
Claxon |

Unrelated to OP's question, but the category of grafts is interesting and I just found a favorite.
Toxic blood, on anything less than a critical save it causes sickened (which prevents a creature from willingly consuming things). Which makes it a cool defense against swallow whole (often swallow whole is preceded by a bite attack). Now if only their was a way to increase the DC.

kaid |
2 people marked this as a favorite. |

Yeah, some parts of these weren't thought through fully.
A gliding membrane running from your wrists, up to your armpits, and then down to your ankles on each side of your body, doesn't particularly work well with clothing let alone armor.
Just need to have the borat swim suite style of armor I hear it is verra nice.

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Yeah, I just write off non-scaling magic items as a PFS player. So many wonderful items that are only useful for maybe four levels.
I would just obtain the item, use it for a few levels, and then jettison it. I would mark the cost as part of my 'consumables' budget.
Note that some of these items, like Bioluminescent Stripes, are invested items. At low levels, it's easy to fit them in your investment budget... but you might want to ditch them for something else at higher level anyway.

Agonarchy |

Agonarchy wrote:Yeah, I just write off non-scaling magic items as a PFS player. So many wonderful items that are only useful for maybe four levels.I would just obtain the item, use it for a few levels, and then jettison it. I would mark the cost as part of my 'consumables' budget.
Note that some of these items, like Bioluminescent Stripes, are invested items. At low levels, it's easy to fit them in your investment budget... but you might want to ditch them for something else at higher level anyway.
Eh. I hate losing access to things. Upgrading to a better version, sure, but suddenly divesting myself of a signature feature bugs me. I am biiig on thematics.

Claxon |
3 people marked this as a favorite. |

PF2 did so well by letting many class features scale the whole way, but giving spells DCs dependent on your class DC and not based on spell level, and there's class DC to begin with which pretty much all abilities reference which scales as you level.
But then you get to certain items and consumables and your forced to abandon them after a period time, and I really hate that.

WatersLethe |
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My house rule: New Item DC = Original Item DC + Character Level - Item Level
This skips the nonlinear adjustment that make higher level items have better DCs to account for ability score improvements and proficiency advancements, etc. Keeps higher level items an improvement, even if ordinarily all the higher level item does is provide a higher DC. Below are some examples based on assumed enemy save bonuses.
Level 7 Item Scaling Examples:
Level 7 PC, Level 7 Foe: ~60% chance to land effect
Level 12 PC, Level 12 Foe: ~50% chance to land effect (was ~25%)
Level 17 PC, Level 17 Foe: ~40% chance to land effect (was ~0%)
Level 20 PC, Level 20 Foe: ~35% chance to land effect (was ~0%)
Level 12 Item Scaling Examples:
Level 12 PC, Level 12 Foe: ~55% chance to land effect
Level 17 PC, Level 17 Foe: ~45% chance to land effect (was ~20%)
Level 20 PC, Level 20 Foe: ~40% chance to land effect (was ~0%)
Level 17 Item Scaling Examples:
Level 17 PC, Level 17 Foe: ~60% chance to land effect
Level 20 PC, Level 20 Foe: ~55% chance to land effect (was ~40%)

Claxon |

I think that could be a little too strong, Waters as you're getting an increased effect without paying for any increase.
I think there's a solution to where you can have scaling DCs, even linearly scaling DCs, but that you also need some sort of gold price attached to that to allow that to happen. Call it a "ritual" to attune the item to your level or whatever.
My problem isn't that it doesn't scale completely linearly. It's more that you could have a cool item with a DC that doesn't have any higher level versions, and so after 3 3or 4 levels or use it's not viable anymore.
I'm okay with having to buy higher level versions of the same item, cause at worst I can flavor that as upgrading.

WatersLethe |

Yeah a cost is probably appropriate but you might be surprised how far it can get you without one, if your group is the right mix of non-powergamey, action focused, and lazy about digging into options available. For us it works to ensure the item they found ages ago isn't completely pointless now, and that's about it.

Claxon |

Yeah, if you're players aren't combing through items trying to min max their characters and exploiting consumables and low level items then the extra cash isn't really a problem. Heck because of item level and Investment of magic items, extra cash isn't typically a problem unless your players go crazy on consumables.
I'd still try to figure out an appropriate gold "upgrade" cost to keep the DC updating.

NorrKnekten |
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My solution is to homebrew higher versions of the item, Typically upgrading a level 3 item to level 7 while only changing the DC is going to leave the item weak and unsatisfactory to use.
We got plenty of guidelines as to how items should be at certain levels so an item like Sparkblade which essentially only casts a cantrip once per day can safely be adjusted to a level 7 item with a once per hour activation, With higher damage and DC to match.