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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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General Tabletop Discussion
*Pathfinder & Starfinder
Starting with a magic item as a class feature?
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<blockquote data-quote="eriktheguy" data-source="post: 4802778" data-attributes="member: 83662"><p>The only problem I can think of is that magic items are powerful only at a certain time. Example: If the character starts with a level 3 magic item at level 1 (as a class feature) they may be balanced at this point, but the magic item is useless to them at level 5, by which point they are down a class feature (and therefore weaker than the rest of the party).</p><p></p><p>The solution is to make the item a personalized part of the character that advances in power as they level up. This causes the class feature to be balanced at any level, rather than to be more powerful at some levels and useless at other levels. For example, if the character has a personalized sword, their class feature might allow them to make it magical with a level equal to their own + 2, and to change the enchantment during an extended rest. For example, at level 1, the character chooses a +1 frost weapon (level 3). When she learns that the monsters they have been hired to fight are weak against lightning, she changes it to a +1 resounding weapon (level 2) when she rests that night. When she levels up, she could select a +1 terror weapon (level 4).</p><p></p><p>This is approximately balanced. At level 1, the fighter has the same attack bonus as this character (fighter's weapon talent is the same to-hit bonus as a +1 weapon). At higher levels, the fighter will have an equally enchanted weapon and probably a higher to hit bonus.</p><p></p><p>DO NOT count this item against the players regularly gained treasure. If it is a class feature, then counting it against the players treasure is unfair. You do not deny rogues magic daggers because they get +1 to hit with daggers due to their weapon trick. If the player chooses a magic sword, let them find magic armor and shields instead.</p><p></p><p>Possible feat ideas would be one that allows the player to change the enchantment during a short rest. Another feat might allow the player to enchant an item that is normally not the right equipment type, for example, they could make a terror weapon out of a weapon that is not a "Axe, Hammer, or Heavy Blade".</p><p></p><p>My idea is that at level 1, the player chooses an item (longsword, scale mail, light shield etc). They give this item a name, choose an enchantment for it, and keep it for the rest of their career. When they level up, they may choose a different item to personalize instead (rather than retraining a skill, feat, or power). The personalized item must be non-magical. It becomes magical only in the hands of the Character. If removed from the character's possession, the item loses its powers. When the character retrieves the item, it regains its powers after an extended rest.</p><p></p><p>I would gear the power of the player around the idea that they are using a personalized magic item. For example, their daily power might increase the level of their personalized item by 5 until the end of the combat (effectively increasing its bonus by +1, and increasing any of its other powers affected by level. Another daily power might allow the character to use their items daily power without expending it.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 4802778, member: 83662"] The only problem I can think of is that magic items are powerful only at a certain time. Example: If the character starts with a level 3 magic item at level 1 (as a class feature) they may be balanced at this point, but the magic item is useless to them at level 5, by which point they are down a class feature (and therefore weaker than the rest of the party). The solution is to make the item a personalized part of the character that advances in power as they level up. This causes the class feature to be balanced at any level, rather than to be more powerful at some levels and useless at other levels. For example, if the character has a personalized sword, their class feature might allow them to make it magical with a level equal to their own + 2, and to change the enchantment during an extended rest. For example, at level 1, the character chooses a +1 frost weapon (level 3). When she learns that the monsters they have been hired to fight are weak against lightning, she changes it to a +1 resounding weapon (level 2) when she rests that night. When she levels up, she could select a +1 terror weapon (level 4). This is approximately balanced. At level 1, the fighter has the same attack bonus as this character (fighter's weapon talent is the same to-hit bonus as a +1 weapon). At higher levels, the fighter will have an equally enchanted weapon and probably a higher to hit bonus. DO NOT count this item against the players regularly gained treasure. If it is a class feature, then counting it against the players treasure is unfair. You do not deny rogues magic daggers because they get +1 to hit with daggers due to their weapon trick. If the player chooses a magic sword, let them find magic armor and shields instead. Possible feat ideas would be one that allows the player to change the enchantment during a short rest. Another feat might allow the player to enchant an item that is normally not the right equipment type, for example, they could make a terror weapon out of a weapon that is not a "Axe, Hammer, or Heavy Blade". My idea is that at level 1, the player chooses an item (longsword, scale mail, light shield etc). They give this item a name, choose an enchantment for it, and keep it for the rest of their career. When they level up, they may choose a different item to personalize instead (rather than retraining a skill, feat, or power). The personalized item must be non-magical. It becomes magical only in the hands of the Character. If removed from the character's possession, the item loses its powers. When the character retrieves the item, it regains its powers after an extended rest. I would gear the power of the player around the idea that they are using a personalized magic item. For example, their daily power might increase the level of their personalized item by 5 until the end of the combat (effectively increasing its bonus by +1, and increasing any of its other powers affected by level. Another daily power might allow the character to use their items daily power without expending it. [/QUOTE]
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Starting with a magic item as a class feature?
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