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[INTEREST CHECK] The Curse of Amberstar
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<blockquote data-quote="hafrogman" data-source="post: 7145799" data-attributes="member: 8858"><p>Well, I can spare a few moments musing on magic items. It looks like you're more or less using the chart from the DMG, with the exception of the pact keeper rod. Does that represent a philosophical leaning towards defense being cheaper than offense? Or just something specific for that item?</p><p></p><p>Spoilered so as to not unduly influence anyone else's musings.</p><p>[sblock]Mithril armor - the base armor is already outside of the "uncommon" item range, so I assume it's additive. So maybe somewhere in the 900-1100 range total?</p><p></p><p>+1 Weapons - In my mind, I'd place these as less effective than the 19 stats items (Gauntlets and Amulet) - 400. Or on par with the rod (700) if there's an offense tax.</p><p></p><p>JustinCase's request for lightning damage - The only real elemental damage thing I saw was the flame tongue (re-skinned to electrical) which goes into the 'rare' category, and the wonderfully vague 500-5000 range. One possibility might be using the javelin of lightning as a template, with a bolt spewing out from a target hit instead of being thrown. Combine with +1 weapon if you're feeling generous.</p><p></p><p>industrygothica's staff - Not much in terms of spell focus effects on staves, more extraordinary effects.</p><p>Staff of the Adder or Python for creepy snake action. (Maybe 300-400?)</p><p>Or, if you have the 'Lost Mines of Phandelver' adventure, there are also the Spider Staff and Staff of Defense. (500-700?)</p><p>The staff of the woodlands also seems fitting, but <em>rare</em>. However, I think it'd be easy to knock down to a lower level version (+1 instead of +2, less charges [or less recharge], remove awaken and wall of thorns from the spell list, and change into a sapling instead of a tree). Still a powerful item, so maybe 1000+?</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="hafrogman, post: 7145799, member: 8858"] Well, I can spare a few moments musing on magic items. It looks like you're more or less using the chart from the DMG, with the exception of the pact keeper rod. Does that represent a philosophical leaning towards defense being cheaper than offense? Or just something specific for that item? Spoilered so as to not unduly influence anyone else's musings. [sblock]Mithril armor - the base armor is already outside of the "uncommon" item range, so I assume it's additive. So maybe somewhere in the 900-1100 range total? +1 Weapons - In my mind, I'd place these as less effective than the 19 stats items (Gauntlets and Amulet) - 400. Or on par with the rod (700) if there's an offense tax. JustinCase's request for lightning damage - The only real elemental damage thing I saw was the flame tongue (re-skinned to electrical) which goes into the 'rare' category, and the wonderfully vague 500-5000 range. One possibility might be using the javelin of lightning as a template, with a bolt spewing out from a target hit instead of being thrown. Combine with +1 weapon if you're feeling generous. industrygothica's staff - Not much in terms of spell focus effects on staves, more extraordinary effects. Staff of the Adder or Python for creepy snake action. (Maybe 300-400?) Or, if you have the 'Lost Mines of Phandelver' adventure, there are also the Spider Staff and Staff of Defense. (500-700?) The staff of the woodlands also seems fitting, but [I]rare[/I]. However, I think it'd be easy to knock down to a lower level version (+1 instead of +2, less charges [or less recharge], remove awaken and wall of thorns from the spell list, and change into a sapling instead of a tree). Still a powerful item, so maybe 1000+? [/sblock] [/QUOTE]
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