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Trying to find a balanced but fun custom boon for a PC


Advice


Recently In Curse of the Crimson Throne my GM had the idea of giving a custom made boon to each of the PC's, he's had some great ideas for the other PC's, but he's struggled on mine, and was wanting to work together on it. Any help or suggestions would be appreciated!

The other PC's Boons are as followed

Bard - Received an altered investigator inspiration pool, usable on allies. can be used on saving throws and attack rolls.

Magus, Black blade - Allowing the blade to win an ego check gives him some power boosts for a few rounds, akin to modified barbarian rage

Sorcerer- Extra bloodline arcana and powers, no extra feats/spells known

Life Oracle - Monstrous cohort feat free, NPC controlled by gm as bodygaurd

Finally my character!

I run a synthesist summoner with unchained spell list but regular evo's (with the allowance I can have dimension door at level three). Along with some other house rule nerfs.

The character is built as an over the top hammy hero character, with a strong thunder/electricity theme. He uses a sword fairly religiously, and fights against evil wherever he finds it. I love cheese, we'll even be giving him a sword that sings his hero theme one day (at a -10 to stealth, of course!)

Hopefully that is the right balance of not to little or to much information, thank you for your time and suggestions.


Realized it'd probably be a good idea to add the ideas we have brainstormed so far! Just in case anyone has an idea how to modify them instead of suggesting a new idea, or just to cut down on suggestion repeats.

1. Ability to "gift" evo points to allies, like aspect. Allies with evo points can be targets of evolution surge

Issues: Was fun initially, but balancing it felt a bit to hard to figure out. my gm (understandably)didn't want to grant any evolutions that gave or modified attacks, but that boils a great amount of the buffs down to sub par options (why evolution surge for 10ft extra movement speed as a level 2 spell, when a level 1 spell adds 30ft?Especially when he has more important things to do in combat)

2.Ability to grant Electricity damage to an ally for a single combat 1/day.

Issues: The party does enough damage, and I'm not looking to increase my guys damage. while number wise it may have been a strong option, it just didn't seem that fun.

3.Ability to cast heroic fortune 1/day as a spell like ability

Issues: Possible balance issues and issues with the harrow point system already in place. Hero points are not currently used in the campaign.

4. Granting him a custom "domain" IE one spell per spell level that wasn't normally on the summoner spell list, all electricity themed.

Issues: The strongest option we've found so far, it still falls prey to either not being up to snuff with the rest of the parties abilities.

Thank you for your time!


Just spitballing here, but what if your character had the ability to augment his sword with eidolon evolutions? Not quite sure how that would work, but it's an idea.


Ventnor wrote:
Just spitballing here, but what if your character had the ability to augment his sword with eidolon evolutions? Not quite sure how that would work, but it's an idea.

I appreciate the input!

So far My GM has let him get away with that already though. Letting him flavor his claw attacks and the like as sword swings (they're still mechanically claws, with all the pitfalls and strengths of that)so that he didn't miss out on the mountain of eidilon evolutions built for natural attacking.

We had played around with the idea of making the "sword" an intelligent item and perhaps having it grant evo's/spells (mostly because I joked about giving it the singing property, so it could play cheesy hero songs while he punched the baddies)


I hit once upon a time the wizard in the party with a curse. As it turned out, when the time came when they could have broken it, that he preferred to keep it, as it was too much fun for him.
He was cursed by Chaos and whenever he cast a spell he had to consult the chaos magic tables for the result. Maybe you would like something similar, if you or your DM can come up with tables for a summoner?


Not sure why the need to nerf the worst Summoner archetype, but that's another gripe. Moving on, ideas for boons:
1) Additional evolution points (quick and dirty, but not very flavorful)
2) SLAs outside of the norm, such as Heroism
3) Ability to touch an ally and grant them abilities from a limited pool of evolutions (and you lose those evolutions while they are granted to an ally; can be combined with #1)
3a) Alternatively, this option could instead be like a squicky Bardic Performance, granting a scaling amount of evolutions. The restrictions to raging song could also apply, only allowing you to grant the same evolutions to all party members whenever you "perform."
4) Ability to just "give" an ally your eidolon temporarily (if going this route, make sure you can then use your SM SLA (aka the Summoner's best ability) so you aren't completely hosed)
5) Ability for the eidolon to gain sentience, functioning similarly to the Magus's Black Blade (can be combined with the idea for the Magus in the party, allowing the eidolon to take control in exchange for combat bonuses)

RPG Superstar 2012 Top 32

Jolting Jaunt: When you roll a critical hit or drop an opponent to negative hit points, there is a flash of thunder and lighting, which does electricity damage equal to your Charisma modifier to your adjacent enemies, and you teleport to a space of your choice within 60 feet, which also causes a flash of thunder and lighting, which does electricity damage equal to your Charisma modifier to your (newly) adjacent enemies.

Thunder Wave: You expend a spell slot and do 1d10 sonic damage per level of the spell slot to enemy creatures adjacent to you, and they are pushed back 10 feet per level of the spell slot; they get a Fortitude save for half damage and no movement.

Magnetic Blade: As a swift action, you expend a spell slot and resolve attacks with your sword as melee touch attacks against opponents wearing metal armor or using a metal shield for a number of rounds equal to the level of the expended spell slot.

Swift Haste: As a swift action, you expend a spell slot and gain the benefits of a haste spell for a number of rounds equal to the level of the expended spell slot.

Storm Sight: You can see through fog, clouds, and mist. You can expend a spell slot as a swift action and gain blindsight for a number of rounds equal to twice the level of the expended spell slot.

Lingering Lightning: When you damage a creature with a spell that causes electricity damage, the lightning lingers and lights up the creature for a number of rounds equal to the level of the spell, which grant attacks against the creature a bonus equal to your Charisma modifier.

Echoing Thunder: When you damage a creature with a spell that causes sonic damage, the creature takes additional sonic damage equal to your Charisma modifier for a number of rounds equal to the level of the spell.

Thundering Lighting: When you cast a spell that deals electricity damage or sonic damage, you can choose for the spell to deal half electricity damage and half sonic damage.

Storm Surge: When you cast a spell that does electricity damage or sonic damage, you can use a swift action to make a single melee or ranged weapon attack.

Ride the Storm: When you cast a spell that does electricity or sonic damage, you can use a swift action to fly 10 feet per level of the spell; you must land on a solid surface by the end of your turn or you fall.

Thunderous Smack Down: When you make an attack of opportunity, on a successful hit, you deal additional sonic damage equal to your Charisma modifier and your target must make a Reflex saving throw equal to 10 + 1/2 your character level + your Charisma modifier or become prone.

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