Role Relics, Pt. 1
I’ve just been thinking about what magic items designed to encourage specific roles or playstyles (perhaps given to children who enter a fantasy world on a roller coaster and each are given a single relic to help them out) might look like.
Two came to mind immediately. I’m vague on details like cost and such, because these are designed to be character-defining relics that stand outside normal rules. And these should work for most d20-evolved RPGs.
Shield of Tanking
While you have this shield equipped, any foe that can see you and has line of effect to you, but has not attacked you in this combat or forced you to make a saving throw, takes a -2 penalty to attacks and against anyone else and the save DC of effects against others is reduced by 2. The first time a foe attacks you, if they do damage, you take half damage. If a foe’s first attack against you also attacks other targets or forces them to make saving throws, the foe does not take the shield of tanking’s penalties against those targets.
Staff of Acrobatics
Any round in which you make no attack rolls and do not force anyone to make a saving throw, you roll twice and take the better result on all Strength- and Dexterity-based skills based on movement or maneuvering (such as Acrobatics, Athletics, Balance, Climb, Escape Artist, Swim, and so on), and gain a +4 bonus to your AC and all saving throws. If you fail such a check, and it was to get you to some location you could have arrived at through flight, the check is treated as a success, but your turn ends.
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Posted on October 2, 2020, in Game Design, Pathfinder Development, Starfinder Development and tagged 5e, Game Design, gaming, Geekery, Magic Items, Pathfinder, Pathfinder Second Edition Core Rulebook., Starfinder. Bookmark the permalink. 1 Comment.