Role Relics, Pt. 2
Role relics are 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). I did two already in Part One.
Since these are designed to be character-defining relics that stand outside normal rules, I’ve written only sketches of how they work, so they are compatible with most d20-evolved RPGs. A GM who wants to fill out details like item level and school of magic are free to do so, but the core idea here is to offer legendary items that make it easier for a character to fulfill one classic heroic role.
Cloak of Stealth
Once activated (which can be done as part of any other action taken on the wearer’s turn), as long as the character wearing the cloak takes no actions other than movement, they can make a Stealth check against all senses and detection abilities of any creature. For these Stealth checks, the wearer rolls twice and takes the best result. Each activation lasts no more than one minute, and the cloak then cannot be used again for ten minutes.
The energy bow automatically creates magic arrows when used for attacks, and does not require any ammunition. These arrows are Force effects, and do untyped pure magic damage. They ignore false images of a target, and any magic or technological effect that creates a flat chance of missing even if a an attack roll is successful.
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Posted on October 8, 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. Leave a comment.