Our building team uses the following guidelines for item creation:
Item Restrictions Normal:Ability Bonus: +10
AC Bonus: +15
Arcane Spell Failure: No Restriction
Attack Bonus: 15
Bonus Feats: 3 Feats
Bonus Spell Slots: 6 Slots
Cast Spells: 5 Spells(Limit Level 15)
Damage Bonus: Up to 100 Damage Limit 3 Types
Damage Reduction: +10/50
Damage Resistance: 50/- Total resistance with up to 3 Types
Enhancement Bonus: +15
Immunity Damage: 150% with MAX 50% per / Limit 5 Types
Immunity Misc: 2 Types
Immunity Specific Spells: 5 Spells
Immunity Spell Schools: 1 School
Immunity Spell Levels: 3 or Lower
On Hit: DC20
On Hit: Cast Spell: No Limits
Regeneration: +6
Saving Throw Bonus: +10
Skill Bonus: +40 MAX+15/Per / Limit 5 Skills
Spell Resistance: 40
Turn Resistance: +10
Vampiric Regeneration: +6
Item Restrictions Artifacts:Ability Bonus: +20
AC Bonus: +20
Arcane Spell Failure: No Restrictions
Attack Bonus: +20
Bonus Feats: 5Feats
Bonus Spell Slots: 12 Slots
Cast Spells: 10 Spells(Limit Level 30)
Damage Bonus: Up to 200 Damage Limit 6 Types
Damage Reduction:+15/50
Damage Resistance: 100/- Total resistance with up to 6 Types
Enhancement Bonus: +20
Immunity Damage: 250% with MAX 75% per / Limit 5 Types
Immunity Misc: 4 Types
Immunity Specific Spells: 10 Spells
Immunity Spell Schools: 2 Schools
Immunity Spell Levels: 6 or Lower
On Hit: DC26
On Hit: Cast Spell: No Limits
Regeneration: +10
Saving Throw Bonus: +20
Skill Bonus: +80 MAX+25/Per / Limit 5 Skills
Spell Resistance: 60
Turn Resistance: +20
Vampiric Regeneration: +10
Notice I called the above just a guideline.
Our builders are free to enhance or expand upon these if their visionary item(s) require such uber exploration.
Genisys wrote...
What properties do you feel are too Uber, in your opinion?
Immunities are probably the top priority when I consider an item uber. Spell and Damage Resistance would probably be the others I tend to watch for from our building team to ensure nothing is keeping players and NPCs from getting to the point where both take little damage and both stand toe-to-toe forever. The boring dance is something we try to avoid. Most other properties can be countered in someway.
Genisys wrote...
When does an items start to become uber (Too Powerful), in your Opinion?
For me, I'd have to say somewhere between normal and artifacts on the above scale.
Genisys wrote...
How can an item have more luster without being too powerful?
By luster, I am going to assume you mean more appealing? In that case a well thought out item with properties that are enhanced by a lengthy description seem to hold special meaning for myself.
Genisys wrote...
Where is the best place to put (for PCs to get) the items you create?
I have always thought that there is no one good spot. If all the good items are on Bosses and none are for sale, your gold economy suffers as PCs will have hoards of gold and nothing to spend it on. You also run the risk of those PCs who have a hard time defeating your bosses not being able to gather the goodies like other more well adjusted power-gamers. My favorite spot though for items is hidden locations. There ain;t nothing like walking along, having your search mode on and finding an artifact. Very Cool!