

    Focus: Smite-like ability against any one creature (either a visible enemy or a specific named known foe, will last until that opponent is dead)
    Perception: Discern location effect on foe, immune to any illusion effects from that foe.
    Preparedness: (not loving this particular theme) Bonus to AC vs foe maybe?
    Hardiness: I can see a fast healing or regeneration effect here. Regeneration (only works against 'foe') attacks might work, but it also might make subsequent challenges too easy. Another possibly would be X rounds, usable whenever and not requiring then to be consecutive.
    Lethality: Bane effect?

    I have two cautions regarding though. One is that just because you can increase CR doesn't mean balance isn't a problem. Balance between PCs is important too, it generally isn't fun if one character is totally outshining the others. The second is a game focus issue. A campaign should be the adventures of a party. While some focus on one individual or another from time to time is ok, too much is a real problem. This artifact is going to require significant game time to charge and recharge that is largely just about one PC. If the others have similar spotlight time, it will be hard to get anything done as far as a main story is concerned, if they don't then it will be unfair.


    Meirril wrote:
    On Focus: Change the activated effect to "immune to 1 condition for 1 minute, activated as a free action". Expect this one to get used the most.

    I had looked at a lot of options like this. Remove Fear, Calm Emotions, Break Enchantment. None of them quite got to what I was looking for. I also thought about specifying conditions. Choosing a condition to be immune to is an interesting take though.

    Meirril wrote:

    Hardiness: constant: 1/- damage reduction, stacks with other DR.

    Activated: immediate reaction: blow off the results of a failed save.

    I do like the constant DR (was my initial idea before the boost to Con) and think treating a failed save as a successful one is a pretty good activated ability.

    Meirril wrote:

    Lethality: constant: add 1d6 precision damage to all critical hits.

    Activated: gain Bane against anyone you've known for more than a day, duration 1 hour.

    Hadn't considered Bane.. Hm..

    Dave Justus wrote:
    Personally, I hate + vs Fear (or whatever) type effects. As a player they are hard to remember, as a GM they mess things up if I forget to say 'fear effect will save' instead of 'will save.' I would rather see a +2 will than a +4 vs x/y/z.

    It is a pain to remember, but it's a pain to remember almost everything in Pathfinder. :P I don't hate the bonus to will, just thought it wouldn't be as tied to the hunting aspect. Disbelieving an illusion, for example, isn't quite the same as shrugging off fear or a suggestion that's trying to steer you off course. Focus, in my mind, meant dedication to the task.

    Dave Justus wrote:
    For all of you expended powers I think they need to be a bit more spectacular

    I don't disagree..

    Dave Justus wrote:
    Preparedness: (not loving this particular theme)

    I'm not married to anything if you have any suggestions

    Dave Justus wrote:
    Hardiness: I can see a fast healing or regeneration effect here.

    Hey, that's an idea! Think it would need to be Fast Healing and spin it as an intense ability to shrug off damage. Regeneration might work if I make him increasingly more infernal.

    Dave Justus wrote:
    I have two cautions regarding though.

    Don't worry, my entire campaign is character focused. This initial part is getting them together, and each stage of the campaign going forward will focus on a different character in a different way. They'll all be getting great items and what-not. I'm aware of the pitfalls. Thanks for the warning though!


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    @motrous, something like this?

    Rion's Choker of the Iron Hunter:

    This necklace has five Fangs of mysterious origin that are affixed to a leather cord that purposely fits snugly around the neck. Each fang undulates with its own magical properties.

    Permanent effects:

    As the wearer gains in levels, the effects of each Fang increase accordingly with the following Progression Bonus table:

    Progression Bonus:
    Level 1-4: +1 bonus
    Level 5-8: +2 bonus
    Level 9-12: +3 bonus
    Level 13-16: +4 bonus
    Level 17-20: +5 bonus

    Fangs:

    Fang of Resilience:

    Constant: +1 Competence Bonus per Progression Bonus for One Save (Max: +5 bonus at level 20) (The bonus to a Save is chosen daily by the wearer, and once chosen, cannot be changed until the following day when the wearer wakes after 8 hours of sleep)
    Activated: Instantly reroll one failed Saving Throw. You must take the results of the second roll even if they are worse than the first roll. Usable once per day.

    Fang of the Pursuit:

    Constant: Scent - A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. (See Universal Monster Rules: Scent)
    Activated: Blindsight, usable 1 minute per day per Progression Bonus (max 5 minutes at level 20). Must be used in 1 minute increments.

    Fang of Preparation:

    Constant: +1 Initiative per Progression Bonus (Max: +5 bonus at level 20)
    Activated: Prescience, usable once per day. If you fail to make a perception roll to notice an ambush and are unable to act in a surprise round, you can activate Prescience and gain the ability to act. You must still roll Initiative and you are considered Flat-footed until you act in the Surprise round.

    Fang of Hardiness:

    Constant: The wearer gains 4 Temporary HP per Progression Bonus (max: 20HP at level 20) at the beginning of every day. These Temporary HP are gained each day when you wake up, and cannot be replenished until waking up the following day. If anything would cause you to not receive 8 hours of sleep, these HP do not become replenished. If the wearer does not use these Temporary HP throughout the day and sleeps, the Temporary HP does not stack the following morning.
    Activated: Fortify, gives you the effect of the Die Hard feat for 1 minute, usable 1 minute per day per Progression Bonus (max 5 minutes at level 20). Must be used in 1 minute increments.

    Fang of Lethality:

    Constant: You gain the Improved Critical feat with a weapon of your choice. The wearer does not have to satisfy the prerequisite of having a minimum BAB +8 for this effect to apply. (The weapon that Improved Critical applies to is chosen daily by the wearer, and once chosen, cannot be changed until the following day when the wearer wakes after 8 hours of sleep). This effect otherwise functions exactly like the Improved Critical feat, such as the wearer can take the Improved Critical feat or wield a Keen weapon, but its effects do not stack.
    Activated: True Strike (as per the spell True Strike)

    Special Abilities:

    The wearer gains the ability to cast Limited Miracle as a spell-like ability once per day upon reaching level 13.

    The wearer gains the ability to cast Miracle as a spell-like ability once per week upon reaching level 17.

    Special Effects:

    The wearer must wear this necklace for 24 hours before any of its effects, bonuses or abilities can be used.

    It has an AC: 13, Hardness: 10, and HP: 10. The Hardness is increased by 1 for every Progression bonus (Max Hardness: 15 at level 20) and HP becomes multiplied by the Progression Bonus (Max HP: 50 at level 20).

    It is immune to the effects of Dispel Magic, but an Anti-magic Field, Wish, Miracle, Mage's Disjunction or other similarly powerful magic can affect it normally.

    --------------------------------------------------------------------------- --------------------------------------------------------------------------- --------------------------------------------------------------------------- ---------

    .

    Essentially, now every fang is active at all times, but the bonuses get better as he levels up. Honestly, this is really powerful. This is like an Artifact. Obviously, you can always change it to suit your needs though. What do you think?


    @ryze Wow that's awesome! I know it's powerful which is why I hesitated making everything available from the get go but I REALLY like the progression bonus thing. The power of the item, in my mind, was mitigated by the fact that the activated abilities WEREN'T once per day. There was a serious cost to activating one in that you lost the passive until you recharged it. I'm definitely going to use some of this though! Thanks so much!


    @motrous: If you want the Fangs to be activated and recharged, I'd say take the "Usable Once per Day" and "Usable in 1 min increments" stuff out of each of the Activated abilities, and then add this paragraph in the "Fang" section just before "Fang of Resilience":

    Each Fang has a Constant and Activated ability. The Constant bonus is active at all times as a passive bonus, but each Activated ability can be activated by the wearer as a free action (even when it's not the wearer's turn). However, upon using the Activated ability, the Constant ability ceases to function until that particular Fang is "Recharged". A Fang can be "Recharged" only by having to hunt and kill someone of some significance to the wearer (and at the GM's discretion). The wearer has to focus on this person, name them, hunt them down, and kill them.

    .

    And then maybe change the Limited Miracle and Miracle effects from usable once per day and usable once per week into something like: Limited Wish = 3 Fangs Activated, Miracle = 5 Fangs Activated?

    Now it's an item that gives really good passive bonuses and has really powerful Activated abilities that are extremely costly to use :) I think it is much more balanced this way.


    Alright, here's my final rough draft.

    Nezregahl’s Choker of the Apex Predator:

    This necklace has five Fangs of mysterious origin that are affixed to a leather cord that purposely fits snugly around the neck. Each fang lies dormant until imbued.

    Imbuing: To imbue a fang the wearer must complete a ritual that takes 10 minutes in which he names and focuses his thoughts on an appropriate target (up to the GM’s discretion). The target must be known to the wearer and have a CR equal to or greater than the wearer.

    Once the target is designated, the wearer must hunt (find with the sole intent to kill) and slay the target. The wearer is free to pursue other goals until then, but should the wearer’s level become greater than the target’s CR a new target must be designated. The wearer must deal the killing blow, dropping the target to a negative amount of Hit Points equal to its Constitution Score or below.

    Within a minute of slaying the target, the wearer must complete a ritual that takes a full-round action to taste the target’s blood and revel in the kill. Upon completing the ritual, the wearer may imbue one fang. The wearer may only have one fang imbued at level 5 and an additional fang every 2 levels thereafter. (5 fangs at level 13)

    Fang of Resilience:

    Constant: The wearer gains a +1 profane bonus per imbued fang to one saving throw. The bonus to a Save is chosen daily by the wearer, and once chosen, cannot be changed until the following day when the wearer wakes after 8 hours of sleep.

    Activated: As an free action you may treat a failure on any one Saving Throw as though it were a success.

    Fang of Pursuit:

    Constant: The wearer can use Scent as an extraordinary ability. In addition, the wearer gets a +1 profane bonus per imbued fang to Survival checks when made to track a target by scent.

    Activated: As an immediate action the wearer gains the Blindsight special ability for a number of rounds equal to 3 + the number of fangs imbued when the ability was activated.

    Fang of Preparation:

    Constant: The wearer gains a +1 profane bonus per imbued fang to initiative rolls.

    Activated: As a free action the wearer may act during a surprise round they would normally not be able to act in. The wearer also gains Uncanny Dodge as the Rogue class feature for one minute.

    Fang of Hardiness:

    Constant: The wearer gains 4 Temporary HP per imbued fang when imbued and after sleeping for 8 hours. If anything would cause them to not receive 8 hours of sleep, these HP do not replenish. Temporary HP gained from this ability do not stack and start over each day. These Hit Points, once gained, remain until spent, regardless of whether the fang is imbued.

    Activated: As a free action the wearer gains the benefits of the Diehard feat and Fast Healing 1 for a number of rounds equal to 3 + the number of fangs imbued when the ability was activated. If your Hit Points are below 0 when the effect ends, you immediately fall unconscious but are stable. If the wearer already has the Diehard feat, they still gain the benefit of Fast Healing.

    Fang of Lethality:

    Constant: The wearer increases the critical threat range of a single weapon type of their choice (longswords, shortbows, etc) as per the Improved Critical feat. The weapon type this ability applies to is chosen daily by the wearer and cannot be changed until after 8 hours of rest. This effect otherwise functions as the Improved Critical feat. If the wearer already has the Improved Critical feat for the weapon wielded or holds a Keen weapon, they instead get a +1 profane bonus to confirm critical hits equal the number of imbued fangs.

    Activated: As a swift action, the wearer can cast True Strike as a Spell-Like Ability

    Special Abilities:
    By activating several fangs at once, the wearer can reach out to Nezregahl, the Blood Stalker

    The wearer may activate three fangs at once to cast Minor Miracle as a spell-like ability. This spell functions as Limited Wish where each instance of “sorcerer/wizard” is replaced by “cleric” and the phrase “provided the spell does not belong to one of your opposition schools” is removed. The spell Minor Miracle does not appear on any class spell list and is unique to this item.

    The wearer may activate all five fangs at once to cast Miracle as a spell-like ability.

    It has an AC: 13, Hardness: 10, and HP: 10. The Hardness is increased by 1 for every Progression bonus (Max Hardness: 15 at level 20) and HP becomes multiplied by the Progression Bonus (Max HP: 50 at level 20).

    It is immune to the effects of Dispel Magic, but an Anti-magic Field, Wish, Miracle, Mage's Disjunction or other similarly powerful magic can affect it normally.


    Looks good :) I like it :)


    Have fun!

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