| Ryze Kuja |
| 1 person marked this as a favorite. |
I create homebrew items that scale with level all the time. I usually go
If your desired scaling bonus is +3 max:
Lvl1-7 +1
Lvl8-13 +2
Lvl14-20 +3
If your desired scaling bonus is +5 max:
Lvl1-4 +1
Lvl5-8 +2
Lvl9-12 +3
Lvl13-16 +4
Lvl17-20 +5
If your desired scaling bonus is +8 max:
Lvl1-3 +1
Lvl4-5 +2
Lvl6-8 +3
Lvl9-10 +4
Lvl11-13 +5
Lvl14-15 +6
Lvl16-18 +7
Lvl19-20 +8
Hopefully this generally helps. If it doesn't, did you have something specific in mind?
| Ryze Kuja |
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Here's an example of an Artifact I helped someone else create a few years ago.
+5 Frost Trident, Right Hand of Dagon
lvl 1-4: +1 weapon, Detect Good, Detect Law
lvl 5-8: +2 weapon, Water Breathing, Water Walking
lvl 9-12: +3 weapon, Dagon's Chosen
lvl 13-16: +4 weapon, Dagon's Blasphemy
lvl 17-20: +5 weapon, Breath of Dagon
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It is permanently enchanted with a +1 Frost Enchant (leaving the other +4 ability enchants available for PC customization)
Frost Enchant: Upon command, a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.
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The following abilities are gained as the wielder gains levels, based on the table above.
Detect Good/Law: The wielder may cast Detect Good or Detect Law, as per the spells, at will.
Water Breathing: The wielder permanently gains the ability to breathe under water, as per the spell Water Breathing. This effect can be ended or restored as a free action.
Water Walking: The wielder permanently gains the ability to Water Walk, as per the spell Water Walk. This effect can be ended or restored as a free action.
Dagon's Chosen: While wielding this weapon, you gain half your level as DR/good and DR/cold iron (Max: DR10/good & DR10/cold iron), and a swim speed of 40ft. Furthermore, you gain a +4 to Diplomacy, Bluff, Intimidate, Perception and Sense Motive against any creature with the aquatic sub-type. You gain the same bonus when dealing with anyone who is a member of Dagon's Cult.
Dagon's Blasphemy: You may cast each of these spells 1/day as a spell-like ability using your character level as the caster level: control water, control weather, desecrate, unhallow, unholy blight, greater dispel magic.
Breath of Dagon: Once per day as a standard action, the wielder can exhale a 60-foot cone of inky blackness. Underwater, this cone manifests as black ink, while above water it manifests as a thick cloud of smoke. Creatures in the area have their vision obscured as if they were in complete darkness. Darkvision does not allow someone to see through the ink or smoke, but true seeing does. The ink or smoke persists for 1d4 rounds, but dissipates in 1 round in areas with aquatic currents or high winds. Any creature in the breath weapon’s area must succeed at a Will save (DC:10 + 1/2 level + Primary Modifier) or gain 1 negative level as per the spell Enervation. Any creature that enters the ink or cloud, or ends its turn inside it, must succeed at another Will save to avoid further level loss. Assuming the subject survives, it regains lost levels after a number of hours equal to your character level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don’t last long enough to do so.
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This item is cursed.
Once the wielder has slain any creature with this weapon (an actual killing blow), the curse sets in. Once cursed, if the wielder discards the weapon, he begins losing 1d2-1 (minimum 0) Con every day (no save) until he receives a Miracle, Wish, or similar spell powerful enough to break the curse (subject to GM discretion).
Additionally, while cursed, the wielder must touch the ocean (or salt water) once every 24 hours, or become fatigued for 24 hours, and becoming exhausted for 24 hours on the following day if he has still not touched salt water. If the wielder has not touched salt water after 24 hours of being exhausted, he begins to lose 1d4 Con per day (No save). Touching salt water will immediately cause the wielder to become unfatigued or unexhausted, but will not restore any Con lost.
| Ryze Kuja |
| 1 person marked this as a favorite. |
Also, you can check out this page: Scaling Magic Items
This isn't PFS legal obviously, but it's a great resource when you want to homebrew something fun ;)
| Ryze Kuja |
| 1 person marked this as a favorite. |
Something like this?
Earthwarden, Warhammer of the Huntsmaster
Weight 5 lbs.
Damage 1d8 (medium) Critical x3 Type bludgeoning
Category one-handed Proficiency martial
Weapon Group hammers
This medium-sized adamantine warhammer consists of an adamantine haft and a heavy head forged in the shape of a roaring bear. The haft is long enough that you may wield it one- or two-handed.
The wielder may cast Speak with Animals and Speak with Plants as a Spell-like Ability, at will.
lvl 1-4: +1 weapon, Rage
lvl 5-8: +2 weapon, Track
lvl 9-12: +3 weapon, Wild Empathy
lvl 13-16: +4 weapon, Huntsmaster's Call
lvl 17-20: +5 weapon, Greater Power Attack
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The following abilities are gained as the wielder gains levels, based on the table above.
Rage: The wielder gains the rage ability as the barbarian class feature, but his barbarian level is considered to be his character level -3. If the wielder already has levels in a class that grants the Rage class feature, then he may Rage for an additional number of rounds equal to 1/2 his character level (min 1).
Track: The wielder adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: The wielder can improve the attitude of an animal. This ability functions just like the Druid's ability of the same name. The wielder rolls 1d20 and adds his character level and his Charisma modifier to determine the wild empathy check result.
Huntsmaster's Call: You may cast each of these spells 3/day as a spell-like ability using your character level as the caster level: charm animal, beast shape III, hold monster
Greater Power Attack (Ex): When using Power Attack and wielding this weapon as a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).
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| Ryze Kuja |
| 1 person marked this as a favorite. |
You came up with that faster then I could have imagined. If I tried to make something like this I would still be working on it a week from now. It looks pretty good, better then I could have done on a first draft.
Thanks :). I just edited it, I added Speak with Plants/Animals as an at will SLA. I think that’s pretty cool ;)