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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.