Please vet these items :)


Homebrew and House Rules


Some items I am putting into my campaign. Advice appreciated.

Ring of Magical Discernment ITEM 4
INVESTED MAGICAL DIVINATION
Usage worn; Bulk -
This ring is made from white gold and is covered in esoteric arcane symbols. While wearing the ring you gain a +1 item bonus to Arcana skill checks.
Whilst wearing this ring whenever you cast detect magic you discern information as if you had cast the spell as a fourth level spell.
Price 85 gp

Aeon Stone ITEM 10+
RARE INVESTED
MAGICAL TRANSMUTATION
Usage worn; Bulk -
Type adamantine sphere.
This small adamantine sphere is engraved with a geometric pattern of hexagons. The sphere projects a faint force barrier about its bearer which provides a bonus to armor class.
Once per round it can be activated using a reaction. When activated, the force barrier momentarily strengthens, deflecting an amount of damage equal to the barrier’s hardness. The force barrier is effective against all types of damage except mental.
Type 1; Level 10; Hardness 5; AC +1
Type 2; Level 15; Hardness 10; AC +2
Type 3; Level 20; Hardness 15 AC +3

Belt of Many Pouches ITEM 3+
CONJURATION EXTRADIMENSIONAL MAGICAL
Usage worn; Bulk 1
Activate ˃ command, Interact
This broad belt seems to be nothing more than a well-made article of clothing, but closer examination reveals eight small pouches along its inner front. In fact, up to a total of sixty-four extradimensional pouches can exist in the belt, with seven more "behind" each of the eight readily apparent ones. Each pouch is similar to a miniature bag of holding, able to contain up to 1 cubic foot of material weighing as much as 1 bulk. Though the pouches can hold a great amount of material, an object still needs to be able to fit through the opening of the pouch to be stored inside.
In addition, if the wearer has a familiar, any pouch can hold it no matter what its size or weight. The familiar has no need for food, water, or air while inside the pouch, but any other living creature of suitable size placed within a pocket has enough air for only 1 minute, after which it suffocates.
While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a 1 action.
Type 1; Level 3; Price 50gp; Capacity 8
Type 2; Level 6; Price 250gp; Capacity 16
Type 3; Level 10; Price 750gp; Capacity 32
Type 4; Level 12; Price 1,600gp; Capacity 64

Runestone of Power ITEM 11+
RARE CONJURATION EVOCATION MAGICAL
Usage worn; Bulk -
Activate ˃ somatic
A runestone appears as a small stone you can grasp in the palm of your hand, upon which is carved an eldritch rune. Anyone with the required training upon speaking the runes name can invoke the runestone’s power. To be able to command the power of a runestone one must be trained in the feat eschew materials. Once activated, the rune transfers from the stone to the creature holding the runestone rendering the runestone nonmagical. The rune of power becomes branded in golden script upon the flesh of the palm of your hand. It glows with a faint golden radiance and radiates a gentle warmth whenever you have available focus points.
A lesser runestone of power grants 1 bonus focus point and your focus pool maximum is increased by 1. Whenever you take the refocus action you regain 1 additional focus point.
So long as you have at least 1 focus point, whenever you cast a spell you can draw a glowing rune as a somatic action to empower the spell gaining 1 additional dice of damage. For example, if you had cast a fireball you would cause 9d6 damage; if you had cast magic missile, each missile would cause 3d4 damage.
A greater runestone of power grants 2 bonus focus points and your focus pool maximum is increased by 2. Whenever you take the refocus action you regain 2 additional focus points. In addition, you can empower your spells gaining 2 additional dice of damage.
Lesser; Level 11
Greater; Level 18


The Aeon Stone, while I like the flavour, may be a bit to powerful, namely the reaction and damage reduction. Comparing it to shields for a sec the stone would have to many advantages. It does not require it to be raised, nor does it require a ‘Shield Block’ feat in order to use the reaction. The stone can also be used without restricting your hands. It can also be used to block all damage except mental, unlike a shield that can only block physical attacks. And, unlike a shield, which could get damaged or destroyed when using it to block damage, the stone would be perfectly fine. This would mean any character, especially those whom do not use reactions that often, could turn this into a ‘Negate 5 or more damage each turn without consequence.’

As I said, I like the flavour of it, which includes the reaction, the main sticking point is how spamable it is. Perhaps limiting the reaction to once per 10mins instead of once per round, so it could still be used every battle (I’m assuming the item is intended for Armor less characters, whom are trying to avoid damage) but not so spamable/ useable by everyone.


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The ring sounds OK.

The Aeon stone is gamebreaking OP. I would completely scrap the DR and the "always on +AC" and make it something like:
Trigger: You are attacked by a physical attack. Reaction: Gain +1/2 circumstance bonus to AC against the triggering attack (level 10/15)

This is based on the power level of class feats that allow you to raise a shield as a reaction, which is plenty imo.

Belt:
Seems like a greatly improved bag of holding.
I would just have one version, the smallest one, as a bit higher level (like 2 higher or so) than the 1st bag of holding.

Rune:
Extremely OP imo.
I'd just make it as a reservoir for Focus points.
Like: level 7/13/19, The runes hold 1/2/3 Focus points. You can use those points as if they were your own. The Runes focus points recharge at daily preparation.
The level 13/19 versions give you a new focus power:
Free action metamagic focus power:
Increase the damage die of a spell without duration by 1 die (2 for the 19 version)
For spells with multiple instances of damage (like magic missile) apply the increase to one instance of damage of your choice.


I feel like maybe the runestone should be like just +1/2d6, if it's based on the spell die size it's way better for d10/12 spells.


Flagged for home brew forum


Comparing the aeon stone to the shield cantrip, it is better than shield in the following ways:

1. It does not require an action to cast.
2. It's bonus to AC is higher.
3. It's deflection power works every round, instead of once every 10 minutes.
4. It stops more kinds of damage.
5. After using the deflection power, it continues to provide a bonus to AC.

It is not as good in the following way:
1. It doesn't block as much damage (about 10 points less).
2. It costs a lot of money.

I think that if the description said that once it blocked an attack it stopped providing the AC bonus and allowing reaction to deflect for 10 minutes while the force field regenerates, it would be a fine item. As it is its a little overpowered, but not game breaking.

Also, you need to specify what kind of bonus to AC it grants-- circumstance, status, or item? I recommend status.


Runestone of Power ITEM 11+
RARE CONJURATION EVOCATION MAGICAL
Usage worn; Bulk -
Activate ˃ somatic
A runestone appears as a small stone you can grasp in the palm of your hand, upon which is carved an eldritch rune. Anyone with the required training upon speaking the runes name can invoke the runestone’s power. To be able to command the power of a runestone one must be trained in the feat eschew materials. Once activated, the rune transfers from the stone to the creature holding the runestone rendering the runestone nonmagical. The rune of power becomes branded in golden script upon the flesh of the palm of your hand. It glows with a faint golden radiance and radiates a gentle warmth whenever you have available focus points.
A lesser runestone of power grants 1 bonus focus point and your focus pool maximum is increased by 1. Whenever you take the refocus action you regain 1 additional focus point.
A greater runestone of power grants 2 bonus focus points and your focus pool maximum is increased by 2. Whenever you take the refocus action you regain 2 additional focus points.
Additionally, when you cast a spell, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level plus your attribute modifier.
Lesser; Level 11
Greater; Level 18

Aeon Stone ITEM 11+
RARE INVESTED
MAGICAL TRANSMUTATION
Usage worn; Bulk -
Type adamantine sphere.
You can invoke and raise a magical shield of force from the adamantine sphere. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the force shield is in effect, you can use the Shield Block reaction with your magic shield. After you use Shield Block, the force shield ends and you can’t invoke it again for 10 minutes. Unlike a normal Shield Block, you can use the force shield’s reaction against the magic missile spell. A lesser adamantine sphere has a hardness of 15, a greater sphere a harness of 25.
Lesser; Level 11
Greater; Level 20

Satchel of Healing ITEM 4+
CONJURATION HEALING MAGICAL
Usage worn; Bulk 1
Activate ˃ Interact
This well-worn physician’s bag can be slung over one shoulder or carried easily in one hand. It contains a collection of continually renewing bandages, medicines, and herbs. This acts as a healer’s kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period.

A type 2 or better satchel of healing contains self-binding tourniquets, enchanted smelling salts, alchemical blood cleansers, specialized antitoxins, and other magical tools to help a dying patient recover. The user gains a bonus on the amount of hit points healed and an bonus to their Medicine skill checks.
Type 1; Level 4; Price 60gp;
Type 2; Level 8; Price 420gp; Heals +1d8; Medicine skill checks +2
Type 3; Level 13; Price 2,300gp; Heals +2d8; Medicine skill checks +4


With the changes you made to the aeon stone, it is now overpriced for what it does, and it is boring, in that it's basically just an item that lets you cast the shield cantrip.

I think you should attempt to balance it in a more interesting way.


For the Aeon Stone, how about something like:

Activate[Free-Action] command; Frequency once per day; Trigger you would take damage from a physical attack; Effect you gain resistance 10 to bludgeoning, slashing and piercing damage until the end of the current turn.

It's really simple, and gives the player that "I'm invincible!" feel as attacks are temporarily made quite ineffectual against them. The power level can be tweaked to different levels by changing the duration (could last until the beginning of your next turn if you want it to be more powerful), or by changing the resistance to a different number.

I'm basically imagining the item working like the medic supercharge in team fortress 2.

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