CapnZapp
Legend
Here's a quick rule I whipped up to be able to add some flesh and color to the bare-bones and abstract suggestions in the AV1 chapter "Item Level".
Any feedback welcome. Have I missed an abusive combo? Do you spot any loopholes?
Add the following property to any interesting, significant or unique item of your choice as the DM:
Legacy Item: The full potential of this item has yet not been unlocked. You may engage in a ceremony where you make sacrifice to [insert origin of item here]. This requires either the Legacy Feat ([insert Legacy here]) or the Legacy Ceremony Ritual. The component cost is as follows:
[Add a list of component costs here]
Example (inspired by the Sleeper in the Tomb of Dreams 'venture, Dungeon 155):
[sblock]The Fiend’s Dreamstone Maul +3 (L12)
This hammer has a brutal head made of black stone veined with dimly glowing light. As you heft it you hear a susurrus that you find disturbing despite being unable to discern any meaning.
Weapon (Hammers); Critical: +1d6 radiant damage per plus
Power (Daily): Free Action. Use this power when you are about to attack with the weapon. Attack Will instead of the defense the attack normally targets.
Legacy item: The full potential of this item has yet not been unlocked. You may engage in a ceremony where you make sacrifice to the Far Realm. This requires either the Legacy Feat (Dreamstone) or the Legacy Ceremony Ritual. The component cost is as follows:
78,000 gp: The maul’s enhancement bonus increases to from +3 to +4.
390,000 gp: The maul’s enhancement bonus increases to from +4 to +5.
1,950,000 gp: The maul’s enhancement bonus increases to from +5 to +6.[/sblock]
Generally, a PC is expected to buy/find the Legacy Ceremony ritual to boost his item. In recognition of the fact not all PCs are ritual casters, there is the option of taking a Legacy feat instead. This feat is specific to one type of legacy only. Let's see what they do...:
I haven't made a formal write-up of the Legacy Ceremony ritual, but it basically is a level 4 ritual similar to Enchant Magic Item, though its only use is to "power up" Legacy items. Unlike the feat (below), the ritual works for all sorts of Legacy items.
There are two important additions that needs precise rules language:
* The component cost is 150% of the difference in cost between the item’s
lower-level form and its higher-level form.
* When you perform this ritual, make a History skill check (DC: "Moderate" for the level of the upgraded item; see DMGp42) to determine how well you have researched the Legacy and how well you placate the powers that be. If you make the check, you only pay two thirds the component cost.
In other words, if you make the History check, you only pay the listed market price (adding 50% and then deducting 33% brings us back to the original number), avoiding the 10-40% markup you usually pay in magic shops. If you fail the History check, you effectively pay a 50% markup.
The idea is that if you succeed half the time, you effectively pay a 25% markup, which is exactly what (1d4*10%) gives on average. Of course, I expect many ritual casters to succeed more often than not, making this ritual a good deal. Remember other PCs can easily grant a +8 to the check through "Aid Another".
(If you don't use the markups suggested by the PHB at all, simply ignore everything regarding History checks. Feel free to make up another use for History, though)
Legacy Feat (Heroic Tier)
Choose a specific legacy, such as flamecaster bolts or thrice-forged steel. You gain a +1 bonus to damage rolls with weapons and implements from your chosen weapon legacy. You are considered to have mastered the Legacy Ceremony ritual for purposes relating to your chosen legacy only.
Special: You can take this feat more than once, each time choosing a different legacy.
The damage bonus is there to make the feat somewhat useful on its own. The real cost is that you aren't supposed to be able to take very many Legacy feats at a time; if you're a "collector", you're better off becoming a Ritual Caster.
So, for the example item (inside the spoiler block above), if a character has the +3 version and performs the Legacy Ceremony ritual (thus upgrading into a level 17 item), the component cost is 78,000 gold if he or she fails a DC 20 History skill check (looking in the DMG Errata here), but only 52,000 gp if he or she succeeds. (A level 17 item costs 65K; a level 12 item costs 13K; the difference is the 52K)
Any questions? Other suggestions?
Any feedback welcome. Have I missed an abusive combo? Do you spot any loopholes?
Add the following property to any interesting, significant or unique item of your choice as the DM:
Legacy Item: The full potential of this item has yet not been unlocked. You may engage in a ceremony where you make sacrifice to [insert origin of item here]. This requires either the Legacy Feat ([insert Legacy here]) or the Legacy Ceremony Ritual. The component cost is as follows:
[Add a list of component costs here]
Example (inspired by the Sleeper in the Tomb of Dreams 'venture, Dungeon 155):
[sblock]The Fiend’s Dreamstone Maul +3 (L12)
This hammer has a brutal head made of black stone veined with dimly glowing light. As you heft it you hear a susurrus that you find disturbing despite being unable to discern any meaning.
Weapon (Hammers); Critical: +1d6 radiant damage per plus
Power (Daily): Free Action. Use this power when you are about to attack with the weapon. Attack Will instead of the defense the attack normally targets.
Legacy item: The full potential of this item has yet not been unlocked. You may engage in a ceremony where you make sacrifice to the Far Realm. This requires either the Legacy Feat (Dreamstone) or the Legacy Ceremony Ritual. The component cost is as follows:
78,000 gp: The maul’s enhancement bonus increases to from +3 to +4.
390,000 gp: The maul’s enhancement bonus increases to from +4 to +5.
1,950,000 gp: The maul’s enhancement bonus increases to from +5 to +6.[/sblock]
Generally, a PC is expected to buy/find the Legacy Ceremony ritual to boost his item. In recognition of the fact not all PCs are ritual casters, there is the option of taking a Legacy feat instead. This feat is specific to one type of legacy only. Let's see what they do...:
I haven't made a formal write-up of the Legacy Ceremony ritual, but it basically is a level 4 ritual similar to Enchant Magic Item, though its only use is to "power up" Legacy items. Unlike the feat (below), the ritual works for all sorts of Legacy items.
There are two important additions that needs precise rules language:
* The component cost is 150% of the difference in cost between the item’s
lower-level form and its higher-level form.
* When you perform this ritual, make a History skill check (DC: "Moderate" for the level of the upgraded item; see DMGp42) to determine how well you have researched the Legacy and how well you placate the powers that be. If you make the check, you only pay two thirds the component cost.
In other words, if you make the History check, you only pay the listed market price (adding 50% and then deducting 33% brings us back to the original number), avoiding the 10-40% markup you usually pay in magic shops. If you fail the History check, you effectively pay a 50% markup.
The idea is that if you succeed half the time, you effectively pay a 25% markup, which is exactly what (1d4*10%) gives on average. Of course, I expect many ritual casters to succeed more often than not, making this ritual a good deal. Remember other PCs can easily grant a +8 to the check through "Aid Another".
(If you don't use the markups suggested by the PHB at all, simply ignore everything regarding History checks. Feel free to make up another use for History, though)
Legacy Feat (Heroic Tier)
Choose a specific legacy, such as flamecaster bolts or thrice-forged steel. You gain a +1 bonus to damage rolls with weapons and implements from your chosen weapon legacy. You are considered to have mastered the Legacy Ceremony ritual for purposes relating to your chosen legacy only.
Special: You can take this feat more than once, each time choosing a different legacy.
The damage bonus is there to make the feat somewhat useful on its own. The real cost is that you aren't supposed to be able to take very many Legacy feats at a time; if you're a "collector", you're better off becoming a Ritual Caster.
So, for the example item (inside the spoiler block above), if a character has the +3 version and performs the Legacy Ceremony ritual (thus upgrading into a level 17 item), the component cost is 78,000 gold if he or she fails a DC 20 History skill check (looking in the DMG Errata here), but only 52,000 gp if he or she succeeds. (A level 17 item costs 65K; a level 12 item costs 13K; the difference is the 52K)
Any questions? Other suggestions?
