Thursday, May 26, 2011

The Magic Item Reset (XIV): Wondrous Items

There are very few items for this slot, but they are very customizable, and have a wondrous power level. Go figure!

Figurine of Wondrous Power - Level 10+ Uncommon Wondrous Item
Lvl 10 (Heroic); Lvl 20 (Paragon); Lvl 30 (Epic)
Figurine: A character can only activate a single figurine between extended rests.
Power(Daily). Minor Action. Effect: You conjure a Medium mystic animal (See below for stats) in a space adjacent to you, and give it 25 temporary hit points. The creature can be attacked, and it remains until it is reduced to 0 or less hit points, you take an extended rest, or until you dismiss it as a free action. Every action it takes costs you a minor action, and the creature cannot exceed the normal allotment of actions (a standard, a move, and a minor action) each turn.
    Level 20: 35 temporary hit points. 
    Level 30: 50 temporary hit points. 
Special: When this item is created, choose the type of animal it conjures, and one of the following traits. Your conjured creature gains the abilities from that trait. 
  • Sentinel: +2 to all defenses, the creature’s attacks mark targets on a hit.
  • Harrier: Fly 8, when the creature attacks, it can shift 2 squares before or after the attack.
  • Mount: Size Large, Speed 8, an you can ride the creature.
  • Brute: Size Large, reach 2, +2 bonus to damage.
  • Sneak: Deals double damage while invisible, and as a Standard Action, the creature becomes invisible until the end of its next turn or until it attacks.
  • Artillery: The creature can use its melee attack as a ranged 10 attack.
  • Aquatic: Swim 8, the creature is Aquatic (can breathe underwater, +2 to attack rolls against nonaquatic creatures while in aquatic combat), and its attack slides the target 1 square on a hit.
  • Elemental: When the item is created, choose one of the following energy types: fire, cold, lightning, acid. The creature gains resist 5 against the chosen type, and its attacks deal damage of the chosen type. Once per encounter, the creature can use its melee attack as a close blast 3.

Conjured Creature – Medium natural animate
Initiative as conjurer - Senses as conjurer
HP 1
AC your level + 14, Fortitude, Reflex and Will your Level + 12
Speed 6
Standard Action - At-Will
  Attack: Melee 1 (one creature); Your level + 5 vs AC
  Hit: 5 damage.
     Level 20: 10 damage.
     Level 30: 15 damage.


Greater Figurine of Wondrous Power- Level 5+ Rare Wondrous Item 
Lvl 5 (Heroic); Lvl 15 (Paragon); Lvl 25 (Epic)
Figurine: A character can only activate a single figurine between extended rests.
Power(Daily). Minor Action. Effect: You conjure a Medium mystic animal (See below for stats) in a space adjacent to you, and give it 25 temporary hit points. The creature can be attacked, and it remains until it is reduced to 0 or less hit points, you take an extended rest, or until you dismiss it as a free action. Every action it takes costs you a minor action, and the creature cannot exceed the normal allotment of actions (a standard, a move, and a minor action) each turn.
    Level 15: 35 temporary hit points. 
    Level 25: 50 temporary hit points. 
Property: When you gain a milestone, you can spend a healing surge to regain this item’s daily power. 
Special: When this item is created, choose the type of animal it conjures, and two of the following traits. Your conjured creature gains the abilities from those traits.  
  • Sentinel: +2 to all defenses, the creature’s attack marks the target on a hit.
  • Harrier: Fly 8, when the creature attacks, it can shift 2 squares before or after the attack.
  • Mount: Size Large, Speed 8, an you can ride the creature.
  • Brute: Size Large, reach 2, +2 bonus to damage.
  • Sneak: Deals double damage while invisible, and as a Standard Action, the creature becomes invisible until the end of its next turn or until it attacks.
  • Artillery: The creature can use its melee attack as a ranged 10 attack.
  • Aquatic: Swim 8, the creature is Aquatic (can breathe underwater, +2 to attack rolls against nonaquatic creatures while in aquatic combat), and its attack slides the target 1 square on a hit.
  • Elemental: When the item is created, choose one of the following energy types: fire, cold, lightning, acid. The creature gains resist 5 against the chosen type, and its attacks deal damage of the chosen type. Once per encounter, the creature can use its melee attack as a close blast 3.

Conjured Creature – Medium natural animate
Initiative as conjurer - Senses as conjurer
HP 1
AC your level + 14, Fortitude, Reflex and Will your Level + 12
Speed 6
Standard Action - At-Will
  Attack: Melee 1 (one creature); Your level + 5 vs AC
  Hit: 5 damage.
     Level 15: 10 damage.
     Level 25: 15 damage.


As usual, any feedback will be greatly appreciated.


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4 comments:

  1. The item looks wondrousful to me! He, he...

    Now, seriously, it is attractive. The variety of forms makes it useful in almost any situation, so considerations of power level are less important.

    However, and though I admit not having diff-ed it, are the two items exactly the same but for their rarity and level? I can see how that works, but wanted to make sure it's not a typo...

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  2. Huh, wow, nothing but Figurines? That feels like a huge loss, though looking at the core list of wondrous items, it never was all that hot. I do like that the Figurines scale, that's nice. They could probably stand to do a little more damage, because 5/tier isn't good for anything but minion-popping (which isn't that hard to begin with).

    I'd suggest at least putting the bag of holding in as a Common wondrous item. D&D just doesn't feel right without its Bags.

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  3. pHonta: There appear to be two differences. The Rare one gets two special characteristics from the list, and you can spend a healing surge at a milestone to reactivate the figurine if you've used it already and it was defeated.

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  4. On the rare vs uncommon: yeah, those are the differences, the power recharge and the extra trait (plus rarity and level). I admit it's a bit awkward to have so much redundancy, as it's not precisely easy to look through the walls of text for differences. On the other hand, I really liked the idea of a stronger figurine at higher rarity, and the basic framework worked well enough.

    As for the lack of other Wondrous Items (specifically Bags of the Holding variety), I agree that it's not an ideal solution. But the Wondrous slot has always been in a strange place, mechanics-wise. To begin with, I was having a really hard time finding iconic or exciting items. The Figurines jumped to mind immediately, as did the Bags, but after that, there isn't much of interest, except perhaps for magic carpets.

    What I found was the following: The Wondrous Slot really wants to have items with non-combat applications (Bag of Holding being the prime example), but those don't mesh all that well with the rest of the magic item system. Or at all. Most of the weird and imaginative wondrous items are stuff that reads great, and has amazing potential for fun games... but that players rarely want to get in their treasure hoard, in place of an actual item.

    And that was my problem: I couldn't, for the life of me, make a Bag of Holding that could compare with other items of its level, while remaining faithful to the original. The solution I came up with was to label certain items as Utility items - these would have little or no combat application, being useful instead for exploring, skill encounters, and role playing in general. And they wouldn't fight for reward slots with more conventional items; rather, there would be a fixed amount of them per tier (1 item per PC per tier looked like a nice starting value).

    So this is what I'll do with these items - eventually. Having figured out that they will work in their own separate niche from regular, combat-oriented items, I decided that I could focus on the combat stuff for the moment, and leave the utilities for later. Being an action-loving player myself, I must confess I don't feel in much of a hurry to complete the task, though.

    For what it's worth, I also considered implementing other combat-friendly wondrous items - there are a handful of interesting cycles in printed books, such as Solitaires or Standards. However, none of those looked all that iconic to me, so I decided to settle with just the figurines.

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