Starting up a rare-magic-item campaign

Arkhandus

First Post
Depending on exactly what your low-magic concept involves, you may or may not consider using my Rhunaria houserule for "Gifts of the Warrior's Spirit." Mundane and mostly-mundane classes get them from the latent, untapped power of their own soul or similar, possibly from ancestors or friendly spirits otherwise. They're just minor, passive traits that a character develops over time which provide benefits similar to basic magic items (in most cases).

Warrior's Spirit
In Rhunaria, characters advance in level and power as much through magical accumulation, as through training and experience. As warriors and spellcasters slay powerful creatures, they unknowingly absorb minor magical essence from those beasts, which is unnoticeable to most folks. But this power builds within the individual over time, even from merely strolling through invisible ley lines and absorbing what little energy leaks from them.

Spellcasters develop access to greater magical forces through this unseen accumulation, but the effect on warriors is more subtle, since they do not directly wield these magical forces. They instinctively draw on these natural energies, but are generally unaware of the source for their occasional surges in prowess or 'luck'.

In game-rule terms, the Warrior's Spirit rules are a mild compensation, for the fact that primary magic-users suffer little from the smaller amount of wealth and magic items available in Rhunaria, while classes of a more mundane focus suffer noticeably from the scarcity. At some point in the future, if this turns out to be too much or too little, I may slightly revise the rate of gain for Gifts or the degree of benefit from each. Gifts of the Warrior's Spirit are not considered special abilities and have no type, as they are essentially nonmagical and just stem from natural spirit-energies. They cannot be duplicated or copied by any creature or item.

For every two character levels gained in classes with Warrior's Spirit, the character receives one of the following Gifts of the Warrior's Spirit, chosen by the player. No Gift may be selected twice in a row, but each Gift may be selected multiple times otherwise. For isntance, a Rogue who takes Gift of Agility at 2nd-level could not take it again at 4th-level, but could do so at 6th-level or later. Some Gifts may have a prerequisite, which must be met before that Gift may be selected. Epic-level characters gain access to different Gifts of the Warrior's Spirit, which will be detailed separately at a later time. The classes with Warrior's Spirit in Rhunaria are Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, Samurai, and Sohei.

Gift of Agility: Each time this Gift of the Warrior's Spirit is acquired, the character improves his or her total inherant bonus on Dexterity by 1 point. Thus, if no other inherant bonus to Dexterity is possessed beforehand, the first Gift of Agility gives +1 Dexterity, the second Gift of Agility increases the total bonus to +2 Dexterity, and so on and so forth. The maximum inherant bonus to any single ability score is +5, and inherant bonuses to the same statistic do not stack.

Gift of Clear Focus: Each time the character selects a Gift of Clear Focus, he or she must also choose a single skill for that Gift of Clear Focus to apply with. Speak Language cannot be chosen, nor may psionic skills, and the skill to be chosen must be one the character has at least 1 rank in. If Craft, Knowledge, or Profession is chosen, a specific specialty of that skill must be chosen instead. Henceforth, the character gains a +5 enhancement bonus on checks with that skill. Furthermore, that skill is always considered a class skill for the character, from the next character level onward. A different skill, or specialty of a skill if appropriate, must be chosen for each Gift of Clear Focus.

Gift of Iron Blood: Each time this Gift of the Warrior's Spirit is chosen, the character gains an improvement to the speed of his or her natural healing. For each copy of this Gift he or she possesses, the character naturally heals 1 additional hit point per character level, per day, as long as he or she receives at least 4 hours of sleep that day. Thus, even if highly active most of the day, a character with one Gift of Iron Blood heals 1 HP/level by the next day, after at least 4 hours of sleep. This benefit from Gift of Iron Blood does not affect the natural rate of healing for subdual damage. However, each copy of this Gift allows the character to naturally heal 1 extra point of subdual damage per Gift of Iron Blood, each hour. The Gift of Iron Blood cannot be selected more than three times.

Gift of Manifest Determination: When the Gift of Manifest Determination is acquired, the character gains a +1 enhancement to the armor bonus of any armor worn, and any shield used. Each additional copy of this Gift increases those enhancement bonuses by +1. Note that enhancement bonuses from different sources will not stack, but the armor bonuses of one suit of armor and one shield do stack. So a character with three Gifts of Manifest Determination will get +3 to the armor bonus to AC from his or her armor, and another +3 to his or her shield's armor bonus to AC, but a Magic Vestment spell would not stack with this. Gift of Manifest Determination has certain limitations, however. It only applies while conscious and awake. It does not treat the armor or shield as magical, so they cannot receive other enhancements or special abilities without first obtaining a true and permanent +1 enhancement bonus, and they do not have the added resilience of magic items. This Gift does not affect any armor spikes or shield spikes on the items used, and does not enhance a shield for attacking, only enhancing the armor bonus from that shield. In order to choose the Gift of Manifest Determination, the character must first possess at least one copy of the Gift of Resilience.

Gift of Manifest Fury: When the Gift of Manifest Fury is acquired, the character gains a +1 enhancement to the attack and damage of any melee weapons used, including gauntlets but not other unarmed strikes or natural weapons. Each additional copy of this Gift increases those enhancement bonuses by +1. Note that enhancement bonuses from different sources will not stack. So a character with three Gifts of Manifest Fury will get +3 to attack and damage for his or her melee weapons, but a Greater Magic Weapon spell would not stack with this. Gift of Manifest Fury has certain limitations, however. It only applies while attacking with the weapons, not at any other time. It does not treat the weapons as magical, so they cannot receive other enhancements or special abilities without first obtaining a true and permanent +1 enhancement bonus, and they do not have the added resilience of magic items. However, an exception is that the weapons are treated as magical for purposes of striking incorporeal targets, and targets with Damage Reduction. The Gift of Manifest Fury does not function with ranged attacks. This Gift does not enhance a shield's armor bonus to AC, only enhancing the attack and damage for that shield when used in shield bashes. In order to choose the Gift of Manifest Fury, the character must first possess at least one copy of the Gift of Might.

Gift of Manifest Spite: When the Gift of Manifest Spite is acquired, the character gains a +1 enhancement to the attack and damage of any ranged weapons used. This does not enhance ammunition. Each additional copy of this Gift increases those enhancement bonuses by +1. Note that enhancement bonuses from different sources will not stack. So a character with three Gifts of Manifest Spite will get +3 to attack and damage for his or her ranged weapons, but a Greater Magic Weapon spell would not stack with this. Gift of Manifest Spite has certain limitations, however. It only applies while attacking with the weapons, not at any other time. It does not treat the weapons as magical, so they cannot receive other enhancements or special abilities without first obtaining a true and permanent +1 enhancement bonus, and they do not have the added resilience of magic items. However, an exception is that the weapons are treated as magical for purposes of striking incorporeal targets, and targets with Damage Reduction. The Gift of Manifest Spite does not function with melee attacks. In order to choose the Gift of Manifest Spite, the character must first possess at least one copy of the Gift of Agility.

Gift of Might: Each time this Gift of the Warrior's Spirit is acquired, the character improves his or her total inherant bonus on Strength by 1 point. Thus, if no other inherant bonus to Strength is possessed beforehand, the first Gift of Might gives +1 Strength, the second Gift of Might increases the total bonus to +2 Strength, and so on and so forth. The maximum inherant bonus to any single ability score is +5, and inherant bonuses to the same statistic do not stack.

Gift of Predatory Instinct: When this Gift of the Warrior's Spirit is first chosen, the character receives a +2 bonus on Initiative, Hide checks, Listen checks, Move Silently checks, and Spot checks. Each additional copy of this Gift improves those bonuses by +1. The bonuses from this Gift are enhancement bonuses, and enhancement bonuses to the same statistic do not stack. The Gift of Predatory Instinct cannot be selected more than three times.

Gift of Resilience: Each time this Gift of the Warrior's Spirit is acquired, the character improves his or her total inherant bonus on Constitution by 1 point. Thus, if no other inherant bonus to Constitution is possessed beforehand, the first Gift of Resilience gives +1 Constitution, the second Gift of Resilience increases the total bonus to +2 Constitution, and so on and so forth. The maximum inherant bonus to any single ability score is +5, and inherant bonuses to the same statistic do not stack.

Gift of Steadfast Effort: Each time the Gift of Steadfast Effort is taken, the character receives a bonus of +6 to his or her maximum hit point total, and +5% to stabilization checks at negative hit points.

Gift of Tenacious Spirit: When the Gift of Tenacious Spirit is selected for the first time, the character gains a +1 enhancement bonus on all saving throws. This enhancement bonus improves by another +1 for each additional copy of the Gift of Tenacious Spirit acquired thereafter. Enhancement bonuses to the same statistic do not stack. In order to choose the Gift of Tenacious Spirit, the character must first possess at least one copy of the Gift of Steadfast Effort.

Gift of Unyielding Flesh: Each time the character acquires a Gift of Unyielding Flesh, he or she adds +1/- to his or her Damage Reduction. This functions as per a Barbarian's DR, and stacks with similar DR, but is separate from any Damage Reduction of the X/+Y sort. Thus, one copy of this Gift would grant DR 1/-, two copies would result in DR 2/-, and so on and so forth. The Gift of Unyielding Flesh cannot be selected more than three times. In order to choose the Gift of Unyielding Flesh, the character must first possess at least one copy of the Gift of Iron Blood.
 

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HeavenShallBurn

First Post
Question: I see you're reducing magic items, and increasing the importance of alchemy. But is your overall design goal to keep the power level the same while doing these things? I ask to get a better idea so that I might assist.

One possibility: The major difficulty you run into with low magic item campaigns that try to keep a standard power curve is keeping up with defenses since they are non-scaling by RAW, and lacking the ability to bypass damage reduction. Since you've got masterwork rules to substitute for standard magic items I would suggest allowing masterwork items to bypass /magic DR. On the Defensive side I would suggest reverse engineering Vow of Poverty for mechanical benefits that can be added to characters inherently to avoid the glass-jaw defenses problem.

New Class: You mentioned the importance and general buffing up of alchemy. PC alchemist class definitely has potential, or lacking that as a DM only NPC class for both the potion sellers and the "dishonorable ones" who ignore the ban on use of alchemical weapons. Let me throw in something I pulled off another board about a year ago that might give you a place to start or at least an idea.

Here it is
[sblock]True Alchemist

Hit die: d4
saves: as per wizard


lvl..........benefit
01..........improved brewing, brew potion, infuse brew
02..........alchemy +1
03..........potion mastery (+1)
04..........multieffect potion
05..........alchemy +1
06..........potion mastery (+2)
07..........infusion transference
08..........alchemy +1
09..........potion mastery (+3)
10..........mass brewing (10)
11..........alchemy +1
12..........potion mastery (+4)
13..........infusion shift
14..........alchemy +1
15..........potion mastery (+5)
16..........mass brewing (100)
17..........hidden infusion
18..........alchemy +1, potion mastery (+6)
19..........antimagic infusion
20..........mass brewing (1000), infusion mastery

Maximum infusions per day per level

level/infusions:
1st... 4 2
2nd.. 5 2
3rd.. 5 3
4th.. 6 3 1
5th.. 6 4 2
6th.. 7 4 2 1
7th.. 7 5 3 2
8th.. 8 5 3 2 1
9th.. 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3


Brew potion: the true alchemist gains the brew potion feat as a bonus feat at 1st level.

Improved brewing: when brewing an actual potion-as opposed to infusing a brew-the true alchemist may select to pay the potion's full cost instead of paying half cost plus an XP cost. In addition, the true alchemist may brew potions of any level he has infusions (see below) and brewing a potion takes one hour plus one hour per spell level of the potion's effect. The true alchemist always brews potions at his own caster level and DC but pays for them the lowest possible price for potions of their type. He may choose to lower his CL or DC if he so chooses (but this has no effect on the cost)

Infuse Brew: The greatest art of the True Alchemist is that the True Alchemist, as opposed to other spellcasters, does not learn spells first then learns the "trick" of making potions on the spells he knows. The True Alchemist learns magical formulae of potion-making like a wizard learns spells from scrolls. He can learn the formulae-or make new formulae-by studying the scroll of any existing spell, arcane or divine. He can then brew true potions based on those formulae. Furthermore, the True Alchemist can rapidly infuse any common beverage to act as a potion of a certain level. This takes 1 minute plus 1 minute per spell level and has only the material or xp costs of the original spell. However, the True Alchemist may only do a certain number of infusions per day as indicated above and cannot regain a used infusion "slot" as long as the infused brew is still unused (though when resting the True Alchemist may select to abandon an infused brew, ruining it but regaining the infusion slot) . A potion that has a target must be drunk or splashed on the intended target. A potion that has an area of effect must be thrown at the intended spot which is the centre of the unleashed effect's area. A spell that has an effect but not an area or target cannot be made into a potion. Most true alchemists spend a good deal of their time to have infused brews ready to use at any time. The true alchemist gains bonus infusions per day and a higher DC for his infusions from a high intelligence.

Alchemy bonus: At that level the true alchemist gains the indicated bonus to his alchemy skill. The bonuses are cumulative.

Potion mastery: Potions and infusions made by the true alchemist gain the indicated bonus to all caster level checks. Nonmagical alchemical substances made by the true alchemist gain the indicated bonus to their saving throw DCs. The bonus is not cumulative.

Multieffect potion: The true alchemist may make a potion or infusion that has the effects of more than one spell. The potion's or infusion's effective level is the combined level of all the effects. For example, a true alchemist could make a potion containing magic missile and inflict light wounds. The potion would be 2nd level and its cost and brewing time would be judged accordingly. If separate effects require saving throws then the imbiber (or target) must save separately for each of them.

Infusion Transference: If the true alchemist is within 2 potions, oils or other edible or imbibed spell trigger items, he may attemt to exchange their effects as a standard action. He must make a caster level check that succeeds against both potions' dispell DC (potion CL+11) to do so. For example, if a sleep potion and a cure light wounds potion are both within 30 ft of the true alchemist and he succeds in his caster level check, now the former sleep potion is a cure light wounds potion and the former cure potion is a sleep potion. The containers, location, color, odor or texture of the potions are unaffected-only their magical effect changes.

Mass Brewing: The true alchemist has learned to mass-produce potions so as to meet higher supply demands. The brewing time remains unchanged but he may brew many potions of the same time at once (up to the number indicated in the parentheses). Effectively, the true alchemist is experienced enough to handle much larger quantities accurately and can brew using a larger cauldron (or other device) without danger of miscalculation (and potion misshap). The mass brewing does not change the material cost-10 mass brewed potions cost as much as 10 individually brewed potions.

Infusion Shift: This ability works similarly to infusion transference only instead of exchanging the magical effect of 2 potions the true alchemist may exchange the effect of a single potion with any other effect of the same level that he knows. The caster level and DC of the potion remains the same.

Hidden infusion: The true alchemist may change the color, texture and smell of any of his potions-his potions could look/smell/taste exactly like wine, water or a cure light wounds potion or any other potion or brew. Furthermore, any divination spell, effect or ability used to reveal info on his potions reveals info as if they were the brew of his choice unless they succeed at an opposed CL check. The true alchemist gains his bonus of potion mastery for this check as normal.

Antimagic infusion: The true alchemist may combine the effect of his potions or infusions with the effect of antimagic field-but only for the potion itself and the effect of the potion is unaffected. This ability increases the potion's effective level by 6 meaning that he can normally use it on up to 3rd level potions or nonmagical brews. The antimagic infusion makes the potion ignore any magical protection or effect the target may have that could be affected by antimagic fields. Furthermore, the effect of the potion cannot be affected by anything that would not work in an antimagic field and the target's magical bonuses to ability scores do not help against the potion. For example an antimagic idiocy potion would normally affect a target protected by sheltered vitality, it would not be subject to being dispelled and restoration would not be able to remove its effects.


Infusion mastery: The 20th level true alchemist has acheived true power over potions and infusions. He may use higher level infusion slots to power lower level infusions of equal spell level total (e.g. a 9th level slot to power nine 1st level infusions, three 3rd level infusions or a 5th and a 4th level infusion) and any metamagic feats he posesses increase the effective spell level by 1 lvl less (to a minumum of 1) so a maximised cure light wounds would require a 3rd level infusion slot (if infusion) or cost as a 3rd level potion (if an actual potion).[/sblock]
 

Matthias

Explorer
How does this look as an adaptation of the Voluntary Poverty rules (BOXD 29-31)? I did not adapt or modify every benefit given by them, in particular the ones based on alignment or could not be spun with a nonmagical feel. The boosts to the other benefits will (I hope) compensate for this.


Every PC gains the following benefits by character level. This replaces the standard +1 feat every 3rd level and +1 to ability score every 4th level.

1st Level: Character Feat
2nd Level: Adaptation (1st), Dodge Defense +1
3rd Level: Character Feat
4th Level: Dodge Defense +2, Mental Defense +1, Warskill +1
5th Level: Ability Boost +1, Character Feat
6th Level: Adaptation (2nd), Deflection Defense +1, Dodge Defense +3
7th Level: Character Feat
8th Level: Dodge Defense +4, Natural Armor +1, Warskill +2
9th Level: Character Feat, Mental Defense +2
10th Level: Ability Boost +2, Adaptation (3rd), Dodge Defense +5
11th Level: Character Feat
12th Level: Deflection Defense +2, Dodge Defense +6, Warskill +3
13th Level: Character Feat
14th Level: Adaptation (4th), Dodge Defense +7, Mental Defense +3
15th Level: Ability Boost +3, Character Feat
16th Level: Dodge Defense +8, Natural Armor +2, Warskill +4
17th Level: Character Feat
18th Level: Adaptation (5th), Deflection Defense +3, Dodge Defense +9
19th Level: Character Feat, Mental Defense +4
20th Level: Ability Boost +4, Dodge Defense +10, Warskill +5


Ability Boost
Every 5th level, an adventurer gains an inherent +1 bonus to all of their ability scores.

Adaptation
Adventuring is a difficult profession but with time, adventurers get used to the nomadic lifestyle. Each time, a character gains Adaptation, choose one of the following options (each of which may only be gained once). Bonuses gained from Adaptation stack with that of the Endurance feat.
(a) Hard Travel: +2 bonus to Constitution checks made to avoid nonlethal damage from a forced march.
(b) Long-Distance Running: +2 bonus to Constitution checks made to continue running.
(c) Long-Distance Swimming: +2 bonus to Swim checks made to resist nonlethal damage.
(d) Resist Dehydration: +2 bonus to Constitution checks made to avoid thirst.
(e) Resist Disease: +2 to Fortitude saves made to resist the effects of disease.
(f) Resist Energy (Acid): Gain energy resistance 2 to acid-based damage.
(g) Resist Energy (Cold): Gain energy resistance 2 to cold-based damage.
(h) Resist Energy (Electricity): Gain energy resistance 2 to electricity-based damage.
(i) Resist Energy (Fire): Gain energy resistance 2 to fire-based damage.
(j) Resist Energy (Negative): Gain energy resistance 2 to negative energy.
(k) Resist Energy (Positive): Gain energy resistance 2 to positive energy.
(l) Resist Energy (Sonic): Gain energy resistance 2 to sonic-based damage.
(m) Resist Suffocation: +2 bonus to Constitution checks made to hold one's breath.
(n) Resist Hunger: +2 bonus to Constitution checks made to avoid starvation.
(o) Resist Poison: +2 to Fortitude saves made to resist the effects of poison.
(p) Strong Back: Strength score is treated as 2 points higher for determining encumbrance and lifting, pushing, and dragging heavy objects.
(q) Temperature Extremes: +2 bonus to Fortitude saves made to avoid nonlethal damage from hot or cold environments.
Each Adaptation may only be taken once.

Character Feat
Adventurers gain a new feat at every odd-numbered character level.

Deflection Defense
With time, adventurers hone their skills at blocking and parrying incoming physical attacks. They gain a deflection bonus to AC as long as they have a weapon or shield in hand and are not flat-footed, immobilized, or helpless.

Dodge Defense
Experienced adventurers are better able to anticipate and avoid attacks, gaining a dodge bonus to their AC. A character loses this bonus when they are carrying a heavy load. This bonus overlaps (does not stack with) armor bonuses to AC gained from worn armor. (Shield bonuses to AC still stack with Dodge Defense, however.)

Mental Defense
The rigors of adventurering compels one to make hard choices and see the world more and more in shades of gray, making them a more jaded and well-rounded individual. As well, veteran adventurers learn how to safeguard their thoughts against magical intrusion using a variety of mental tricks such as reciting nonsense rhymes, doing mathematical problems, and conjuring up overpowering emotional feelings or distasteful imagery. These life experiences and psychological training grant the character a resistance bonus to saves against Detect Thoughts, Discern Lies, and any attempt to discern their alignment.

Natural Armor
Surviving many battles hardens an adventurer's body. They gain a natural armor bonus to AC, cumulative with any preexisting natural armor bonus.

Warskill
Combat experience makes an adventurer's aimed and prepared attacks more accurate & deadly. They gain a competence bonus to attacks and damage to attacks made as readied actions.
 
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Matthias

Explorer
HeavenShallBurn said:
Question: I see you're reducing magic items, and increasing the importance of alchemy. But is your overall design goal to keep the power level the same while doing these things? I ask to get a better idea so that I might assist.

You are correct -- it's only the magic items that are being removed from the paradigm. I'm not deliberately going for a low-powered game although I recognize the reduced power of PCs as a consequence of removing most of their permanent magic and whatever nonmagical ways I can come up with compensate for this -- such as expanded masterwork rules, extra feats, nonmagical saving throw and AC bonuses, and increased emphasis on solving problems and dealing with threats in ways that involve more than simply getting the right magic item that will make you immune to it.
 

HeavenShallBurn

First Post
Thanks for the clarification.

Your VoP adaptation looks good, in fact it looks very similar to the modifications I've done for several of my own campaigns if you rolled them into a single package. I gave DR/- instead of natural armor bonuses but that's because I use armor as DR rules. The feat every odd level will go a long way toward making characters both more versatile and more interesting. Overall a good conversion.

Was the alchemist class useful for you? Given that you're not changing personal magic it seems to work alongside standard casting classes but I wasn't sure it entirely fit what you were looking for.
 

Vahktang

First Post
Matthias said:
You're right, these changes are for flavor. I also want to (re)inject some mysticism into the appearance of magic items; when a party is bursting with magical haversacks, rings, amulets, cloaks, and books of ability bonuses, the joy of granting magic items just seems to have lost its magic (pun intended).

In this game, if the party should come across a ring that makes the wearer invisible, or a sword that scorches its targets with fire, or heck, even a simple Bag of Holding, I want them to ooh and aah over them as in the good ol' days...
If you want the ooh and aah factor, play with newbies.
And encourage the 'go ahead and tryi it' 'hey it suceeded' factor.

It never made a lot of sense to me that a MW weapon was a straight amount.
The difference between a MW dagger, less than a foot long, and a MW GW, six feet of gleaming killing steel, was 48 gold.
Huh?

I made it a multible of the base cost, makes a lot more sense that way.
At least to me.

Has anybody worked with site based magic items?
If you want a magic sword, you have to go to the Dwarves of the Far Mountains to get it.
Once there, they say you have to free their Forge of Eternal Fire before a weapon can be made.
That sort of thing?
 

Matthias

Explorer
HeavenShallBurn said:
Thanks for the clarification.

Your VoP adaptation looks good, in fact it looks very similar to the modifications I've done for several of my own campaigns if you rolled them into a single package. I gave DR/- instead of natural armor bonuses but that's because I use armor as DR rules. The feat every odd level will go a long way toward making characters both more versatile and more interesting. Overall a good conversion.

Was the alchemist class useful for you? Given that you're not changing personal magic it seems to work alongside standard casting classes but I wasn't sure it entirely fit what you were looking for.

I browsed over the alchemist and I dunno, it seems too specialized for a full class. Something of that level of dedication would be better as a prestige class I think. The campaign is currently limited to the three core rulebooks anyway. I've got a nice collection, but I'm wanting to keep things simple.
 
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HeavenShallBurn

First Post
Matthias said:
I browsed over the alchemist and I dunno, it seems too specialized for a full class. Something of that level of dedication would be better as a prestige class I think. The campaign is currently limited to the three core rulebooks anyway. I've got a nice collection, but I'm wanting to keep things simple.
Cool, just noted that you seemed to want alchemy to be more interesting and thought if nothing else it might give you ideas.
 

Nadaka

First Post
One way to reduce the focus on items, without really altering the power level of the game is to allow all characters to spend gold/xp/time to gain magic like effects through personal training (perhaps at the cost of a feat or two).

You don't need a +6 belt of giant strength!
Just train to enhance yourself strength through you stomach chakra (at the same gold/xp/time cost it would take to make the item). In the odd chance you find a magic belt, you won't be able to benefit from them both at the same time, and if you get dispelled, disjoined or anti-magic'd, the effect is going away for a little while. Alternatively, one might be able to gain an extraordinary enhancement bonus by doubling the gold/xp/time cost.

The cost in gold can represent finding an instructor, buying special equipment, and eating a special diet without resorting to any kind of magical influence.

A feat that allows you to mimic wondrous items in this way essentially reduces ones "need" for items to just two. Weapon and Armor. And even that might be able to be dealt with using a similar system.
 

Matthias

Explorer
Isn't there a d20 setting where all magic items are sentient? Making that a prerequisite would trim their numbers somewhat.
 
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