More Examples of Set Relics?


Advice


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One of the complaints about the original rules for relics in the Gamemastery Guide was that they were "competing with" normal magic items; basically the relic gifts, while decent, could not be "swapped out" as the character advanced. That made them less "desirable" than being able to "plug and play" with new or more powerful versions of items.

The rules for set relics in Treasure Vault seem to be an attempt to address this complaint. Instead of a relic replacing another magic item, the collection of items in a set relic add the relic gifts on top of each magic item, as well as including increases in functionality by gaining more items in the set. The rules even state that the "normal" magic properties for items in the set can be improved or upgraded, which makes it more likely for them to be retained.

Has anyone else come up with their own set relics for their campaigns?

I have a couple that might be interesting for some groups. I tried not to go overboard with the collective features, but still provide a meaningful boost.

Stellar Conjunction (Good, Relic)

The movement of celestial bodies is sometimes the concern of good deities, as well as the way many mortals measure the passage of time. Some mystics combine the two disciplines of calling divine power and controlling the time-stream.

Aspects: Celestial, Time

Set Items: bracelet of dashing (level 3), Cassisian helmet (level 6), winged boots (level 10), Stargazer (level 14), chronomancer staff (level 17)

Gifts: 1- Heaven's Grace (fire); 2- Sands of the Hourglass; 3- Temporal Pulse; 4- Holy Light; 5- Angelic Vessel

Collective Features: Two Items- the resistance provided from Heaven's Grace is 1/2 the highest item level in the set for both cold and fire;
Three Items- the character can target one additional creature (two total) with Sands of the Hourglass;
Four Items- increase the range of Temporal Pulse to 40 ft, or 50 ft with five items;
Five Items- while Holy Light is active, Stargazer gains the effects of a greater disrupting rune

Stormrider's Tempest (Relic)

Some heroes, rather than seeking to control the storms instead seek to become the storm and unleash it on their enemies.

Aspects: Air, Soul

Set Items: jolt coil spellheart (level 3+), ring of the ram (level 6), thunderblast slippers (level 9+), energizing lattice (level 13), greater blade of four energies (level 18)

Gifts: 1- Force Blast; 2- Wind Barrier; 3- Spirit Blink (instead of "blinking" between the Ethereal and Material planes, the character becomes partially composed of mist and wind; otherwise the same as the blink spell); 4- Propelling Wind; 5- Living Storm

Collective Features: Two Items- a creature that critically fails against Force Blast is knocked prone;
Three Items- once per hour as a reaction, the character can double the AC bonus from Wind Barrier against a single ranged attack, ending the effect;
Four Items- when using the sustain a spell action with Spirit Blink, the character can move up to one half their speed to a location of their choice;
Five Items- strikes with the greater blade of four energies while Living Storm is active gain the effects of a greater thundering rune


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A couple others I came up with over the weekend.

Archivist's Trappings (Relic)

Some use knowledge as a weapon. For others, it's a way of life.

Aspects: Artistry, Mind

Set Items: reading glyphs tattoo (level 4), librarian staff (level 6+), library robes (level 9+), illuminated folio (level 14), possibility tome (level 18)

Gifts: 1- Linguistic Nexus; 2- Repository of Knowledge; 3- Muse (Crafting); 4- Enthralling; 5- Artistic Perfection (Crafting)

Collective Features: Two Items- can retrain a granted language from Linguistic Nexus in a single day instead of a week;
Three Items- gain an additional Lore skill from Repository of Knowledge, which advances with the other Lore skills;
Four Items- gain the Specialty Crafting (Bookmaking) feat, which also applies to fulus and scrolls (if the character also has Magical Crafting);
Five Items- can cast either enthrall (by speaking) or hypnotic pattern (by drawing symbols in the air) with the Enthralling gift once per hour

Warmaster Field Kit (Relic)

"They are the best there is..." Not just physically.

Aspects: Luck, Mind

Set Items: armory bracelet (level 3+), tactician's helm (level 5), victory plate (level 9+), greater boots of bounding (level 14), armbands of the gorgon (level 17)

Gifts: 1- Recalculate; 2- Whammy; 3- Psychic Scream; 4- Steal Luck; 5- Mental Bastion

Collective Features: Two Items- the bonus from Recalculate increases to +2 if the highest level item in the set is level 9 and to +3 if the highest level item in the set is level 17;
Three Items- can use Whammy twice per day, but a an affected creature is temporarily immune for 24 hours;
Four Items- can use Psychic Scream in a 30 ft line instead of a 20 ft burst;
Five Items- when using Steal Luck and the result is a success or a critical success, you are quickened until the end of your next turn


I'm interested in this topic, as I was initially disappointed by the way relics were presented, but didn't know they remedied it in TV.

However I need to look into the topic more before I can comment on what you've specifically presented.

However, it looks like you're putting thought into making a themed set that has benefits to keeping those items instead of trading out.

Vigilant Seal

Is this like tier sets in WoW where you get a bonus for having multiple of the same named item?


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Trixleby wrote:
Is this like tier sets in WoW where you get a bonus for having multiple of the same named item?

Diablo II is the one that I know the concept from. And yeah, that is how I am reading it too.

Single item Relics have the Gifts that they provide.

Set Relics have the same list of Gifts (though getting them is also gated behind having more of the set collected), but Set Relics also provide Collective Features that you get as you gain more of the items in the set in addition to the Gifts.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Claxon wrote:

I'm interested in this topic, as I was initially disappointed by the way relics were presented, but didn't know they remedied it in TV.

However I need to look into the topic more before I can comment on what you've specifically presented.

However, it looks like you're putting thought into making a themed set that has benefits to keeping those items instead of trading out.

The initial rules for relics in the Gamemastery Guide were (IMO) an interesting concept, but didn't work well with the system math unless the group was also using automatic bonus progression. The rules for set relics in the Treasure Vault work better (IMO), since the relic gifts are added to the normal item abilities instead of competing with them.

The example set relics in the Treasure Vault were collections of items around a concept/theme with the relic aspects and gifts selected to enhance that concept/theme. The additional examples above are expanding on the example sets (Agathion Raiment, Archmage's Regalia, Duelist's Blazon, Infiltration Garb, Monk's Attire, Pharasma's Command, and Seer's Array) to cover other concepts.


I love the concept.

I'm uncertain about the specific mechanics you suggest, but I just don't know enough to know if it's reasonable.

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