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<blockquote data-quote="Mesh Hong" data-source="post: 4712706" data-attributes="member: 73463"><p>Another way of approaching this could be to use the artifact rules, the concordance system is really <em>very</em> good. This would give you a way of increasing or decreasing the armour/weapons abilities not only through the PC levelling but also through RP actions.</p><p> </p><p>Concordance can go up and down depending on a set of circumstances that are appropriate for the item/PC/campaign and can add a lot of flavour.</p><p> </p><p>Also being artifacts they can leave at an appropriate time, usually the level after they reach maximum or minimum concordanace.</p><p> </p><p>Here is an example of a suit of armour I am using in my campaign, please note that power levels in my game be significantly different than in your own and that this is an example only:</p><p> </p><p><strong><span style="font-size: 12px"><span style="color: white">Grafters Armour</span></span></strong></p><p> </p><p><span style="color: white">Worn looking leather armour, looks and feels thin and supple, dark brown with a few scrapes and worn edges. Looks like it has been restitched, mended and patched back together many many times.</span></p><p> </p><p><strong><u><span style="color: white">Arcana check:</span></u></strong></p><p><span style="color: white">DC 15: Very strong magic, obviously a significant magical item.</span></p><p><span style="color: white">DC 20: Strange magical weave, twisting flows of enchantment, transmutation and psionic magics. The magic has been layered so it is hard to determine what actual properties it has.</span></p><p><span style="color: white">DC 25: The style, pattern and potency of the magic used makes you think it was made by Fey hands, this is probably an Avandran artefact.</span></p><p><span style="color: white">DC 30: The armour seems to work around the Avandran principles of luck, travel and protection. It seems likely that it will increase all three aspects in the wearer. Fey items are tricky though, the armour may be easier to put on than take off.</span></p><p> </p><p><strong><span style="color: white">Leather Armour</span></strong></p><p><strong><span style="color: white">Properties:</span></strong></p><p><span style="color: white">- When worn armour sinks below the skin, making you look toned/muscled. Perception DC30 to spot something is wrong.</span></p><p><span style="color: white">- Once worn it will only come off when it ‘moves on’ or when you drop to below zero HPs.</span></p><p><span style="color: white">- +2 bonus to AC</span></p><p><span style="color: white">- +1 item bonus to movement</span></p><p><span style="color: white">- +2 item bonus to Endurance, Acrobatics, Nature skills</span></p><p><span style="color: white">- Gain 2 resist (either: Fire/Cold/Lightning/Thunder/Acid) upon waking each day.</span></p><p><span style="color: white">- Daily power – immediate interrupt – force target creature that made an attack against you to reroll the attack. </span></p><p> </p><p><strong><span style="color: white">Concordance:</span></strong></p><p><span style="color: white">Starting 5</span></p><p> </p><p><span style="color: white">Gain a level +1d8</span></p><p><span style="color: white">Roll a natural 20 on any d20 roll +1</span></p><p><span style="color: white">Roll a natural 1 on any d20 roll -1</span></p><p><span style="color: white">Achieve a victory that promotes or increases liberty +2</span></p><p><span style="color: white">Support the Status Quo when changes could be made for the better -1</span></p><p><span style="color: white">Defeat a Tyrant or Oppressor +2</span></p><p><span style="color: white">Aid a Tyrant or Oppressor -1</span></p><p><span style="color: white">Owner is a rogue +1 to initial concordance</span></p><p> </p><p> </p><p><strong><span style="color: white">Overjoyed (26 or higher)</span></strong></p><p><span style="color: white"><em>“We are the tidal wave of the new world order, all men shall be equal, all men shall be free”.</em></span></p><p><span style="color: white">- Item movement bonus increases to +2</span></p><p><span style="color: white">- Psychic resist increases to 10</span></p><p> </p><p><strong><span style="color: white">Pleased (19 – 25)</span></strong></p><p><em><span style="color: white">“We are a leaf on the wind, we are the open road, we are endless”.</span></em></p><p><span style="color: white">- Encounter power: Fey step (move action), teleport up to 5 squares. Roll a d20 on an even result the power is not expended.</span></p><p><span style="color: white">- Variable resistance increases to 5 (Fire/Cold/Lightning/Thunder/Acid)</span></p><p><span style="color: white">- Expend a healing surge to switch the Variable resistance from one type to another as a minor action</span></p><p> </p><p><strong><span style="color: white">Satisfied (12 – 18)</span></strong></p><p><em><span style="color: white">“Fortune favours the brave, there is still much for us to do”.</span></em></p><p><span style="color: white">- Enhancement bonus increases to +3</span></p><p><span style="color: white">- Gain a +2 bonus to save vs. Charm, Fear & immobilisation effects</span></p><p><span style="color: white">- Gain resist 5 psychic</span></p><p> </p><p><span style="color: white"><strong>Normal</strong><strong> (5 – 11)</strong></span></p><p><em><span style="color: white">“Tell me child, do you feel lucky today?”</span></em></p><p>-standard properties, see above.</p><p> </p><p><strong><span style="color: white">Dissatisfied (1 – 4)</span></strong></p><p><em><span style="color: white">“You are sinking in a sea of obscurity and indulgence, change soon, and for the better”.</span></em></p><p><span style="color: white">- Enhancement bonus reduces to +1</span></p><p><span style="color: white">- Lose the resist 2 (variable) ability</span></p><p><span style="color: white">- You can no longer use the Daily power</span></p><p> </p><p><strong><span style="color: white">Angered (0 or lower)</span></strong></p><p><em><span style="color: white">“You are beyond hope, it is just a matter of time before natural selection takes its course”.</span></em></p><p><span style="color: white">- Enhancement bonus reduces to -1</span></p><p><span style="color: white">- Take a -2 penalty to all saves</span></p><p><span style="color: white">- Whenever you gain HPs halve the amount</span></p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4712706, member: 73463"] Another way of approaching this could be to use the artifact rules, the concordance system is really [I]very[/I] good. This would give you a way of increasing or decreasing the armour/weapons abilities not only through the PC levelling but also through RP actions. Concordance can go up and down depending on a set of circumstances that are appropriate for the item/PC/campaign and can add a lot of flavour. Also being artifacts they can leave at an appropriate time, usually the level after they reach maximum or minimum concordanace. Here is an example of a suit of armour I am using in my campaign, please note that power levels in my game be significantly different than in your own and that this is an example only: [B][SIZE=3][COLOR=white]Grafters Armour[/COLOR][/SIZE][/B] [COLOR=white]Worn looking leather armour, looks and feels thin and supple, dark brown with a few scrapes and worn edges. Looks like it has been restitched, mended and patched back together many many times.[/COLOR] [B][U][COLOR=white]Arcana check:[/COLOR][/U][/B] [COLOR=white]DC 15: Very strong magic, obviously a significant magical item.[/COLOR] [COLOR=white]DC 20: Strange magical weave, twisting flows of enchantment, transmutation and psionic magics. The magic has been layered so it is hard to determine what actual properties it has.[/COLOR] [COLOR=white]DC 25: The style, pattern and potency of the magic used makes you think it was made by Fey hands, this is probably an Avandran artefact.[/COLOR] [COLOR=white]DC 30: The armour seems to work around the Avandran principles of luck, travel and protection. It seems likely that it will increase all three aspects in the wearer. Fey items are tricky though, the armour may be easier to put on than take off.[/COLOR] [B][COLOR=white]Leather Armour[/COLOR][/B] [B][COLOR=white]Properties:[/COLOR][/B] [COLOR=white]- When worn armour sinks below the skin, making you look toned/muscled. Perception DC30 to spot something is wrong.[/COLOR] [COLOR=white]- Once worn it will only come off when it ‘moves on’ or when you drop to below zero HPs.[/COLOR] [COLOR=white]- +2 bonus to AC[/COLOR] [COLOR=white]- +1 item bonus to movement[/COLOR] [COLOR=white]- +2 item bonus to Endurance, Acrobatics, Nature skills[/COLOR] [COLOR=white]- Gain 2 resist (either: Fire/Cold/Lightning/Thunder/Acid) upon waking each day.[/COLOR] [COLOR=white]- Daily power – immediate interrupt – force target creature that made an attack against you to reroll the attack. [/COLOR] [B][COLOR=white]Concordance:[/COLOR][/B] [COLOR=white]Starting 5[/COLOR] [COLOR=white]Gain a level +1d8[/COLOR] [COLOR=white]Roll a natural 20 on any d20 roll +1[/COLOR] [COLOR=white]Roll a natural 1 on any d20 roll -1[/COLOR] [COLOR=white]Achieve a victory that promotes or increases liberty +2[/COLOR] [COLOR=white]Support the Status Quo when changes could be made for the better -1[/COLOR] [COLOR=white]Defeat a Tyrant or Oppressor +2[/COLOR] [COLOR=white]Aid a Tyrant or Oppressor -1[/COLOR] [COLOR=white]Owner is a rogue +1 to initial concordance[/COLOR] [B][COLOR=white]Overjoyed (26 or higher)[/COLOR][/B] [COLOR=white][I]“We are the tidal wave of the new world order, all men shall be equal, all men shall be free”.[/I][/COLOR] [COLOR=white]- Item movement bonus increases to +2[/COLOR] [COLOR=white]- Psychic resist increases to 10[/COLOR] [B][COLOR=white]Pleased (19 – 25)[/COLOR][/B] [I][COLOR=white]“We are a leaf on the wind, we are the open road, we are endless”.[/COLOR][/I] [COLOR=white]- Encounter power: Fey step (move action), teleport up to 5 squares. Roll a d20 on an even result the power is not expended.[/COLOR] [COLOR=white]- Variable resistance increases to 5 (Fire/Cold/Lightning/Thunder/Acid)[/COLOR] [COLOR=white]- Expend a healing surge to switch the Variable resistance from one type to another as a minor action[/COLOR] [B][COLOR=white]Satisfied (12 – 18)[/COLOR][/B] [I][COLOR=white]“Fortune favours the brave, there is still much for us to do”.[/COLOR][/I] [COLOR=white]- Enhancement bonus increases to +3[/COLOR] [COLOR=white]- Gain a +2 bonus to save vs. Charm, Fear & immobilisation effects[/COLOR] [COLOR=white]- Gain resist 5 psychic[/COLOR] [COLOR=white][B]Normal[/B][B] (5 – 11)[/B][/COLOR] [I][COLOR=white]“Tell me child, do you feel lucky today?”[/COLOR][/I] -standard properties, see above. [B][COLOR=white]Dissatisfied (1 – 4)[/COLOR][/B] [I][COLOR=white]“You are sinking in a sea of obscurity and indulgence, change soon, and for the better”.[/COLOR][/I] [COLOR=white]- Enhancement bonus reduces to +1[/COLOR] [COLOR=white]- Lose the resist 2 (variable) ability[/COLOR] [COLOR=white]- You can no longer use the Daily power[/COLOR] [B][COLOR=white]Angered (0 or lower)[/COLOR][/B] [I][COLOR=white]“You are beyond hope, it is just a matter of time before natural selection takes its course”.[/COLOR][/I] [COLOR=white]- Enhancement bonus reduces to -1[/COLOR] [COLOR=white]- Take a -2 penalty to all saves[/COLOR] [COLOR=white]- Whenever you gain HPs halve the amount[/COLOR] [/QUOTE]
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