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What's wrong with the magic item Christmas tree?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5115182" data-attributes="member: 35909"><p>Has anyone ever statted out progressions for "natural" enhancements? (...and that sounds wrong...) I mean, if you wanted to take the +x' out of the magic item pot, the rates characters would gain such bonuses? I was bored and did some from scratch for 3E. The levels gained might be too high, especially on the ability score enhancements. I was mostly trying to map the bonuses to dead character levels, which is most of the odd levels.</p><p></p><p>Weapon, armor, and shield enhancements:</p><p>[sblock]Enhancements: Gained as a bonus to hit and damage with any weapon, as well as any weapon-like spell, spell-like, or Su ability. Damage is of the same type as the attack source – physical, fire, nonlethal, and so on… If the ability does damage other than hp damage, the enhancement damage is negative energy damage. If the ability does not do damage of any sort, no bonus damage is gained. For armor and shields, the enhancement adds to AC. A +1 bonus is gained at level 3, and then increases by 1 at every 4 levels thereafter, as shown below:</p><p></p><p>Level 1-2: No bonus</p><p>Level 3-6: +1</p><p>Level 7-10: +2</p><p>Level 11-14: +3</p><p>Level 15-18: +4</p><p>Level 19-22: +5</p><p>Level 23-26: +6</p><p></p><p>Effect on Magic Item Creation:</p><p>Craft Magic Arms and Armor can only be used to imbue items with special properties. To enhance a weapon, armor, or shield magically for the first time requires an additional cost of 2000 gp. Up to +10 equivalent in special properties may be added to the weapon or armor/shield (Epic feats allow this limit to be overcome).</p><p></p><p>Available as a special +1 market price modifier, creators may add the “Mastery” property once to a weapon or armor/shield. This increases the effective enhancement bonus of anyone who wields it by +1. This property allows those who wish to designate a certain item as above and beyond the rest to do so mechanically. Mastery requires the creator know Greater Magic Weapon if used on a weapon, or Magic Vestment to apply it to armor/shield.</p><p></p><p>Cold Iron weapons retain their resistance to magical enhancement, adding an additional 2000 gp to the cost of first magically enhancing it (another way to look at it is that cold iron costs twice as much, and is twice as difficult, to alter with magic).</p><p></p><p>Effect on Feats and Class features that allow a character to enhance an item (Kensai, Item Familiar feat, etc...):</p><p>In general, this houserule does not affect such abilities. A Kensai can still enhance his signature weapon as normal, for example. Being able to get a more powerful weapon or piece of armor sooner than others is one of the perks of having such a class feature or feat, and in most cases such abilities involve a deeper connection between creator and item than for magic item creation that spellcasters practice.</p><p></p><p>Effect on Vow of Poverty: To be determined (For what it’s worth, I’m in the “VoP is underpowered” camp, so it most certainly will need some boosts with such houserules).[/sblock]</p><p></p><p>Should armor and shields automatically improve, or just offense? I know not just anyone can use a shield (well...everyone except monks can, really), but giving freebie bonus AC with it in particular rubs me the wrong way. Would some sort of defense bonus based on BAB (1/2 your BAB? 1-for-1 ratio with BAB?) be better?</p><p></p><p>Abitlity score enhancement:</p><p>[sblock]Ability score enhancement: Players can choose one of the following progressions for what best suits their PC.</p><p></p><p>Progression I – Advances a single score the fastest, with a secondary keeping close pace. Best for spellcasters and other single or double ability dependent classes.</p><p>Level 5: +2/+2</p><p>Level 9: +4/+2</p><p>Level 13: +4/+4/+2</p><p>Level 17: +6/+4/+4</p><p>Level 21: +6/+4/+4/+2</p><p>Level 25: +8/+6/+4/+2/+2</p><p></p><p>Progression II – Advances several scores at the expense of none reaching +6 pre-epic. Best for multiple ability dependent classes like Bard, Monk, and Rogue.</p><p>Level 5: +2/+2</p><p>Level 9: +2/+2/+2</p><p>Level 13: +4/+4/+2</p><p>Level 17: +4/+4/+2/+2</p><p>Level 21: +4/+4/+4/+2/+2</p><p>Level 25: +6/+6/+4/+4/+2/+2[/sblock]</p><p></p><p>I was more worried about balancing the progressions against each other than I was about any sort of consistent rate you could carry on from and expand for deep into epic levels. Mostly because not many people will ever play that far anyway.</p><p></p><p>Ah well, if nothing else, killed some time for me.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5115182, member: 35909"] Has anyone ever statted out progressions for "natural" enhancements? (...and that sounds wrong...) I mean, if you wanted to take the +x' out of the magic item pot, the rates characters would gain such bonuses? I was bored and did some from scratch for 3E. The levels gained might be too high, especially on the ability score enhancements. I was mostly trying to map the bonuses to dead character levels, which is most of the odd levels. Weapon, armor, and shield enhancements: [sblock]Enhancements: Gained as a bonus to hit and damage with any weapon, as well as any weapon-like spell, spell-like, or Su ability. Damage is of the same type as the attack source – physical, fire, nonlethal, and so on… If the ability does damage other than hp damage, the enhancement damage is negative energy damage. If the ability does not do damage of any sort, no bonus damage is gained. For armor and shields, the enhancement adds to AC. A +1 bonus is gained at level 3, and then increases by 1 at every 4 levels thereafter, as shown below: Level 1-2: No bonus Level 3-6: +1 Level 7-10: +2 Level 11-14: +3 Level 15-18: +4 Level 19-22: +5 Level 23-26: +6 Effect on Magic Item Creation: Craft Magic Arms and Armor can only be used to imbue items with special properties. To enhance a weapon, armor, or shield magically for the first time requires an additional cost of 2000 gp. Up to +10 equivalent in special properties may be added to the weapon or armor/shield (Epic feats allow this limit to be overcome). Available as a special +1 market price modifier, creators may add the “Mastery” property once to a weapon or armor/shield. This increases the effective enhancement bonus of anyone who wields it by +1. This property allows those who wish to designate a certain item as above and beyond the rest to do so mechanically. Mastery requires the creator know Greater Magic Weapon if used on a weapon, or Magic Vestment to apply it to armor/shield. Cold Iron weapons retain their resistance to magical enhancement, adding an additional 2000 gp to the cost of first magically enhancing it (another way to look at it is that cold iron costs twice as much, and is twice as difficult, to alter with magic). Effect on Feats and Class features that allow a character to enhance an item (Kensai, Item Familiar feat, etc...): In general, this houserule does not affect such abilities. A Kensai can still enhance his signature weapon as normal, for example. Being able to get a more powerful weapon or piece of armor sooner than others is one of the perks of having such a class feature or feat, and in most cases such abilities involve a deeper connection between creator and item than for magic item creation that spellcasters practice. Effect on Vow of Poverty: To be determined (For what it’s worth, I’m in the “VoP is underpowered” camp, so it most certainly will need some boosts with such houserules).[/sblock] Should armor and shields automatically improve, or just offense? I know not just anyone can use a shield (well...everyone except monks can, really), but giving freebie bonus AC with it in particular rubs me the wrong way. Would some sort of defense bonus based on BAB (1/2 your BAB? 1-for-1 ratio with BAB?) be better? Abitlity score enhancement: [sblock]Ability score enhancement: Players can choose one of the following progressions for what best suits their PC. Progression I – Advances a single score the fastest, with a secondary keeping close pace. Best for spellcasters and other single or double ability dependent classes. Level 5: +2/+2 Level 9: +4/+2 Level 13: +4/+4/+2 Level 17: +6/+4/+4 Level 21: +6/+4/+4/+2 Level 25: +8/+6/+4/+2/+2 Progression II – Advances several scores at the expense of none reaching +6 pre-epic. Best for multiple ability dependent classes like Bard, Monk, and Rogue. Level 5: +2/+2 Level 9: +2/+2/+2 Level 13: +4/+4/+2 Level 17: +4/+4/+2/+2 Level 21: +4/+4/+4/+2/+2 Level 25: +6/+6/+4/+4/+2/+2[/sblock] I was more worried about balancing the progressions against each other than I was about any sort of consistent rate you could carry on from and expand for deep into epic levels. Mostly because not many people will ever play that far anyway. Ah well, if nothing else, killed some time for me. [/QUOTE]
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