Yep, you have to make sure that a penalty is
really a penalty. They have to be fairly general and be something that can be expected to come up in any given adventure, that is unless the benefit of the item is going to be just as rare. You have to keep in mind that, say, an item that gives a penalty to fire saves can simply be removed if the character will be expecting a lot of fire damage for some reason and left behind for that adventure.
So, when the PCs want to use a system like this it has to be scrutinized even more than most magical items, and probably even more than PC-researched spells. It should have some kind of flair for the dramatic in it as well instead of a hodgebodge of random (non-thematic) effects IMO.
Land Outcast said:
Sounds nice thirdwizard, have them around?
Glad to post them. I have more somewhere, these are recent creations.
Back Alley (Kukri +2)
This weapon is also marked with the symbol of the Doomguard, stretched across its curved blade. When the user deals Sneak Attack damage, this weapon adds +2d6 damage to the attack. This kukri also aids thieves’ in their back alley dealings. When holding the weapon, the wielder gains a +5 competance bonus to intimidate checks. Those killed by the kukri are unaffected by speak with dead.
There is a drawback to wielding the blade, however. Anyone with the blade on their person (even if in a backpack but not in a bag of holding) cannot hide their alignment or thoughts from detection by any means.
(cost lost in recent crash 'cause I forgot to copy this one down)
Rolling Blizzard, adamantine longsword +2, Frost
One side of its adamantine blade is runed with symbols of cold from various languages (Draconic, Celestial, Auran, and Aquan). A perfect sapphire adorns the base of the hilt.
All within 10’ of the wielder when the command word Larosche (Bitter Cold in Aquan) is spoken must make a fortitude save DC 10 or suffer 1 point of cold damage per round. When the command word Neeyuth (Blizzard in Auran) is spoken, a freezing wind circles the blade, dealing 1d6 cold damage (as frost) to creatures struck. Both these command words can be activated as a Free Action.
The wielder gains resistance 5 to cold but suffers a -5 penalty to saving throws against fire based effects.
Moderate evocation; CL X; Craft Magic Arms and Armor,
chill metal or
ice storm; Price: 33,000 gp; Cost: 16,500 gp + 1,320 XP
Ring of Entropy: Lead Ring with the symbol of the Doomguard on it. It gives the wearer a +1 enhancement bonus to DCs of all spells he or she casts, but it also gives a -1 penalty to the wearer’s saving throws.
Moderate Transmutation; CL X; Forge Ring; Price: 7,000 gp; Cost: 3,500 gp + 280 XP.
There are others I could dig up. It would be neat to have a list of such items somewhere to draw from. I betcha that would make a great thread in House Rules. I'm definately going to yoink some of yours.