Point Buy Magical Items

When you’re buying your magic trinkets off the shelf, you know that you’re getting something that’s reliable, comfortable and has passed at least rudimentary testing to make sure that it won’t blow up in your face once you turn it on. This is, of course, a) boring and b) lame, and we will absolutely not stand for it! Every tinkerer, inventor and part-time gnome knows that there’s nothing quite like the barbarian’s face once she cleaves something apart with the sword you spent weeks perfecting (at least, once her eyebrows grow back from the previous time you tried testing that sword). With a roll of tape, some elbow grease and a handy dandy manual, you can turn your party from a bunch of predictably geared chumps into a band of deadly warriors wielding customized tools that are just right for the job, and that your enemies will never see coming.

Here are just a couple of ideas for new gear:

  • Gaudy Shield: With a shield like this, you don’t mind sticking out like a sore thumb.
    • Greater shield: +2 deflection bonus to Armor Class
    • Proactive: Any opponent that ends its turn within your [Melee] range takes damage equal to your KDM.
  • Propulsion Suit: Fly circles around your enemies while blasting them with waves of energy. Do not operate while under the influence of alcohol.
    • Relic armor +4 item bonus to Armor Class
    • Flying: Grants fly speed equal to your base speed and a +10 ft bonus to all movement speeds.
    • Streamlined: Grants a +20 ft bonus to all your movement speeds.
    • Forceful: Once per [Encounter], as a standard action, you may inflict [HP Reduction] equal to your level + KOM on all opponents within [Close] range and make them [Blown away]. A successful Fortitude save (DC 10 + ½ your level + your KOM) negates the [Blown away] condition.
  • Hammer of Thunder: The perfect gift for someone who likes throwing lightning almost as much as he likes throwing hammers.
    • Artifact weapon: +4 item bonus to attack rolls
    • Brutal 2: 3+1/3 character level bonus to damage
    • Throwing: Can be used in melee or thrown into [Close] range
    • Extradimensional: You may call or dismiss this weapon at any time for no action cost, be it after being disarmed, during an attack action, or at any other point.
    • Storming: Once per [Encounter], you may use call lightning, and once per [Scene], you may use lightning storm, as the spells. The DC for these spells is equal to 10 + ½ your level + your KOM.

13 comments on “Point Buy Magical Items

  1. Neceros on said:

    Looks nice guys!

    Is there an ETA on when the whole book will be ready? I thought it was going to be soon.

    • Mr. S on said:

      Right now we’re shooting for early in August, but it might be a bit earlier or a bit later depending on how things go.

  2. Zejety on said:

    I chuckled at the Avengers examples. :P

  3. Marshall on said:

    So if you have a barbed greater weapon with extradimensional and flesheater and you summon it back to your hand does that count as the typical barbed damage effect and the flesheater effect? If so then that seems like an extremely easy way to build up a ton of damage.

    • Mr. S on said:

      Neither Barbed nor Flesheater would trigger if an Extradimensional weapon were to be called back by its owner. Flesheater only triggers on hits (which pulling out a Barbed weapon is not) and a Barbed weapon only deals damage when pulled out as a move action by an adjacent creature or the victim of the Barbed effect.

      • Marshall on said:

        Thank you for your rapid response and clearing that up. But, I have one more question. Are there rules for barbed weapons when the one removing the barbed weapon desires to cause the injured creature harm?

  4. VertigoCharades on said:

    Can you be more specific with your question Marshall? It’s perfectly valid for someone to pull out the Barbed weapon to inflict more damage on the victim.

    • Marshall on said:

      Someone who would simply remove the barbed weapon would do so in a manner that would be respectful to the one who has been stabbed. For example, say someone has a dagger embedded in their shoulder. Someone who would wish to do no harm would simply remove the dagger in a manner closely resembling the way that it went in, but someone who wished to cause the injured person harm would likely attempt to sever the shoulder or at least move the dagger further through the flesh causing pain. As the weapon is already essentially hitting the injured character it seems that if someone wishing to do harm were to gain access to the hilt of the weapon, via a move action, they could skip an attack roll and go straight to a damage roll. My group got into a debate on whether or not this should be viable last time we met and I am looking for another opinion.

      • ShneekeyTheLost on said:

        The move action for pulling out a Barbed weapon to deal damage is not unlike yanking out a barbed weapon, taking with it a small hunk of flesh. It is a relatively rapid yank, which takes less time than grabbing the weapon and trying to ‘twist the knife’.

        The action you are describing is essentially making an attack with that weapon. Considering the rules for attacks in Legend, this would be more accurately represented by pulling the weapon out with a move action, then using your standard action to attack with said weapon, since you would likely gain your iteratives, [bonus attack]s and possible Flurry, and do far more damage.

        The specific rule of requiring a standard action to pull a Barbed weapon out of a victim overrides the normal ‘free action to unsheathe a weapon as you strike with it’, but it should still be fairly effective.

  5. Hedrax on said:

    Hmm, all of the magic item properties are for weapons, armors and shields. Are there plans for more miscellaneous items; such as wondrous items, places of power and consumables? Or at least some guide lines for ad-hocking those since they tend to have pretty unique effects?

    • ShneekeyTheLost on said:

      Some of the PB magic item effects would be appropriate from a place of power or other miscellaneous magic item.

      I’d rule that if an enhancement can be put on all three of Weapon, Armor, and Shield, then it could be put on a place of power or other misc. item. Most of those have independent effects like skill bonuses and what have you. Granted, that would be a houserule, but it might work as an ad-hoc fix until it is ‘officially’ addressed.

      As far as consumables… doubtful at best. Part of the point of consumables is that they are commonly used up. Boosting them up would be tricky from a game balance perspective. Besides, a lot of them gets scaling bonuses, so they automatically get more powerful as you level. Case in point: the humble Healing Potion heals you points *per level*, so at higher levels, it heals you more already.

      Also remember that you can generally trade down at a 2:1 ratio, so if there’s no Greater consumables you want, you can always pick up a couple of healing potions for those sticky situations. Extra healing never hurt anyone. Well, except Undead, maybe.

  6. Some Guy on said:

    Have you considered coming up with a Bane property? That is, a property that causes a weapon to become more effective against a particular sort of enemy? It might not seem easy, given that there are no creature categories like in D&D. However, you do have defined races and racial tracks, so you can define Bane as a property that only works on creatures of a certain race or racial track. Also, would you let 2 Bane properties stack? ie; if I had a weapon with Bane for Utter Brute and Dragon, would I get twice the benefit from fighting a Dragon with the Utter Brute track than if I fought a monster with the Utter Brute track that wasn’t a Dragon?

    Keep up the excellent work.

    • VertigoCharades on said:

      A Bane property isn’t in the works, and I don’t think we’ll plan on doing so. The idea would be too campaign-specific and connected to flavor, rather than mechanics. They would serve more to punish certain builds than they would compliment those who use them. The closest we’ll ever get to a Bane property is our feat, The Bigger They Are, and the knowledge checks used for Tactical Insight and identifying creatures (BTW, you’ll note in our Knowledges section that we identify creature types there).

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