Magic Items.   Posted by The Sentinel.Group: 0
The Sentinel
 GM, 29 posts
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Wed 19 Feb 2020
at 04:07
Magic Items
Magic Weapons:
This campaign has some weird magic weapons. They are permanent and nontransferable but will have some cool things that if you put your mind to it will most likely break the game and lead to me crying. I will describe the items in detail and list what level they get certain abilityís.

Boots: This accessory drastically changes how a character moves, It can change shape and tread at will with the characters thought but when not concentrated on will revert back to the form they were in on first encounter
Lv 1: +10 to acro; +5 to move; +2 to reflex save
Lv 2: + 20 to acro; +10 to move; + 4 to reflex and one charge per day
Lv 3: +30 to acro; +15 to move; +6 to reflex and two charges per day
Lv 4: Flight as a move action of 10 feet (must be conscious if unconscious flight will fail), +20 to move; +8 to reflex and 3 charges
Lv 5: flight as a move action of 20 feet (must be conscious if unconscious flight will fail), + 25 to move; +10 to reflex and 4 charges
Lv 6: flight as a move action of 30 feet (must be conscious if unconscious flight with fail), + 3o to move; +12 to reflex and 5 charges

Charges can be used as a swift action for the following

1 charge: instant teleportation in a 60 ft bubble as a swift action

3 charges: haste for 1 minute

5 charges: TBR


[12 blank lines suppressed]

Mace:
This enchantment will adhere to all weapons that the character has, apply the affects to each attack following attacking rules.

Lv 1: reach +5, Attack + 2 and damage +2, Fort save +2
Lv2: reach +10, attack and damage +4, fort saves +4: one charge
Lv 3: reach +15, attack and damage +6, fort save +6 two charges
Lv 4: reach +20, attack and damage +8, fort save +8 three charges
Lv 5: reach +25, attack and damage+10, fort save +10 four charges
Lv6: reach +30, attack and damage +12, fort save +12 5 charges

Charges can be used as a swift action:

1 charge: Change the nature of the attack to any other (full change the attack from piercing to slashing, burning, electric, light, dark. Be warned this changes all damage the weapon can do, so a 10damg 4 fire will become 14 ice if you use this ability

3 charges: As a full round action focus the energy of the weapons (you are delayed, not flat footed canít make another actions, choose a character phrase that you must type when you are using this ability( think the green lantern oath)) You next attack is made at x6 multiplier to both hit and damage crits allowed. Not this will provoke attack of opportunity and if damaged you must make and concentration check (DC 10+ damage received  strength, Dex, wisdom, or con depending on damage (I will let you know))

5 Charges: TBR


[12 blank lines suppressed]

Crown: IT de-marks the leader and all NPCS will refer to this character first some will react to it differently. Like an asimar it lets off a glow that is detectable by aura (it follows the characters last actions). The crown is light and quiet soft although if used as a weapon will do 1 d4 of piercing damage.

LV 1: +2 to will saves; +1 to any stat (stuck for the whole chapter(tower level)): 2 charges
LV 2: +4 to will saves; +2 to any stat 4 charges
LV 3 +6 to will saves; +3 to any stat 6 charges
LV 4 +8 to will saves; +4 to any stat 8 charges
LV 5 +10 to will saves;+5 to any stat 10 charges
LV 6 +12 to will saves;+6 to any stat 12 charges

Charges can be used as a swift action:

1 charge: Predict the next die (roll a die and that can be used for any result in that day, even the gms)

2 charges: Augment direction ( with the crown you can change the direction of someoneís action as an interrupt by 5ft

3 charges: Detect thought for 5 minutes

4 charges; Transference you may transfer you current stat boost to another character for 1 min, you lose those stats boost for that time.

5 charges: Copy one of the abilities of the other magic items (charges are consumed but remainder will return after affect is over. Meaning you must have 5 charges to use this ability, but if the ability cost 3 you will gain 2 charges back. Example: (7 charges, use 5 to copy sword 3 ability, at the beginning of next turn I will gain 2 charges back. 7-5=2, next round 2+2=4

6 charges: MITOSIS  (You and the clone split in the middle, You divide in half current hp and spell slots between two character, this last for 3 min. Spells that target self can target either division. The crown can still be used but each clone has half the charges of the item. IF one clone is knocked out the other must make an equal save or fall unconscious as well. When you revert add the hp totals together
Example: The crown is at 12 charges, hp is at 60/90 and your spells are 6, 5, 5, 4, 4, 3, 2
Clone on: Crown with 3 charges, Hp is 30/45 and your spells are 3,2,2,2,2,1,1
Clone two: crown with 3 charges, HP is 30/45 and your spells are 3,2,2,2,2,1,1
When they revert the spells with add together meaning at odd intervals you will lose one spell be forewarned.

8 charges:  MEOSIS: Same as above but now you split into 4. CROWN 12, HP 60/90, spell 6554432
C1: Crown 1, hp 15/22, spell 1111100
C2: Crown 1, hp 15/22, spell 1111100
C3: Crown 1, hp 15/22, spell 1111100
C4: Crown 1, hp 15/22, spell 1111100
Again you lose the spell slots and hp when you revert, so this one is step but think what you could do with 4 people

10 charges; Copy transfer Like the lv 5 ability but you may choose which ability to use and on who ( IE you can give someone else the MIOSIS ability, and regain 2 charges on your next turn.

12 charges: TBR

ANY QUESTIONS?

PS. You may steal any of these abilitys for you own game, and i think i may have turned Tykis into a demigod

This message was last edited by the GM at 16:40, Wed 18 Mar 2020.

The Sentinel
 GM, 32 posts
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 Enemy
Wed 19 Feb 2020
at 04:18
Magic Items
Oh forgot to mention on tykis, His items will clone but the crown can and will split the items. Meaning that for that time you will have 4 times the items you had, but at the end of the 3 minutes the four will become 1. All affects will split with the clones to, so mage armor cassed before spliting ( which is a swift action) will have the four clones with mage armor
Tyksis
 player, 42 posts
 I think I like
 living upside down
Fri 3 Jul 2020
at 19:37
Magic Items
Wishlist

Since the party is now currently just Tyksis, I figure his magical items may change.  I just wanted to put a few items out there that would be super cool to have (or alternatively, abilities for the magic item that he's given).  Pathfinder (probably to their credit, ultimately) tried to minimize psionics-specific items, instead giving psionic versions of magic items.  As such, some of the items I list are inspired by or directly taken from 3.5 psionics, where they really explored the idea of psionic gear.  I've tried to balance them out based on what time of the game they could be introduced without breaking balance.

Early Game
Cognizance Crystal: Stores leftover power points from one day to the next with limited capacity, and can be leveled as I level for greater capacity.  Similar to a Pearl of Power.

Gleaming Armor: This armor is made of crystal, and distorts light somewhat, occasionally gleaming or flashing, giving the wearer concealment.  As I level, the level of concealment could also rise.

Light Source: It's kind of a given that casters can create light, but a quirk of psionics is that without taking a feat specifically for it, I can't.  It's torches and glowrods for me for a while, until I can generate light or see in darkness.

Mid-game
Anything that helps his action economy.  Specifically, something akin to a Lesser Rod of Quicken would be great.  This would allow him to buff during combat without having to directly give up a turn to get wailed on.  This could even be early game, if the uses per day were 1 to start, then levelled as I level.

Crystal Mask: There were various crystal masks.  Each gave a bonus to a skill or saving throw.  Really, I just think they're a really neat aesthetic.  Would prefer bonuses to Diplomacy or Perception.

Mind Feeder Weapon: This weapon grants the wielder X temporary power points on a critical hit vs. a living creature, where X is the bonus to hit and damage of the weapon.  These power points last 10 minutes.

Late-Game
Deep Crystal Weapon: Deep crystal is a psionically resonant material.  As long as the wearer is psionically focused, they can expend 2 power points as a free action to boost their next melee attack by 2d6 damage.  This charge is maintained until an opponent is hit, or for 1 minutes, whichever comes first.

Psicrown: Psicrowns are the psionic equivalents of staves.  Due to some fundamental differences between how staves work in Pathfinder vs. 3.5, and how power points are different from spells per day, I would recommend that they be treated like this: a staff contains a certain number of powers.  I can cast those powers using my own power points, as if I knew those powers.  Clairsentience powers in general mesh well with Tyksis' narrative themes.

Torc of Power Preservation: This item takes up your amulet slot.  Powers you manifest have their cost reduced by 1 to a minimum of 1.

This message was last edited by the player at 21:48, Fri 03 July 2020.

Tyksis
 player, 43 posts
 I think I like
 living upside down
Fri 3 Jul 2020
at 19:37
Magic Items
Magic and Psionics
At some point, we'd need to figure out how psionics and magic intersect.  For instance, does Detect Magic detect psionics, and vice versa?  What about Dispel Magic?  I've played several ways.

First, magic=psionics for most effects.  This is straightfoward, and probably my favorite way to go unless there are going to be a significant number of psionic items and enemies.  Otherwise, it leaves me unable to counter magic.  Though it would also leave many enemies unable to counter my psionics.  If this is the case, we might consider consolidating Knowledge: Psionics and Knowledge: Arcane.

Second, magic and psionics can interact in limited ways.  Typically, this is that you need extra effort or power from your spells/powers to interact with the other school.  Detect Psionics needs additional rounds, Dispel Magic adds half your caster level to dispel psionics instead of the full level, etc.  Can be good flavor, but usually only if there are multiple people in the game, some with psionic capabilities and some with magical.

Third, magic and psionics are entirely different fields that do not intersect.  While this is a fun idea, I've never seen it played in a balanced manner.  Invariably, either side is able to really take advantage of this, and it's usually the magic side, as magic is so much more developed and expanded in terms of content.
The Sentinel
 GM, 37 posts
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Tue 7 Jul 2020
at 03:44
Magic Items
Doing this from a phone. Okay first off psionics and magic are the same just to make it easier on me detect magic will detect phonics while dispel magic will work on psionic abilities, if you bolster the psionic affect then we will cross that bride bit I feel doing the magus affect will apply ( a magus bolster spell is treated as 2 levels higher with increases the dc by 2 so a lv 1 medium build magus has a dispel dc of 16)


Lastly I am going to give you all three of the previous magic items ( neutered ovcourse) I will respect them change some of the affects and give you the new sheet should be sometime in a day or three.
Tyksis
 player, 44 posts
 I think I like
 living upside down
Tue 7 Jul 2020
at 17:09
Magic Items
  What if I want to breed my magic items?  ;~;
The Sentinel
 GM, 39 posts
 Friend
 Enemy
Fri 10 Jul 2020
at 04:03
Magic Items
NO!


Okay here is how the Items will go: You will have 3 magic items that can be leveled from 0 to 5, when you get a level in the magic item you immediatley get the benefit and apply it to one of you items. At sertain key areas you are given the ability to respect you items which will allow you to reapply the levels. Each magic item starts at the same level; level 0

*level 5 requires a key meguffan that will lock the levels the player has put into the item and give access to the 5th level( Ie, if the players finds the meguffan while the item was at level 2, the item is locked at level 2 but the player may level it up to level 5 aventually

Boots: A slick silvery liquid that addhears to the players foot and can change shape to any style of footware at the users wim.

lv 0: It is a boot

Lv 1: The pc gets +1 on reflex saves and +10 to move
LV 2: the pc gets +3 on reflex saves and +20 to move
LV 3: the pc gets +3 on reflex and +2 to dex and gets +10 movement as fly
lv 4: the pc gets =3 on reflex and +4 too dex and gets +20 movement to fly

*LV 5: the pc gets +7 on reflex and +10 to dex and gets +50 movmeent and converts all movement to any type they want, plus they don't move at half speed when tracking or stealth.

Weapon: You weapon takes on an etherial glow
lv 0: cool weapon where did you get it

lv 1: the pc gets +1 on fort saves and +d6 to hit (item is magic so it can attack ethereal)
lv 2: the pc gets +2 on fort saves and +d12 to hit
lv 3: the pc gets +3 on fort saves and +2 to strength and gets +d12 to hit and +d3 to damage
lv 4: the pc gets +3 on fort saves and +4 to strength and gets +d12 to hit and +d6 to damage

*LV 5: the pc gets +7 on fort saves and +10 to strength and gets plus +d20 to both hit and damage, the damage on all attacks is considered all types  for the DR only

crown: still does the same adherance thing, i would make not to take it off when trying to sneak

lv 0: why the hell do you have a crown?

lv 1: the pc gets +1 on con saves and may store up to 5 psionic points in the item
lv 2: the pc gets +2 on con saves and may store up to 10 psioni points in the item
lv 3: the pc gets _3 on con saves and gets 10 temporary hit points evey 4 hour to a max of 20, the psionin resevor is now limitless
lv4: the pc gets +3 on con saves and gets 10 temporary hit points every 2 hour to a max of 40, the psionic resevoir is now limitless

lv 5: The pc gets +7 on con saves and gets 10 temporary hit points every 1 hour to a max of 80, the psionic resevorir has a 20 percent chance of not using a point when withdrawn from (roll two d10, on a 80 to 100 the point wasn't consumed

Limit break; Once per floor you may break one of your magic item for the rest of the floor it is considered twice the level it is( double all the benefits) when doing this the item is considered broken for 1 full floor ( if you break it on floor 5 it won't be avaialbe for floor 6 but will be avalailber for floor 7) all levels are stuck in a broke magic item.

depening on how op these are may respect them, or add the weapon attacking rules tbd
Tyksis
 player, 47 posts
 I think I like
 living upside down
Fri 10 Jul 2020
at 21:26
Magic Items
I heard you mention questions of balance on the phone, and just thought I'd offer to help-with some tinkering.  While the magic items do seem a bit unbalanced, they are interesting, and would not be hard to fix.  I'm okay if you'd rather hold off until the game demonstrates how they function, though.
The Sentinel
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Mon 13 Jul 2020
at 17:20
Magic Items
Sure, let's see how they work first and then tweak as we continue