Author Topic: Items of Legacy [items]  (Read 1234 times)

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dman11235

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Items of Legacy [items]
« on: July 02, 2009, 05:30:48 AM »
Prenotes: This is an attempt at making better items of legacy (see Weapons of Legacy).  I'm posting this here now just to see what everyone thinks of this balance level, the xp cost, the abilities given, the misc. penalties, all that stuff.  What I want to do eventually is overhaul the system a bit, making the guidelines better and easier to understand for making new ones, fixing existing ones, and fixing the penalty mechanics.  Really I just need to see if those numbers seem right, especially for the penalties.

Legacy rituals now include the expenditure of an xp component, as listed in the entry.  This helps forward the thought of a little bit of yourself going into the weapon, rather than just some bogus feats to accomplish then some gp like any other weapon or item ever.  In addition, the feats Least, Lesser, and Greater Legacy no longer exist.  You do not need these feats to unlock the abilities.  All you need to do is complete the freaking tasks, which is exactly what needed to happen earlier, except that way you got a feat that was useless.
EDIT here: the xp penalties are standardized throughout the items: 500 xp at level 5, 2,750 at level 11, and 6,800 at level 17.  The gp cost and miscellaneous penalties will be varied between the items.  For example, the Least Legacy only costs 1,500 gp for the Simple Bow, but for another, it may cost 2,000 or more, or less.

The rituals include prayer/meditation/sacrifice/whatever that take up the costs of gp and xp listed afterward.  The actual flavor of the secondary ritual is open to whatever makes sense for the item and character, often reflecting deep thought and attunement to the item.  This is in addition to any costs of the actual ritual, so if the ritual called for a mixture of plants that was consumed that cost 1,000 gp and then listed a ritual cost of 11,000 gp, the total cost would be 12,000 gp.



    Attack   Manifester  Power    Hit     Legacy
    Penalty    Level     Points  Points  Abilities
              Penalty     Lost    Lost

5:   --         --        --      -2     Call to Mind
6:   --         --        -2      --     Curve Space (+1), Lotus Mastery
7:   -1         --        --      --     Draw the Mind (+2)
8:   --         -1        --      -2     Zen Archery
9:   --         --        --      --     Curve Space (+2)
10:  --         --        -2      --     +1 Precise Longbow
11:  --         --        --      -2     Draw the Mind (+4), Great Perception (Blindsense, 30)
12:  --         --        --      --     Curve Space (+3), +1 Precise Seeking Longbow
13:  --         --        -2      --     Great Perception (See Invis, 60)
14:  --         --        --      -2     +1 Psychic Precise Seeking Longbow
15:  --         -2        --      -2     Curve Space (+4), Draw the Mind (+6)
16:  --         --        -2      --     Great Perception (Blindsight, 120)
17:  -2         --        --      --     Simple Focus, +1 Revealing Psychic Precise Seeking Longbow
18:  --         --        --      -2     Curve Space (+5)
19:  --         --        -2      -2     Draw the Mind (+8), Great Perception (True Seeing, 240)
20:  --         --        -2      --     Perfect Sight, +1 Force Revealing Psychic Precise Seeking Longbow


Non-Legacy Abilities:

+1 Longbow, 2,375 gp

Legacy Rituals:

The Arrow is the Master: The first ritual you must perform to begin unlocking the legacy abilities is hitting three targets while blindfolded at a distance of at least 100 feet.  1,500 gp.

Finding the Master Within: The second task is one of ultimate will power.  The subject must consume a concoction of herbs, plants, and other objects that form a hallucinogenic compound.  This concoction spurs a vision quest that lasts for a full day, leaving the consumer in a coma.  At the end of this time, the consumer must make a will save (DC 21) in order to wake up.  If he succeeds, then he has completed the ritual, and if he fails he remains in a coma for 2d4 days, with a fort save allowed on every day to wake up early (same DC).  The compound to be consumed costs 1,000 gp, and if the ritual fails (he does not wake up on the first will save), this cost is lost.  11,000 gp.

The Wind Always Returns:  The final task one must complete to unlock the final abilities of the Simple Bow is merely to return home.  This may be the place of birth, a former home, or distant ancestral lands.  Once he returns, he must spend a week in meditation, at least 8 uninterrupted hours per day.  75,000 gp.

Legacy Abilities:

Call to Hand: At level 5 at will you may call the Simple Bow to you as a swift action.  The bow travels instantly to your location from anywhere on the same plane as you.

Curve Space:  Beginning at level 6, whenever the wielder of the Simple Bow is psionically focused, he gains a +1 deflection bonus to AC.  This bonus increases by 1 every 3 levels afterwards.

Lotus Mastery:  At level 6 and higher you may take 10 on all Autohypnosis checks, even if being rushed or threatened would normally prevent this.  In addition, he gains the Psychic Meditation feat as a bonus feat.  If he already has this feat, he gains nothing.

Draw the Mind: Zen Archery:  At level 8 the wielder of the Simple Bow adds his wisdom modifier to all damage rolls made with it.

Improved Weapon:  The Simple Bow gains the benefits as per the table.

NOTES:
The Precise weapon quality actually GIVES you Precise Shot, not just copying it making taking the feat useless and a trap.

Psychic has its thresholds changed to be 0, 1, 25, 60, 110

Great Perception:  Beginning at level 10, the wielder of the Simple Bow begins his progress towards true perception.  He gains the benefits of Blindsense out to 30 feet constantly.  At level 13 he gains See Invisibility (as the spell, except as noted) constantly as well, and distance for this ability increases to 60 feet.  At level 16 he gains the benefit of Blind Sight and the distance increases to 120 feet.  Finally, at level 19 he gains the benefits of True Seeing (as the spell, except as noted) and the distance increases to 240 feet.  These benefits only apply while you are psionically focused.

Simple Focus:  At level 17 the wielder of the Simple Bow gains such a mastery of his focus that the bow can hold a focus for him.  By spending a full round action, he may imbue the Simple Bow with Psionic Focus.  This functions as psionically focusing yourself.  He may imbue the bow with up to three focuses at any one time, but may only benefit from the expenditure of one focus per round from the bow.  You do not count as psionically focused just because the bow has a focus, all this ability allows you to do is expend a focus without ended your own, or the expenditure of up to two focuses at once (your focus and one of the bows).

Perfect Insight:  At level 20 the wielder of the Simple Bow unlocks true insight.  The range of he perception abilities is no longer limited by anything other than his own sight.  In addition, 1/day he may add a +15 insight bonus on any one attack, save, opposed roll, or skill or ability check roll.

EDIT: Beyond this item, I won't be doing anything with this for a couple months, until I get Magic of Origins set and out of the way.
« Last Edit: July 17, 2009, 08:23:59 PM by dman11235 »
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