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Let's rate the level of homebrewed magic items!

the Jester

Legend
So what with the new rarity system and all, I'm working on a long-delayed project- making/converting a ton of magic items to 4e.

However, as I'm doing this, I am sometimes having a hard time rating what level certain items should be, so I thought I might as well ask for opinions! So I'll be posting items I cannot easily rate and I invite you to do the same.

First up are a pair of slippers that were worn by an epic chronomancer in my 3.5 game. Here's the stat block I want to use:


SLIPPERS OF SIDESTEPPING--- Level x Rare
These dark green slippers have an almost metallic sheen to them, although the interiors seem to have a constant trickle of greenish-silver sand within them.
Lvl x?; x gp.
Item Slot: Feet
Power (Daily*Teleportation): Immediate interrupt. Trigger: You are hit by an attack. Effect: You teleport 5 squares.
Power (Encounter*Teleportation): Move action. You teleport 10 squares.


Now then... in comparing to other footwear with similar powers, I found three items with anything comparable:

Boots of teleportation (28th level; Power (At-Will • Teleportation): Move Action. Teleport a number of squares equal to your speed).

Boots of the Fey Warrior (24th level; Property: You gain a +2 item bonus to Reflex; Power (At-Will * Teleportation): Immediate Reaction. Trigger: An attack misses you. Effect: You teleport 3 squares. )

Planestrider Boots (18th level; Property: When you use a power to teleport, you can instead teleport twice as the same action. The total distance you travel with both teleports cannot exceed the distance you could have traveled with the original teleport. You could, for example, teleport to a corner, establish a new line of sight, and teleport to a square not visible from your starting location, so long as the maximum number of squares teleported does not exceed the teleport power’s allotted movement.
Power (Encounter • Teleportation): Move Action. Teleport 10 squares).

So what do you think? Where should these slippers fall? If it matters, my intent is to make them a rare item.
 

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Generally I rate wotc items much lower in level than WOTC does.

The big thing about your boots is that as a daily it negates one attack (I believe that is your intent?).

So it provides a better fey step teleport, and a once per day attack negation. But it has no property which is always a big deal for me and as a rare is suppose to be a key item for the player.


I would make this a level 5 item personally. It would make a solid paragon item as a common or uncommon, but as a rare with no property I would definitely make it low level.
 

Is that level 5 considering the levels of the WotC items (based on the lack of a property) or is it rated according to your personal preference?

Also, what would you suggest for a good property for these, assuming I am aiming for low or mid epic tier?
 


How about this one?

For the record a kocho is a large flightless bird in my campaign. They are used as mounts and are carnivorous and difficult to deal with.

CLOCKWORK KOCHO--- Level X Rare
What a strange and splendid thing this is! It is a near-lifesized clockwork statue of a kocho, incredibly detailed and fully articulated, with feathers of bronze, copper and silver. Although it must have hundreds of gears within it, it looks surprisingly sturdy and has a saddle atop it that is big enough for a medium creature to sit in.
Lvl x-- x gp
Wondrous Item
Property: You may ride the clockwork kocho like a mount. It shares your square. While you are mounted on it, you gain a speed of 8. All of its defenses are x; if any attack hits it, you fall prone and it is disabled until you repair it (see below). If any attack hits it that deals at least 50 points of damage, the clockwork kocho must make a saving throw or be destroyed.
Power (At Will): Free action. Requirement: You must be mounted on the clockwork kocho. Trigger: You charge and hit. Effect: The enemy grants combat advantage until the end of its next turn.
Power (Encounter): Immediate Interrupt. Requirement: You must be mounted on the clockwork kocho. Trigger: An enemy gains combat advantage against you. Effect: You shift 2 squares.
Power (Encounter): Short rest. Requirement: The clockwork kocho must be disabled. You spend a healing surge during a short rest, but instead of regaining hit points, you repair the clockwork kocho.
 

I think level 5 is a little low, if only for the mobility aspect of the slippers. Around level 5 teleport 10 is exceptional. Basically, you're duplicating two class utility powers rather well in one item; I'd make em early paragon. Say - level 10-14? The fact that they duplicate utility powers at all means they should be rare, as you intend.
 

I would model the clockwork Kocho's defenses off those of the user, rather than the level of the item; alternatively, have some rider's level-based component anyhow to ensure that they're reasonable. Otherwise it'll be trivially killed at high levels and unkillable at low levels. Then again, I'm not a mount expert :-).

I think the encounter power that lets you shift is a little unclear - how do you know you're granting combat advantage, precisely? And does this work for all means of combat advantage? I'd change it to "moves into a flanking position" or even just "enters an adjacent square".

As to level, I think it shouldn't be a low-level thing - it's a slotless +2/+3 to speed for many people - right? Then again, it's rare... hmm. perhaps also early paragon?

Great thread!
 


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