
thomas kiger 930 |
Running a home game and I want to give my level 3-4 guys something nice. Small boost in their power/ effectiveness for the adventure path(something like a belt that gives 1d6 extra healing to channel) we have a cleric(wants to mostly just heal) Magus(Eldritch Archer going for burst damage) druid(summoner, cat only) rogue(knife master/ scout. Focusing on sneak attack/ feint) wizard( utility) and bloodrager( reach build)

Rennaivx |

Well, for the cleric, you could do a weaker version of the Phylactery of Positive Channeling, with a 1d6 increase instead of 2d6.
For the magus, perhaps a custom weapon enchantment to his bow that adds 1d6 damage to his ranged spellstrike spells, or perhaps increases the spell range by 5 or 10 feet?
The druid would appreciate druid's vestments, I'd think - gives one extra use a day of wild shape, if they're into that.
A Cape of Bravado could prove useful to your rogue, or an item that just gives +5 to Bluff checks to feint without the insight bonus to AC or the taunt effect.
And the bloodrager might like the Ring of Ancestral Blood Magic to be able to cast bloodline spells without expending spell slots, if they find they have more rounds of bloodrage than they know what to do with.

Wonderstell |

Alright. Here's the first three of six items.
Rogue
Asylum's mirror shard (Amulet or Slotless)
There was once a man who believed that there existed another world in mirrors. And that this world was the reflection. To prove this, he entered the mirror, killed his other self, and took his place.
As a swift action, you may create a reflection of yourself around a fixed point within 10 feet. This reflection is you in every sense of the word; sharing your feats, actions, HP and threatened area. You may use this ability for a number of rounds equal to your sneak attack dice per day, but these rounds does not need to be used continuously and the duration can be terminated as a free action. When the duration ends, either by termination or running out of uses, decide randomly which one disappears.
(The Rogue can flank with himself simply by running up to an enemy and activating this item. He cannot, however, do so if the enemy is bigger than large sized.)
*****
Wizard
Ancient journal (Spellbook, Slotless)
The first ninety six pages of this book are filled with details of personal secrets in many different languages, and stains both black and red.
A wizard who writes down his greatest secret in this book will be given the ability to cast one unprepared spell once per day. The spell must be able to fit within the last four pages of the book, and cannot be altered by metamagics.
(This item would let a wizard cast any spell unprepared once per day, but the spell level cannot be higher than 4.)
*****
Bloodrager
Thorn of the Beast (Amulet)
This huge obsidian claw is what remains of the fabled Scourge of Jonheim.
According to the legend, the beast and the hero fought for several days while both suffered lethal wounds over and over again. In this claw lies the resolution of both man and monster, who refused to die by willpower alone. This claw allows it's wearer to choose between a +4 morale bonus to constitution or 2 temporary hit points per hit die when she enters rage. This choice can't be changed while raging.
(This item is essentially changing the standard rage to the unchained barbarian's rage.)

Blakmane |

BloodragerThorn of the Beast (Amulet)
This huge obsidian claw is what remains of the fabled Scourge of Jonheim.
According to the legend, the beast and the hero fought for several days while both suffered lethal wounds over and over again. In this claw lies the resolution of both man and monster, who refused to die by willpower alone. This claw allows it's wearer to choose between a +4 morale bonus to constitution or 2 temporary hit points per hit die when...
Wouldn't you then lose the +2 fort with the latter option? Why would you ever choose this? The payoff (temporary HP lost first) is not nearly as significant. It feels like a false choice.

Wonderstell |

Wonderstell wrote:Wouldn't you then lose the +2 fort with the latter option? Why would you ever choose this? The payoff (temporary HP lost first) is not nearly as significant. It feels like a false choice.
BloodragerThorn of the Beast (Amulet)
This huge obsidian claw is what remains of the fabled Scourge of Jonheim.
According to the legend, the beast and the hero fought for several days while both suffered lethal wounds over and over again. In this claw lies the resolution of both man and monster, who refused to die by willpower alone. This claw allows it's wearer to choose between a +4 morale bonus to constitution or 2 temporary hit points per hit die when...
+2 fort or scaling temporary HP? I would probably take the hp between those two. Especially since the Bloodrager already got good Fort save progression and prob +1/+2 con mod.

Wonderstell |

Okay, while I would choose temporary HP in about 4/5 cases, I realize that if the player does value +2 fort more than HP (can't see why), then this item becomes obsolete. So. I'm simply making it better.
*****
Thorn of the Beast (Amulet)
This huge obsidian claw is what remains of the fabled Scourge of Jonheim.
According to the legend, the beast and the hero fought for several days while both suffered lethal wounds over and over again. In this claw lies the resolution of both man and monster, who refused to die by willpower alone. This claw turns the bonus HP from raging into temporary HP.

Wonderstell |

5/6
Cleric
Tears of a saint (Amulet)
You cannot save them all.
This seemingly fragile ampoule boosts the healing done by Channel Energy by +1d6, and also allows its wearer to shorten the action required to channel to a move action by sacrificing one additional use of Channel Energy.
*****
Magus
Bowmaster Mirhak's quiver (Slotless)
Mirhak was an arcane dabbler from the far north who became unparalleled with the bow overnight.
Twice per day as a Full-Round action, the wearer of the quiver may fire their bow with extreme accuracy, allowing for feats thought impossible. You may make any Combat Maneuver with the exception of the Drag, Overrun and Steal maneuvers within your first ranged increment. The CMB check is made with any bonuses or penalties you would normally apply to your ranged attacks, with an additional bonus of +5 per extra arrow you fire. This CMB check does not deal damage, regardless of what kind of arrows are used.

Wonderstell |

6/6
Druid
Rift-makers (Hand Slot)
The material plane may look intact, but continued spellcasting has left gaping wounds everywhere. And it is from here that raw energy is gushing forth.
These grey, shabby gloves allows you to infuse summoned creatures with extraplanar energy as a swift action. The ability granted is dependant on the plane which you draw power from, and is chosen when the summon spell is cast.
Elemental planes: Resist Energy (as the spell) against the chosen element.
Astral plane: Your summoned creatures deal +50% damage, but disappears after taking a single point of damage.
Etheral plane: Your summoned creatures have doubled duration, but suffer a -4 penalty to AC, CMD and all saves.
Positive Energy plane: +2 AC and +2 morale bonus to constitution, but -2 to Attack.
Outer planes: +1 to all combat statistics.