Since Fall of
Oriath is coming out soon, I've been in a really big Path of Exile
style mood, and was thinking about how to do Path of Exile crafting
in an OSR tabletop game. It's an idea I've had for a long time, but
have only just now typed it up.
Normally I draw my
own art for the blog, but when it comes to established series with
their own very pretty art, I'll let them do the illustration. All images © Grinding Gear Games.
Can't wait to kill this guy. |
Path of Exile Crafting
To imbue an item
with power, you have to use an Orb. Orbs can only be found in
dungeons, or maybe crafted by high level artificers. Assume the cost
of an Orb in a market would be equal to the average costs of all the
possible magical properties it could give, since it is random.
From most common
to most rare;
Orb of
Transmutation roll 1d6 on the
relevant table.
Orb of
Alteration let you reroll an Orb
of Transmutation item.
Orb of Alchemy
roll 1d10 on the table. If you
get a 6 or less, roll another d6 and keep both effects.
Orb of
Augmentation let you add another
1d6 effect on an Orb of Transmutation item.
Orb of Chance
roll 1d12. On a 11 or 12, you
swap to another random table with a 1d6.
Orb of Scouring
removes all magic effects from
an item, as well as curses.
Chaos Orb lets
you reroll any item.
Exalted Orb
roll 1d4+6 and add that effect
to any item.
Random Element
Table
[1]
Fire
[2]
Cold
[3]
Lightning
[4]
Poison
Random Effect Table
Each piece of gear
has a different range of possibilities.
Weapons
[1]
+1 to hit
[2]
Weapon stuns for 1 round when it rolls maximum damage
[3] Deals
1 damage of a random element on a hit.
[4] Weapon
glows in dark places, equal to a candle. If this result twice it's as
bright as a torch.
[5] Roll
19 or 20 on an attack, get an extra attack this round.
[6] Get
+1 initiative with this weapon.
[7] Weapon
die size is increased
[8] Weapon can be released from hand to animate and fight for you for 3 rounds. Once per day.
[9] This
weapon stops enemies from regenerating or healing it without bed
rest.
[10] Once
per battle, this weapon can fire a ranged beam that deals 1d6 magic,
no save.
Armors & Shields
[1]
+1 AC
[2]
Gear is 1 unit lighter.
[3] +1
to stealth when equipped.
[4] Armor
or Shield is corrosion resistant. If result twice then its immune.
[5]
+1 to all saving throws while
equipped.
[6] When an enemy rolls a 1 to hit you, you get a free counter-attack.
[7]
Maximum health increased by +2
while wearing this item.
[8] You take one less point of
damage from basic attacks while equipped.
[9]
Once per battle, you only take
1 damage from each source of damage until your next turn.
[10]
Once per battle, you can blind
an enemy for a round by reflecting light off the item. No save.
Accessories
[1]
You can speak one additional language while worn, determined when the
item is first identified.
[2]
Cast 1 additional first level spell a day. If you aren't a MU,
you can cast Mage Hand once per day.
[3] You
have 1 resistance to a random element.
[4] +1
Str, Dex, or Con modifier, determined randomly.
[5]
+1 Int, Wis, or Cha modifier,
determined randomly.
[6]
Cast Turn
Undead once more per
day. If you aren't a Cleric, you can cast Sanctuary
once a day.
[7]
You are immune to Sleep
and Charm.
[8]
Once per day, reflect 50% of
the damage enemy spell or attack deals to you back to them.
[9]
Add +1 to Treasure rolls, or
increase the amount of gold you find by +10%
[10] Once per day when you kill someone gruesomely, heal 1 HP. Item whispers to you.
No comments:
Post a Comment