Missing Magic Items: Critques Welcome!

Re: Missing Magic Items: Critques Welcome! (VERY long)

DnDChick said:
RINGS
Influence: Influence: This ring has the effect of raising the wearer's charisma by +4 for as long as it is worn. The wearer can cast charm person, or make a suggestion to any humanoid conversed with. The ring also enables the character to make use of the Leadership feat without regard to the 6th level minimum. Their Leadership Score is calculated using their enhanced Charisma score. The two spell uses of the ring are applicable but once per day.
Caster Level: 5th; Prerequisites: Forge Ring, charm person, suggestion; Market Price: 12,000 gp; Converted From: ring of human influence.

Cool, I liked that item.

A few notes:

1- You have to precise that the +4 bonus to charisma is an enhancement bonus otherwise it will stack with a cloak of charisma and that'll result in killer sorcerer.

2- The price is too low! A cloak of charisma +4 is worth 16,000 GP and all it does is raise your charisma.

Unless I am mistaken, the tables for item creation in the DMG would suggest adding a value 10,000 GP for the ability to use charm person as a 5th level wizard and then 20,000 for suggestion.

And we haven't factored the leadership feat in it.

That puts us at 46,000 GP which is actually too expensive IMO, especially since the default DC for the save against charm person and suggestion will be 11 and 13.

Comparing this ring to the other rings, I'd probably price it at about 40,000 GP and increase the DC for the saves to 15.

40,000 GP is the same price as a ring of wizardry II or a ring of freedom of movement.

I'm not sure about the leadership ability. It sounds cool but could result in weird things when you lose the rings. I would think the ability to charm person is ufficient. Especially since you don't have to chant loudly (V component of the spell) or do other weird things when using the ring. This gives you a lot more flexibility on using charm person whenever you feel like it without immediately being suspected of wrongdoings.
 
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Re: Re: Missing Magic Items: Critques Welcome! (VERY long)

Mal Malenkirk said:


Cool, I liked that item.

A few notes:

1- You have to precise that the +4 bonus to charisma is an enhancement bonus otherwise it will stack with a cloak of charisma and that'll result in killer sorcerer.

2- The price is too low! A cloak of charisma +4 is worth 16,000 GP and all it does is raise your charisma.

Unless I am mistaken, the tables for item creation in the DMG would suggest adding a value 10,000 GP for the ability to use charm person as a 5th level wizard and then 20,000 for suggestion.

And we haven't factored the leadership feat in it.

That puts us at 46,000 GP which is actually too expensive IMO, especially since the default DC for the save against charm person and suggestion will be 11 and 13.

Comparing this ring to the other rings, I'd probably price it at about 40,000 GP and increase the DC for the saves to 15.

40,000 GP is the same price as a ring of wizardry II or a ring of freedom of movement.

I'm not sure about the leadership ability. It sounds cool but could result in weird things when you lose the rings. I would think the ability to charm person is ufficient. Especially since you don't have to chant loudly (V component of the spell) or do other weird things when using the ring. This gives you a lot more flexibility on using charm person whenever you feel like it without immediately being suspected of wrongdoings.

The 1e version of the Ring of Human Influence allowed the wearer to charm up to 21HD of humans, raised the Charisma to 18, and let you cast CHARM PERSON or SUGGESTION once a day.

So...Ive done a little more research and thinking about this ring myself, and have a few ideas.

The biggest one is a DUHHH...we can eliminate the Leadership feat ability and make the rings main power into MASS CHARM, cast at 11th level. That would enable the wearer to, like the original version, charm up to 22HD of humanoids.

We can ditch the enhancement to Charisma, and, true to the rings name, allow it to give the wearer insight bonuses to things like Bluff and Diplomacy, as well as a bonus to NPC Attitudes (see page 149 of the DMG). That done, it would truly become a ring of influence as the character would have to interact with those he wished to affect, he would literally have to use some influence instead of just having the ring automatically charm everyone he came across. This would also eliminate the stacking problem on Charisma.
 

also, part of the reason why the cost was so low was because the two spell powers of the ring are useable only once per day. Limited uses per day decreases the price of an item. Something useable only a few times a day has its cost divided by (5/# uses per day).

This means that an item useable only twice per day has its cost divided by 2.5
 

Yep, a limit on use per day drastically cuts down the price. But Mass charm is an 8th level spell which pumps up the price significantly


Mass charm 1/day, caster level 11 (for 22 HD) :

11 (caster level) * 8 (Mass charm's spell level) * 2,000 GP (the price for use activated spell effect) / 5 (once a day only)

= 35,200 GP (!)

Presumably you could reduce this cost significantly by allowing mass charm only once a week instead of once a day. There are no rules but it shouldn't divide the cost by a factor of 7 since you obviously have down time between adventures and once a week really means once every session.

Charm once a day is only worth 4,400 (caster 11th or it could be much lower).

And the cost for skill bonuses is negligible if kept low; 80 GP for a +2!

You probably could combine these three abilities in a ring that sells at around 20,000 GP.
 


I thought I would try out the "Show printable version" at the bottom of the screen, but I got a white screen with pale yellow font, kind of hard to read.
 
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Dark Psion said:
I thought I would try out the "Show printable version" at the bottom of the screen, but I got a white screen with pale yellow font, kind of hard to read.

...and if we use a darker font, it wont show up in the regular posts.

What you might have to do if ya wanna copy of these is just do a cut and paste into a Word document or something so you can change the font color manually.
 

DnDChick said:
quote:

Youre right...thats an editing error on my part. I originally converted it arrow of direction as a specific magic weapon, then though it would be more interesting to have "of direction" be an ability that can be added to any weapon.

Change the Market Price calculation to make it +3 bonus

Actually several weapon enchantments in Oriental Adventures and Magic of Faerun have similar costs. They are calculated by using the magic item cost calculation system in the Dungeon Master's Guide with the modifier for no space limitation. Example: The armor of Strength +2 increases the armor cost by a flat 8,000 gp when gloves of strength +2 are 4,000 gp.

More by DnDChick
quote:
GOT IT! The damage is rated depending on the size of one's foe:
<snip stuff>

I originally misread this and it reminded me of the Rolemaster Spirit Runes. I think I might cook up a conversion for them. :D

[i}DnDChick sure talks alot on this thread ...[/i]quote:
Hmm...very good points. Once per day with no strength bonus to damage and only a +6 to hit is kinda lame. Ill work on this one.

How about basing it off a higher level version of the launch item spell in Magic of Faerun?
Since it's larger then the capabilities of the spell, let's base the cost off a 2nd or 3rd level spell 1/day; 3rd to be conservative:

Piercing: A piercing weapon is not actually hurled, as once per day, when the command word is spoken, the weapon launches itself. It has a range increment of 400 feet and automatically scores a normal (non-critical) hit inflicting normal damage for the weapon. Only ammunition and weapons that can be thrown can be enchanted with this special ability.
Caster Level: 9th; Prerequisites: launch item Market Price: +12,000 gp

If you bas it off lower level 1/day the cost becomes:
2nd level: +2,400 gp
1rst level: +400 gp

I think the 3rd level cost is probably the best bet. Especially when adding to a weapon with other abilities. (ie, a +5 piercing, flaming, sparking shortspear would 1/day be able to do 1d8+1d6+1d6+5 points of damage with no attack roll or saving throw. I don't think it's worth a +1 modifier though.
 
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Re: Re: Re: Missing Magic Items: Critques Welcome!

DnDChick said:


Good idea here. I like your version, so Ill edit mine. Thanks! :)

But for Striking weapons, adding the bonus to the attack roll as well as the damage roll wasnt part of the original Staff of Striking. It was a +3 weapon that could to +3, +6, or +9 damage depending on how many charges the wielder spent. It was my understanding that the bonus increase only applied to damage.

This is one of the weapons that I had the most trouble with trying to convert. [/B]


In 1st Ed, the bonus did only apply to damage. However, the Staff of Striking also used the "best" weapon vs. armor type adjustment -- meaning that it effectively worked like a touch attack in 3rd Edition. Simply applying the bonus to attack rolls as well as damage is a good compromise.
 


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