Probably end up destroying my campaign, but...


Pathfinder First Edition General Discussion


So, really new to the DM'ing scene. Just doing a campaign with some friends, and wanted to up the power level a little bit, give me an excuse to start templating a bunch of the monsters these guys are fighting. This is a very heavily combat focused campaign (I'm not that good at story yet, and I really like the Pathfinder combat stuff) and I was hoping y'all would find this stuff as cool as I think it is >.<

I think I got the power levels roughly equal between the items, the only one I'm a little unsure of is the Barbarian's. I'm not sure if giving the extra rage powers is going to be more exploitative or a little underwhelming. If anyone has any insight on that I'm all ears. And yeah, I'm sure this is a terrible idea, but I'm the DM, right? That means I get to make terrible calls like this, I just hope we survive >.< If not no worries! I can always go back and start over with a traditional campaign :)

Thanks for looking, hope you enjoy!

Cleric: Angelic Caress: Quarterstaff, looks like the imprint of an angel’s wing in silver spiraling around the staff, honeyed looking aged wood.
Heaven's Grace: You may roll twice on Channel Energy, taking the higher result. Applies Protection for rounds = level. 2 charges
Upgrade 1: (lvl 4) 4 charges
Upgrade 2: (lvl 8) Add 25% total healing (rounded up) to your next Channel Energy spell to one target
Upgrade 3: (lvl 12) 6 charges
Upgrade 4: (lvl 16) 8 charges
Upgrade 5: (lvl 20) Add 50% total healing (rounded up) to your next Channel Energy spell to up to 2 targets

Fighter: Our Master's Flame/Our Master's Fury: 2 1-Handed Bastard Swords, Black blades, Black leather handles. Gold Flames etched into base of blade, traveling 1/3 of the way up. Ignore Exotic weapon requirement.
Steel Whirlwind: May forgo normal attacks for turn to spin in a whirlwind of steel, striking all enemies within melee melee range of you with charge bonus of +2. Ignores 2 weapon fighting penalties. 2 charges
Upgrade 1: (lvl 4) 4 charges
Upgrade 2: (lvl 8) Increases damage dice by 1 step
Upgrade 3: (lvl 12) 6 charges
Upgrade 4: (lvl 16) 8 charges
Upgrade 5: (lvl 20) Doubles critical hit multiplier, may roll twice for damage and take higher result

Barbarian: Blood and Thunder - Butchering Axe - Crimson red leather with black stormclouds and black lightning bolts wrapping the shaft. Ignore Exotic weapon requirement.
Unending Rage: You’re next Rage doesn’t consume Rage Points and you won’t become Exhausted after using it. 2 charges
Upgrade 1: (lvl 4) 4 charges
Upgrade 2: (lvl 8) may use additional Rage Power that you qualify for when using Unending Rage (can take Rage power already taken)
Upgrade 3: (lvl 12) 6 charges
Upgrade 4: (lvl 16) 8 charges
Upgrade 5: (lvl 20) Double the bonuses gained from Unending Rage

Swashbuckler: Faith’s Intervention: Looks to be made of blued steel, with gold etching of the name and 2 quotes, one on each gun. “Only in the desert of the Soul” “Shall we finally find our peace” Normal barrel, and slightly larger and longer barrel on top/side with no breech or hammer
They made it a Desert and called it Peace: one additional shot from each gun, Force bullets. (Roll 1 additional damage die as Force Damage. Restores 1 grit per shot) (4 shots total)
Upgrade 1: (lvl 4) 4 charges (8 shots total)
Upgrade 2: (lvl 8) Bullets explode in frontal cone, dealing damage to all enemies hit within 15 yards
Upgrade 3: (lvl 12) 6 charges (12 shots total)
Upgrade 4: (lvl 16) 8 charges (16 shots total)
Upgrade 5: (lvl 20) All enemies hit are stunned, no save (Immunity still applies)

Witch: Soul's Redoubt: A gnarled wooden staff, crooked and knotted. Shines with an unearthly glow, strengthening at the top of the staff, where a slightly larger and hollowed knot holds a concentration of the whisps of light dancing around it.
A Vexing Hex: When a Minor Hex is cast, With may choose to have it target 2 targets at once. DC increased by +2. 2 charges.
Upgrade 1: (lvl 4) 4 charges
Upgrade 2: (lvl 8) 3 targets, DC increase +3
Upgrade 3: (lvl 12) 6 charges
Upgrade 4: (lvl 16) 8 charges
Upgrade 5: (lvl 20) 4 targets, DC increase +4. Hexes cast this way last 24 hours.

Summoner: Ashandarei- Fauchard, Silver Raven Etchings on both side of the blade, black blade, dark gray staff. Ignore exotic weapon feat requirement.
A friend of my friend is my...: May summon 2nd Eidolon as an Immediate Action. Consumes Eidolon summon for that day. Lasts 1D4 rounds. 2 charges.
Upgrade 1: (lvl 4) 4 charges
Upgrade 2: (lvl 8) Newly summoned Eidolon comes in benefiting from all beneficial effects on current Eidolon. Benefits last until it despawns. Lasts 2D4 rounds.
Upgrade 3: (lvl 12) 6 charges
Upgrade 4: (lvl 16) 8 charges
Upgrade 5: (lvl 20) Summoned Eidolon fully heals Summoner and existing Eidolon. Fauchard Weapon effects apply to Eidolons. Lasts 3D4 rounds.


Well, those will certainly up the power level...

Shadow Lodge

So, what do you mean with Thud & Blunder Blood & Thunder's first ability? By "not using up rage rounds", does it mean they can effectively double their time spent enraged, as long as the free time is all spent at once, or they can literally stay enraged all day as long as they don't end it?

Also, I think you meant Gunslinger when you said Swashbuckler. 2-barreled pistol, yes? Being able to restore up to 2 grit at once just by shooting it means you're basically giving your 'slinger up to 16 more grit with it.

As well, Ashandarei gives the summoner two eidolons, and they can only have one out at a time?

I'd say these are about the same in terms of what they can do, except for Angelic Caress and Master's Fury. Since the other weapons give their classes twice as much of something, Angel's Caress might work better if it allowed the cleric to use up its charges to channel, then get +25% a bit later on. Unless you're using dice apps, rerolling channels may get bothersome later on when you're channeling 5d6x2.

As for the Master's Fury, do you mean that someone can wield them as if they had TWF, and do they both count as one-handed weapons for this? Also, since they have a 5' reach, and they'll be attacking a few people once each, I'd suggest adding either that you can avoid allies with their Whirlwind Charge, or that you can use that property at the end of a charge.

These weapons might not end up breaking your adventure, but they will let your PCs overpower anyone unless you bump up CR by one or two. Also, keep the pressure on them for longer, since they can afford to go basically twice as long before stopping to sleep.


Echoing the comment about the barbarian: The ability to rage without exhaustion is large.

Pathfinder is a Christmastree system. You are what you wear, far more than what you are.

Balance and playability are enhanced by keeping the players poor. Level 20 characters with 10,000 gp in wealth is difficult but doable. L20 with WBL is ... very difficult for a GM to do anything but handwave.


1 person marked this as a favorite.

The options aren't bad, but they need tweaking for proper functioning.

The Cleric's option should be able to apply it to damaging undead as well as healing. Otherwise good enough and straight forward. I don't know what the "applies protection" part means though...

The Fighter's isn't bad, but it's overtaken by the Cleave feat chain, or Whirlwind Attack, and the opportunity that his benefit will be more useful than a Full Attack Action will be slim (with the exception of the early level). Also, those sorts of options are really only good for Reach builds, which this isn't. Honestly, I'd make it so that it does half physical and half Fire for added cool factor (and usability against Swarms and stuff). Additionally, I'd increase the number of attacks he can apply to a given target every 4 levels so he can still "full attack" an enemy as needed.

The Barbarian's doesn't make sense and is actually quite broken. Sure, he can't Rage Cycle (which is where the most broken stuff happens), but a constant rage by spending a charge, which can last indefinitely (even while sleeping!) is a little ridiculous. I'd instead consider a different approach:

Raging Storm - When entering a rage, or while raging, you may spend one charge to empower yourself with thunder. This may take effect in one of several ways:

-Thunderous Blood: Gain Electricity Resistance equal to your character/class level. At 20th level, you gain Immunity to Electricity. This must be done when entering a rage.
-Shocking Reaction: Creatures who strike you suffer 1D6 Electricity damage per 2 character/class levels. This option can be suppressed as a standard action. This must be done when entering a rage.
-Bloody Thunder: Striking creatures deals an extra 1D6 Electricity damage per 2 character/class levels. This may be done while raging on a single attack.
-Lightning Rod: Absorb an enemy's active electrical effect into yourself, acquiring its benefits for a number of rounds equal to half your character/class level. This may be done while raging.

Each option requires one charge to use. This way, the Barbarian can play up his Thunder better while still playing up his Blood. (Also, nice Warcraft reference. This guy is an Orc, right?)

The Gunslinger's option seems a little broken. They already target Touch AC within the first increment (which you know they will gear towards). No need to give them even more attacks for even more damage, enemies wouldn't last, even with a bunch of ridiculous templates. An alternate option escapes me at the moment, but I'd change this to something different.

The Witch's is underwhelming, since it only applies to standard Hexes, and with that much Save DC boosting, the Major and Grand Hexes become obsolete. Applying it to all hexes would fix this issue, but then it becomes about as stale as the Cleric's. Also, with certain hexes (Fortune), the level 20 option is extremely broken. Maybe allowing multiple hexes between your selected targets (such as a Fortune and Misfortune) would be nice as a later addition.

The Summoner's option is pretty cool, but also extremely broken, especially in the case of Synthesist Summoner. Another important subject is that the Charges, in this case, would do nothing.

I know that you want to allow cool unique stuff for your characters, but I'd suggest the Mythic rules for this sort of thing, since that sounds more up your alley, and this way you don't have to tread new ground.


Hey guys, thanks for the replies! Still tweaking this, game is on Monday, so this helps a ton.

Yes, should be Gunslinger, not Swashbuckler.

For the Barbarian, the Unending Rage ability would act as rage, as in only lasts 1 round. It wouldn't trigger fatigue and wouldn't be pulled from the barbarian's normal rage points pool.

The blade staff would bypass the one eidolon at once restriction.

We are using dice apps, this is all on the Roll20.net site.

Fighter swords both count as 1 handed weapons, yes.

Unfortunately for the cleric, he took the Merciful Healer archetype, which (and please correct me if I'm wrong, still figuring this out) means he can't use his abilities to damage undead? I think >.<

I love the half fire half physical idea, that's super cool. Probably going to do it as added dice onto the damage, kinda like the grave knight template. I don't really understand that 2nd part though, so maybe I should let him charge with this ability, hitting everything he pases by or ends next to, and then he gets his full normal attacks after? That sounds super cool, kinda an uber-pounce, just don't know if that'd be beyond broken or not.

I was trying to avoid creating new rage powers, I don't think I want to go that route.

Gunslinger's to me seemed the least powerful, honestly. It's not that much more damage, and it's limited to 4 shots total per day, then 8, then 12, then 16. The damage it does is nice, but ... I dunno, doesn't seem as powerful as some of the others.

Witch's is underwhelming, but since I'm playing the witch as an NPC for the party, just to flesh out the capabilities a little bit I'm ok with that. If you can think of something a little more creative that revolves around the hexes I'm all ears, but it's just for me so I'm not too worried about it.

Summoner isn't Synthesist, he's a summoning an eidolon type of summoner (2nd NPC I'm playing >.>) and the charges make it so he can't have the 2nd eidolon up for every fight. I'm trying to make this more of a "Oh, hey, giant boss. Superpowers, activate!" type of thing.

Also, totally forgot to build something for the Sorcerer! (Party member, not for me lol). Gonna be building that tonight, think I'd like it to revolve around the Bloodline powers if I can. That's going to make it a little more individualistic than the others though, she took the Possesed bloodline. Dunno if I want to go that route, or just do something with giving her a spell like ability with the charges.


The Barbarian's option would be underwhelming then, since it's one round. The problem with this is having no middle ground; if it's constant, then it's game breaking. If it's not and/or has a short duration, then it's not really worthwhile. I think coming up with a completely different power (or using my suggestion) would be more appealing to the player. Another suggestion on this front would be to give him access to multiple Totem line Rage Powers for one round with the action (such as by allowing the first Rage Power initially, the second power by 8th, and the third power by 16th), but that's just me.

Fair enough on the eidolon restrictions and cleric archetype. Forget what I said with those.

The second part of the Fighter ability deals with applying his "Whirlwind Attack" ability better on one target (i.e. multiple attacks on a given target at once), unless he's okay with being lackluster against single-target enemies. As for the charging option, it's extremely powerful with that sort of benefit. Barbarians can get it by 10th level, but it doesn't allow attacks along the way, and it still follows Charge rules.

I'd actually instead consider increasing the reach of his Whirlwind so that it can be more reliable in combat against larger or further-ranged foes. Maybe 10 feet starting out, and an extra feet every 4 levels (so you're looking at 30 feet by 20th level)?

The Gunslinger's is powerful because it's a Touch Attack that does Force Damage and it's in addition to all the other attacks he can make. Combined with TWF shenanigans, he'll one-round every creature he fights, whether you mean him to or not, unless you give them all Deflect Arrows or stupid amounts of Touch AC (which means their normal AC becomes even harder to hit most likely, and therefore adds an unnecessary amount of power to counter one problem individual).

After a bit of thought, maybe this option would be good for the Gunslinger.

Oasis of Salvation: When an attack roll would result in a misfire, he may spend one charge to ignore that misfire and instead reroll the attack. This may only be done once per attack, and he must take the new result, even if it is worse. If the rerolled attack is a critical hit or a killing blow, instead of gaining a grit point, he regains a charge of this ability.

Oh, the Witch and Summoner are GMPCs? Well damn, keep them weak then. Nothing against them, just that I imagine the players would better appreciate the spotlight more than GMPCs would...

As for the Sorcerer, maybe give them the option to switch their bloodline powers and effects around for a number of rounds equal to his class level per charge (think of it as a bloodline lineage attempting to possess the Sorcerer in the manner of overtaking his existing bloodline).


Those are really good ideas, it's appreciated! Imma keep working on it, we'll see what I can come up with

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Probably end up destroying my campaign, but... All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion