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


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.


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.