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Do you like stat-bonus magic items?
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<blockquote data-quote="ThirdWizard" data-source="post: 3060838" data-attributes="member: 12037"><p>I disagree. You just need good gear, not specific gear. For example, instead of getting an Amulet of Health +6, you can get a Minor Cloak of Displacement. In some cases the cloak is better, in some the amulet is better. If you're going to choose one or the other, it's not cut and dry toward the (more expensive) Con increasing item. There are choices to be made.</p><p></p><p>This is one reason that making ability increases a built in function wouldn't be necessarily a good thing. The other main reason is that to some classes a stat increase is more important than others. Wizards mainly benefit from Int items, while clerics benefit from more and monks from more still.</p><p></p><p>If you don't want straight up stat boosts, then you can always go for something more interesting that works to be the same benefit or stack other things on them. That Periphat of Wisdom boring to you? Give it the wearer the ability to speak with spirits 3/day for an augury effect. Or throw in an effect that does 1d6 damage to the user whenever they make a Will save along with the ability to gain a reroll once per day because of their newfound insight into situations around them.</p><p></p><p>Even the most minor effect is probably enough. I've found Players rarely care how powerful something is if it is unique. They've seen everything in the DMG right? Time to throw something new at them. You can still use the stat boosts and +s on weapons, and increases to saving throws if you think they're necessary. Doesn't matter, you won't even notice anymore.</p><p></p><p>Here's a few random things I've made recently that give pluses, but do more:</p><p></p><p>[sblock]</p><p></p><p><strong>Tatoos of the Moon</strong></p><p></p><p>These tatoos give a +1 dodge bonus to all reflex saving throws made. As a Free Action, speaking the command word Aeluthys Selûne (“Selûne, guide me,” in Celestial) you may activate their special ability to gain a Speed Fly 20’ (perfect) for one round. If you use this ability, the tatoo dissapears the next round, and the bonus to reflex saves with it. After 24 hours it reappears and the +1 dodge bonus to reflex saves resumes.</p><p></p><p></p><p><strong>Amulet of Magic Aura Dampening</strong></p><p></p><p>Any spell effects on the wearer are hidden from detection. This does not extend to magical items or spell effects on items worn, but only to effects directly cast onto the wearer. Also, the first time in a day when the wearer would miss a target DC, attack roll, or saving throw by 1, this item gives the wearer a +1 luck bonus to that roll.</p><p></p><p></p><p><strong>Devil Heartstone</strong></p><p></p><p>This black stone is only about three inches across, but it is in the shape of a humanoid heart. It serves a dual purpose, it can both warn of the approach of a devil and it gives anyone who has it on him or her bonuses against the creatures.</p><p></p><p>Whenever a devil is near the wearer, within 100 yards, the stone begins to beat as a normal heart would. As the devil gets closer it beats faster. When the devil is very close, it is beating extremely fast.</p><p> </p><p>When someone with this stone on them makes an attack against a demon, they get a +1 insight bonus on attacks and a +1 insight bonus to caster level checks to bypass its SR.</p><p></p><p></p><p><strong>Ring of Air and Earth</strong></p><p></p><p>This ring looks almost as if two rings were welded together. When flipped one way, the ring appears to be gold, and when flipped upside down, it appears silver. Around the length of the ring between the two is a band that changes color (see below). If the gold side is facing out when worn, the ring gives a +2 resistance bonus to fortitude saves. If worn with the silver side facing out it gives a +2 resistance bonus to reflex saves.</p><p></p><p>Once per day it can activate one of two powers, depending on which side is facing outward when the command word is spoken. </p><p></p><p>If the air side is facing outward, the command word is Leilul (take to the air in Auran). This will give the user Fly Speed 30 (perfect) for 1 minute. After the duration expires, the user will fall to the ground as gravity takes over.</p><p></p><p>If the earth side is facing outward, the command word is Rahudha (one with the earth in Terran). This will give the user the Earth Glide ability (just like Earth Elementals) at Speed 30 for 1 minute. After the duration expires, the user will be shunted out of the earth to the closest possible location taking 1d6 damage per 5’ shunted.</p><p></p><p>Only one of these abilities can be activated once per day. Encumbrance (and armor) affects both of the listed speeds, so if you are wearing heavy armor or under heavy encumbrance, your Speed will drop to 20. Activating the ring is a standard action.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 3060838, member: 12037"] I disagree. You just need good gear, not specific gear. For example, instead of getting an Amulet of Health +6, you can get a Minor Cloak of Displacement. In some cases the cloak is better, in some the amulet is better. If you're going to choose one or the other, it's not cut and dry toward the (more expensive) Con increasing item. There are choices to be made. This is one reason that making ability increases a built in function wouldn't be necessarily a good thing. The other main reason is that to some classes a stat increase is more important than others. Wizards mainly benefit from Int items, while clerics benefit from more and monks from more still. If you don't want straight up stat boosts, then you can always go for something more interesting that works to be the same benefit or stack other things on them. That Periphat of Wisdom boring to you? Give it the wearer the ability to speak with spirits 3/day for an augury effect. Or throw in an effect that does 1d6 damage to the user whenever they make a Will save along with the ability to gain a reroll once per day because of their newfound insight into situations around them. Even the most minor effect is probably enough. I've found Players rarely care how powerful something is if it is unique. They've seen everything in the DMG right? Time to throw something new at them. You can still use the stat boosts and +s on weapons, and increases to saving throws if you think they're necessary. Doesn't matter, you won't even notice anymore. Here's a few random things I've made recently that give pluses, but do more: [sblock] [b]Tatoos of the Moon[/b] These tatoos give a +1 dodge bonus to all reflex saving throws made. As a Free Action, speaking the command word Aeluthys Selûne (“Selûne, guide me,” in Celestial) you may activate their special ability to gain a Speed Fly 20’ (perfect) for one round. If you use this ability, the tatoo dissapears the next round, and the bonus to reflex saves with it. After 24 hours it reappears and the +1 dodge bonus to reflex saves resumes. [b]Amulet of Magic Aura Dampening[/b] Any spell effects on the wearer are hidden from detection. This does not extend to magical items or spell effects on items worn, but only to effects directly cast onto the wearer. Also, the first time in a day when the wearer would miss a target DC, attack roll, or saving throw by 1, this item gives the wearer a +1 luck bonus to that roll. [b]Devil Heartstone[/b] This black stone is only about three inches across, but it is in the shape of a humanoid heart. It serves a dual purpose, it can both warn of the approach of a devil and it gives anyone who has it on him or her bonuses against the creatures. Whenever a devil is near the wearer, within 100 yards, the stone begins to beat as a normal heart would. As the devil gets closer it beats faster. When the devil is very close, it is beating extremely fast. When someone with this stone on them makes an attack against a demon, they get a +1 insight bonus on attacks and a +1 insight bonus to caster level checks to bypass its SR. [b]Ring of Air and Earth[/b] This ring looks almost as if two rings were welded together. When flipped one way, the ring appears to be gold, and when flipped upside down, it appears silver. Around the length of the ring between the two is a band that changes color (see below). If the gold side is facing out when worn, the ring gives a +2 resistance bonus to fortitude saves. If worn with the silver side facing out it gives a +2 resistance bonus to reflex saves. Once per day it can activate one of two powers, depending on which side is facing outward when the command word is spoken. If the air side is facing outward, the command word is Leilul (take to the air in Auran). This will give the user Fly Speed 30 (perfect) for 1 minute. After the duration expires, the user will fall to the ground as gravity takes over. If the earth side is facing outward, the command word is Rahudha (one with the earth in Terran). This will give the user the Earth Glide ability (just like Earth Elementals) at Speed 30 for 1 minute. After the duration expires, the user will be shunted out of the earth to the closest possible location taking 1d6 damage per 5’ shunted. Only one of these abilities can be activated once per day. Encumbrance (and armor) affects both of the listed speeds, so if you are wearing heavy armor or under heavy encumbrance, your Speed will drop to 20. Activating the ring is a standard action. [/sblock] [/QUOTE]
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