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Ruut
2015-02-19, 12:32 AM
1st: Spider Signet Ring
2nd: Diplomacy +1
3rd: Sense Motive +1
4th: Monstrous Spider 1/day (Tiny)
5th: Poison 1/day
6th: Diplomacy +2
7th: Sense Motive +2
8th: Monstrous Spider 1/day (Small)
9th: Poison 2/day
10th: Diplomacy +3
11th: Sense Motive +3
12th: Monstrous Spider 2/day (Medium)
13th: Poison 3/day
14th: Diplomacy +4
15th: Sense Motive +4
16th: Monstrous Spider 2/day (Large)
17th: Poison 4/day
18th: Diplomacy +5
19th: Sense Motive +5
20th: Monstrous Spider 3/day (Huge)

Spider Signet Ring: This signet ring bears the likeness of a spider with its legs wrapped around the finger it is worn on. It may serve as the arcane focus for any arcane spell cast while it’s worn.

Diplomacy (Sp): The spider constantly administers a calming and soothing contact poison that assists the wearer during diplomatic situations. The wearer gains the indicated morale bonus to all checks involving the Diplomacy skill.

Sense Motive (Sp): The spider’s “sixth sense” constantly alerts the wearer during times of duress, falsehoods, and inquiry. The wearer gains the indicated insight bonus to all checks involving the Sense Motive skill.

Monstrous Spider (Sp): As a swift action, the Spider Signet Ring can leap off the wearer’s finger and morph into a monstrous spider of the indicated size (see Monster Manual I). The spider follows all commands of the ring wearer for a number of rounds equal to 3 + Intelligence modifier. After the duration is over, or the spider is slain, the spider leaps back onto the finger of the wearer and functions normally. This ability functions a number of times per day as indicated. The wearer may choose a smaller size if possible.

Poison (Sp): As a standard action, the ring wearer may cast Poison as a spell like ability the indicated times per day. Caster level equals his character level.

Question 1: Is this too powerful?
Question 2: What should be the "cost" upon the character?

OldTrees1
2015-02-19, 12:54 AM
Legacy weapons from "Weapons of Legacy" grant bonuses from 5th level thru 20th. However you might have a reason to have the bonuses start earlier.

As for the "strength" of this item,
At 20th level it is
Poison(cl 20) 4/day
+86,400[(4/5)*3*20*1,800gp]
Summon Monster VI(min caster level) 3/day (actually it is weaker than this)
+106,920[1.5*(3/5)*6*11*1,800gp]
+5 bonus to 3 skills
+7,500[+1.5*2*(5^2)*100gp]
For an extreme upper bound of 200,820gp

However in honestly, at 20th level only the skill bonuses would still be relevant so a lower bound would be 7,500 gp.


Personally I would only use the skill bonuses side of the item since the Poison spell is lackluster and the monstrous spider is only a limited number of times per day.

J-H
2015-02-19, 01:40 AM
As a PC, I'd rather have a 20,000gp Ring of Invisibility.

defiantdan
2015-02-19, 11:42 AM
The bonuses are not even that impressive considering how much it costs to make +x circumstance bonus items.

Rebel7284
2015-02-19, 12:34 PM
1st: Spider Signet Ring
Question 1: Is this too powerful?
Question 2: What should be the "cost" upon the character?

Total rating C-

A1: No, never powerful enough to matter.
Q2: Ring slot.

Ruut
2015-02-21, 03:40 AM
The reason I am having it start early is it doesn't really function as a "true" magic item until level 4 or so. I wanted to create something the character would want to hold onto throughout a significant part of their career, rather than discard it as junk.

Ruut
2015-02-21, 03:44 AM
Here is another I came up with for a Bard in the party:


1st: Masterwork Ironwood Lute
2nd: Improvised Weapon (Club)
3rd: Perform +1
4th: +1 Ironwood Lute
5th: Improvised Weapon (Light Mace)
6th: Harmonizing
7th: Song Focus
8th: +2 Ironwood Lute
9th: Improvised Weapon (Heavy Mace)
10th: Deflecting
11th: Perform +3
12th: +3 Ironwood Lute
13th: Improvised Weapon (Great Club)
14th: Defending
15th: Greater Song Focus
16th: +4 Ironwood Lute
17th: Improvised Weapon (Maul)
18th: Spellstrike
19th: Perform +5
20th: +5 Ironwood Lute

Ironwood Lute (Ex): This lute was constructed of ironwood. Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. It doesn’t provide a competence bonus to Perform checks until the user becomes more attuned in its use.

The ironwood lute gains a +1 enhancement bonus at 4th level and additional +1 every 4 levels thereafter.

Improvised Weapon (Ex): The ironwood lute, when wielded as an improvised weapon, will deal damage as the indicated weapon.

Perform Bonus (Sp): The ironwood lute provides the indicated enhancement bonus to Perform (String Instruments).

Harmonizing (Sp): This enchantment can only be placed on melee weapons. A harmonizing weapon accompanies its wielder in song if drawn, granting a +6 enhancement bonus on Perform checks that involve singing. Beginning on the second round of singing, the harmonizing weapon begins to sing alongside the wielder. If the wielder stops singing at any time after the second round, the weapon continues singing for a number of rounds equal to the wielder's Charisma bonus or until sheathed. This extended singing is equivalent in effect to the wielder continuing to sing.

For example, a bard with a 16 Charisma could start singing for 1 round to inspire courage in his allies. In the second round, his harmonizing weapon would join in. If the bard stopped singing in. the third round, the harmonizing weapon would sing for up to 3 additional rounds, continuing to inspire courage in the bard's allies. If the bard restarted his song any time before the end of the 6th round, the harmonizing weapon would continue to sing with him, uninterrupted. (Restarting the song in this manner does not count as another use of bardic music.)

If you start using another form of bardic music while your harmonizing weapon is maintaining a song, the weapon stops maintaining the first song and begins aiding the second.

Song Focus (Sp): Any song you perform while playing the ironwood lute gains a +1 to the DC.

Deflecting (Sp): If you're wielding a deflecting weapon of your size or one size larger, you can try to knock projectiles aimed at you out of the air. Once per round when you would normally be hit by a ranged weapon, you may make a DC 20 Reflex saving throw (if the ranged weapon has a magical enhancement bonus, the DC increases by that amount). If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not flat-footed. Only melee weapons can have this ability.

Defending (Sp): A defender weapon allows the wielder to transfer some, or all, of the weapon's enhancement bonus to his AC as a special bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.

Greater Song Focus (Sp): Any song you perform while playing the ironwood lute gains an additional +1 to the DC.

Spellstrike (Sp): A spellstrike weapon allows the wielder to transfer some, or all, of the weapon's enhancement bonus as a bonus on his saving throws against spells and spell-like abilities. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect on saving throws lasts until his next turn. This bonus stacks with all other bonuses that benefit the wielder's saving throws.

Ruut
2015-02-21, 03:52 AM
This is one for our dwarven sorcerer:

1st: Earth Warden Signet Ring
2nd: Craft (Metal or Stone) +1
3rd: Appraise (Metal or Stone) +1
4th: Balance +1
5th: Earth Sense
6th: Slam Attack (1d8; x2)
7th: Craft (Metal or Stone) +2
8th: Appraise (Metal or Stone) +2
9th: Balance +2
10th: Earth Mastery
11th: 2 Slam Attacks (2d8; x2)
12th: Craft (Metal or Stone) +3
13th: Appraise (Metal or Stone) +3
14th: Balance +3
15th: Push
16th: 2 Slam Attacks (2d10; x2)
17th: Craft (Metal or Stone) +4
18th: Appraise (Metal or Stone) +4
19th: Balance +4
20th: Earth Glide

Earth Warden Signet Ring (Sp): This signet ring denotes you as a member of the Earth Wardens, an elite group dedicated to guarding the deepest parts of the earth. This ring may serve as the arcane focus for any arcane spell cast while it is worn.

Craft Bonus (Sp): You gain the indicated insight bonus while working with metal or stone.

Appraise Bonus (Sp): You gain the indicated insight bonus while working with metal or stone.

Balance Bonus (Sp): You gain the indicated insight bonus while touching the ground.

Earth Sense (Ex): As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat.

Slam Attack (Ex): The ring bearer batters opponents with an appendage, dealing the indicated bludgeoning damage.

Earth Mastery (Ex): The ring bearer gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the ring bearer takes a -4 penalty on attack and damage rolls.
Push (Ex): The ring bearer can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the ring bearer’s opposed Strength checks.

Earth Glide (Ex): The ring bearer can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. It’s burrowing does not leave behind tunnels or holes, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing ring bearer flings the ring bearer back 30 feet, stunning the ring bearer for 1 round unless it succeeds on a DC 15 Fortitude save.

OldTrees1
2015-02-21, 04:15 AM
Wait, is everyone in the party getting one of these? If so, then you do not need to worry about balancing the cost vs the benefit as long as the benefit exceeds the cost and the benefit-cost is about equal between the items.


However you want the players to hold onto these items. For that you need to do the following exercise minimum:
1) Go through every level of each item and think about if the player would want that benefit. Unless you have strange players, they will find most of their item to be lackluster or worth ignoring.
2) For each level with things they want, how strong is their desire? A weak enough desire makes it easy to ignore the item in favor of a different item.

Ruut
2015-02-24, 01:20 AM
Wait, is everyone in the party getting one of these?

Yes. Each player is getting one. They seemed to like them when I presented it to them. So I just went along with it.