Two new Magic Items


Homebrew and House Rules


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I picked up the Gamemastery Guide a couple of weeks ago and I really like this book. It is going to add a lot to my homebrew campaign.
Well done Paizo!!!

I just created a couple of new magic items.

I was wondering if I could get the critique of you other forum posters.

DAGGER OF THE BLACK CAT
This is a completely new item.

RING OF HURLING
This is basically a ring version of the Lifting Belt with the following changes:
- Limited the +1 Athletics bonus to Strength based Athletics checks.
- Added the Hurled Object option (but it was probably an option already).

Thanks in advance!

-- Urlord --


Looks balanced, the cat one is really interesting with the Illusory cat while in effect.


Ring seems a bit too powerful for a 4th level item

It's basically same as lifting belt which is 4th level, but also gives you that hurling action

4th level item that gives you a STR ranged attack at huge range for 1d8+16 dmg....dunno...seem a bit OP for a 4th level item

you can't get that kind of ranged dmg unti much higher levels...


Debelinho wrote:

Ring seems a bit too powerful for a 4th level item

It's basically same as lifting belt which is 4th level, but also gives you that hurling action

4th level item that gives you a STR ranged attack at huge range for 1d8+16 dmg....dunno...seem a bit OP for a 4th level item

you can't get that kind of ranged dmg unti much higher levels...

I tend to agree somewhat. It is basically the Lifting Belt in a ring which is also 4th level. With the lifting belt, if a player wanted to throw the weightless item of 8 Bulk or less, how would you rule the attack and damage? I looked at the Hill Giant for guidance, which is how I came up with what I did. If there is some better guidance, I will surely take it.


well, check ring of the ram and see how it scales by different item levels, so do something like that. Also, the belt on itself can't be used for throwing bc the second you let go of the object, the magic is lost and it falls in front of you.(that's how I would resolve an issue with a player trying to throw that item at someone)


Debelinho wrote:

well, check ring of the ram and see how it scales by different item levels, so do something like that. Also, the belt on itself can't be used for throwing bc the second you let go of the object, the magic is lost and it falls in front of you.(that's how I would resolve an issue with a player trying to throw that item at someone)

Thanks a lot for your insight, Debelinho.

I have modified the Ring of Hurling as follows.
What do you think now?

Frequency: Once every 1-4 rounds
Range Increment: 30 feet
Damage: 1d6 + Object's Bulk (Double damage on a Critical Success)

Additionally, the thrown item is an improvised weapon and takes a -2 item penalty to the Attack roll.

I have updated the original image of the item HERE.


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Hey, these are pretty interesting. I'm not going to try to figure out what level they should be for balance, but I do have a few small pieces of feedback.

1 - The dagger shouldn't have the invested trait. Weapons don't need investing, even if they have an activated magical effect; note that more generic "held items" with magical effects generally don't need investing either (I can't actually think of any exceptions but I'm not going to hunt through every item). Investing is for armor/worn items.
- It should only grant the +1 to stealth checks when held, and it should specify that it's granting an item bonus

2 - The ring bypasses a few limitations on the lifting belt, so it should probably be considered more powerful and needs to be a higher level. Beyond that, there are still some unclear rules elements that I'd revise.
- Note that you're not allowed to wear more than one belt (per the worn belt usage), so changing it into a ring means it doesn't have to compete with other belts for use.
- Since athletics checks are strength-based by default (and any rules interpretation for using dexterity as the ability is non-obvious, limited to finesse weapons, and largely supported by a designer's interview), that's not really much of a balancing limitation (and honestly, who cares, it's a really narrow use case where a +1 weapon would provide the same benefit).
- The range increment of 30 is really high. That's the same as a javelin, which is basically the best case for a distance throwing weapon. I'd switch to range 10 or maybe 15 ft.
- The hurl action should be defined with more detail - it should probably explicitly call out that it's a Strike, for instance, and I'd make the damage type variable depending on the object thrown - slashing/piercing should be possible.
- As an improvised weapon and bumping the item to a higher level, it would be okay to do a little more damage - as a level six item I'd probably go with treating it as more or less a +1 striking improvised ranged weapon with the thrown and brutal* traits. This makes it better for for high-strength characters. I'd go with 2d8+Bulk for the damage (+Str, due to thrown) and treat it is magic. I'd consider adding a +1 to attack somewhere in there, but it's kinda fiddly already, maybe just reduce the improvised weapon penalty by 1.
- Then I'd make a greater version that was level 14 and did 3d8+Bulk and was treated as a simple weapon instead of improvised, and also bump the athletics bonus to +2.
- Add a Major version that's level 20 and does 4d8+Bulk and gives a +1 item bonus on top of being treated as a simple weapon. That's basically the equivalent of a +3 improvised weapon at that point. You could just include the bonuses for these as +1 to +3 and keep the improvised weapon penalty if you want; math is the same either way. It might be cleaner to actually give a little weapon statblock and then note each version makes it shine with energy and that it becomes a +1 striking/+2 greater striking/+3 major striking version of that.
- Making it only work every 1d4 rounds is fiddly and probably unnecessary. Since it takes two actions to pick the thing up and another 1 to throw it, it's really hard to use every round anyway, as you basically need quickened. I'd just drop that requirement entirely. I might also make it so that it's a 2-action activity to pick up and hurl an item, so that it could reasonably be used every round. Especially with the higher-level versions, they're competing with primary weapons anyway.

3 - This should have been posted in the Homebrew and House Rules forum, not the Rules Discussion forum.

So I guess I lied about not giving feedback on the level/balance thing.

*Brutal (Bestiary p.345):
A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.


This is very similar to how I had it before I toned it down.


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Urlord wrote:
This is very similar to how I had it before I toned it down.

I didn't see what you had before, but I'm guessing there are two major elements you didn't change. I think the level of the item (i.e., not being level 4) and reducing the range increment make a big difference. A 6th level item costs over twice as much as a 4th level item, and is competing directly with magical weapons.

I do think my version might still be a little underleveled, particularly with brutal, probably should push it up to level 7 or 8, actually.

It ends up being fairly situational, but strong for a strength-based build who needs just a little range sometimes. I'd expect someone with one to be carrying just some random items of decent bulk to use as ammo, or who does something weird like throw a tower shield every now and then.

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