Items made by Paladins

jaker2003

Explorer
I've been thinking, that alone should frighten you. There are eleven core classes, and of those only 3 (Barbarian, Fighter, and Monk) lack spellcasting ability. Potentially, the remaining eight character classes should be brimming with magic items. Paladins devote their lives to wiping out evil, and furthering good causes, but I've never seen a case where paladins created magic items. I've tried to correct this deficiency. I have three magic items listed below and I would greatly appreciate any feedback. Oh, and I'm terrible with pricing, just a fair warning.

Gloves, Healer's: These thin leather gloves have embroidered on the back of both a single teardrop of red blood. These lightweight gloves grant a +5 competence bonus on Heal checks. The wearer gains the ability to Lay on Hands as a 5th-level paladin. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL10th; Craft Wondrous Item, cure light wounds, owl's wisdom; Price 10,000gp.


The next two are weapon special abilities (my favorite).
Blessed: A blessed weapon has been imbued with holy power to strike true against evil foes. All critical hit rolls against evil foes are automatically successful, so every critical threat is a critical hit.
Faint transmutation; CL5th; Craft Magic Arms and Armor, bless weapon; Price +1 bonus.
This has been revised in post 16.

Dripping: A dripping weapon has a sheen of Holy Water. A dripping weapon deals an additional 2d4 damage to evil outsiders and undead from holy water. The holy water damage is multiplied with weapon damage on a successful critical hit. The holy water evaporates quickly, so puddles do not form and the holy water cannot be stored for later use.
Moderate conjuration [good]; CL 8th; Craft Magic Arms and Armor, create water, bless water; Price +2 bonus
 
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jaker2003 said:
I've been thinking, that alone should frighten you. Paladins devote their lives to wiping out evil, and furthering good causes, but I've never seen a case where paladins created magic items. There are eleven core classes, and of those only 3 (Barbarian, Fighter, and Monk) lack spellcasting ability. Potentially, the remaining eight character classes should be brimming with magic items. I've tried to correct this deficiency. I have three magic items listed below and I would greatly appreciate any feedback. Oh, and I'm terrible with pricing, just a fair warning.

I like the idea of paladins making magic items, but the rules definitely don't support it. You could create a feat, though, to allow paladins a full caster level when working with one specific item creation feat. A weaponsmith paladin who creates his own holy sword would be really cool.

jaker2003 said:
Gloves, Healer's: These thin leather gloves have embroidered on the back of both a single teardrop of red blood. These lightweight gloves grant a +5 competence bonus on Heal checks. The wearer gains the ability to Lay on Hands as a 5th-level paladin. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL10th; Craft Wondrous Item, cure light wounds, owl's wisdom; Price 10,000gp.

I like it, but I believe paladins should get something of the gloves as well. A bonus to their effective level in lay on hands would be nice.

Cheers,
 

My players spent a while trying to find potions of bless weapon.
they were 17th lvl but finding a paladin with brew potion was driving them up the wall.

"we had one who could do it but he died 6 years ago - try his hometown temple."
 

Just stack the levels for the gloves... easy enough.

What is needed is a kind of Paladin specific set of craft feats. Something like Craft Holy Weapon, or Craft Divine Armor, or Craft Sacred Item. Those feats would allow special consideration for Paladins and the crafting of certain types of items (which probably vary with the Paladin's Deity), granting them the ability to craft special items of limited focus that they would otherwise be unable to produce.
 

Giltonio_Santos said:
I like the idea of paladins making magic items, but the rules definitely don't support it. You could create a feat, though, to allow paladins a full caster level when working with one specific item creation feat. A weaponsmith paladin who creates his own holy sword would be really cool.



I like it, but I believe paladins should get something of the gloves as well. A bonus to their effective level in lay on hands would be nice.

Cheers,


Maybe something like if the wearer is already a Paladin she gets a +3 sacred bonus to her Lay On Hands ability?
 

A paladin's magical items would be made by clerics with the paladin's help. The rules support one caster supporting another in item creation.

The same is true of rangers, hexblades, and even bards.

DC
 

First off, thanks for the feedback, I'm looking forward to more.

Quartz said:
And, of course, a paladin should be able to make a Holy Avenger.
HeavenShallBurn said:
The other way around, you don't make a holy avenger, avenging makes an avenger holy. The more fiends it's slain the holier it becomes.

I like this Idea, but I think it's more appropriate as a flavorful and unique weapon with it's own background.

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Giltonio_Santos said:
I like the idea of paladins making magic items, but the rules definitely don't support it. You could create a feat, though, to allow paladins a full caster level when working with one specific item creation feat. A weaponsmith paladin who creates his own holy sword would be really cool.

The rules do support this. All of the Item Creation Feats in the PHB list a caster level as their only requirement. A paladin has no caster level until her 4th paladin level, then it jumps to caster level 2 (half her paladin level). And a level 20 paladin has a caster level 10. That means that paladins can take item creation feats and are only prohibited from taking Create Staff and Forge Ring, as they both have a caster level 12 requirement.

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Giltonio_Santos said:
I like it, but I believe paladins should get something of the gloves as well. A bonus to their effective level in lay on hands would be nice.

It is an effective bonus. A Paladin's Lay on Hands allows them to heal a number of hit points each day equal to their paladin level X their Cha bonus. So if a 10th level paladin has a Cha of 14 (+2 bonus), then they could heal up to (10x2=20) 20 hit pionts a day. The gloves allows you to Lay on Hands as a 5th level paladin. Lets assume a Cha of 14 (+2 bonus) again. The gloves would allow the wearer to heal up to (5x2=10) 10 hit points a day in addition to their normal abilities.

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So, I've established that paladins may create magic items using the existing rules, though their spell list is smaller. I've also explained the Healer's Gloves. I didn't get much of any feedback regarding the two weapon abilities. People usually attack those first (I'm a bit of a power gamer).
 

HeavenShallBurn made a comment that got me thinking about a weapon that improves with each villian it slays. I think that this idea is great for a uniqie item with its own background and personality.
I think the easiest way to handle the improvement is the way a Barghest (MMI) uses its Feed ability. So I'm looking at a magic sword (or other popular weapon) with a fiend-loathing personality and gains a +1 effective enhancement bonus for every three [evil] outsiders it slays that have Hit Dice equal to or greater than its Caster Level (which would probably increase over time as well).
It should probably get abilities such as Holy (+2) and Evil outsider bane (+1). The rest is just kinda hanging.
 

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