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These ones are gonna be more like lawful neutral of neutral. More druidic Kobolds. I'm thinking about tasking my players to not kill them as part of the contract that they'll be taking up as well but that kind of gives away the fact that the Kobolds are going to interfere in the first place.


So this next session I was looking for some side quest ideas and had the idea to have the party need to retrieve a meteor that has dropped to earth. Problem is, a tribe of relatively friendly Kobolds has gotten there first and wants to bring the meteor back to their "Firelord" to give them power. This guy is gonna secretly be a noble or performer whose been captured and deemed the "Firelord" based on his skills as a fire eater (he'll ask for rescue).

I was already going to flavor the encounter as very much a "the party meets Ewoks" kind of vibe. Aside from the obvious Ewok theme, what other music is there that kind of gives of a mischievous and not malicious feel to the whole situation? If they decide the easiest way is to kill them, then okay but I have shenanigans planned and they're walking into the Kobolds home territory, an extremely dense and overgrown forest, and I want it to be an interesting RP experience more than anything. Was also thinking they would be forest Kobolds that live under a heavy "net" of sorts that the ground has grown into and not terribly deep underground like many Kobolds.

So, I'm looking for ideas to make this interesting but not imply that the party will need to escalate and murder the whole tribe to accomplish what they have set out to do. Also, music that will help set the mood of a mischievous bunch of Kobolds rather than a bloodthirsty tribe of them. I also have yet to create the maps and any funny Kobold art you have would also be appreciated. Also, ideas for funny (borderline useless) Kobold magic items would be good too.

My party is a group of 5 and each are level 7. They would probably be able to defeat almost the whole tribe easily unless I'm clever with traps and other stuff. I'm looking for ways to challenge them or turn it more into a fun RP session.


Lady-J wrote:
will you be using automatic bonus progression to make up for the lack of magic items?

More of less. I'm not gonna starve them of items by any means. Like I said, I'm giving them a lot of money so that should offset things a bit if they're clever. As for standard things like "Rings of Protection" and such, I'll find a way to weave that kind of stuff in. The other thing I mentioned to them is that magic items are much more common than casters. And each "dungeon" that they encounter will have the djinn item for that dungeon and usually a host of other magical items. On top of that, the main antagonists within the campaign are going to have a number of magic items as well as they have a direct tie to magic from the past and such. Don't worry, I've thought of how this is gonna play out.


Well to answer that, the power is transferable. The real power of the "item" itself is not truly the item, but the Djinn that inhabits it. The Djinn can imbue ANY weapon with said powers and as such is considered more of a "supernatural" force than spell-like and whatnot. Therefor the problems that the party would have to face is more in line with binding genies and otherworldly entities and the like. Likewise, to destroy the "Djinn Item" one would need to destroy the Djinn itself. So that's why I have not really looked into specific classifications that these items fall under. As far as making modifications to weapons goes, none of them will be able to enchant and they will be very hard pressed to find someone who can. And even so, trying to enchant what is essentially already enchanted is going to be damn near impossible. As for selling the artifacts, I've made these items LITERALLY priceless such that no one can even offer to buy them. On top of that, each character has a reason they want these powers and I'm already giving them a substantial amount of gold to work with. I've noticed its interesting how much less value gold holds when magic isn't as accessible within the world itself. Already my players have said "well we can't buy magic items really. What do we use this gold for?"

This is all a VERY experimental campaign to begin with and a lot of this stuff I'll tweak as we go along, but my players are aware of that. I started this campaign with the intention to do a true open-world, do whatever you want (but with some plot hooks thrown in for good measure), and be super badasses kind of game. Minus some initial railroading to get things moving this campaign is very freeform and my players know that if they start to get OP, I'm gonna throw a lot more at them.


Lady-J wrote:
Iceman154435 wrote:

And yeah I would list them as artifacts for sure but since this is homebrew that shouldn't really matter unless I decide to publish something based on these. Which I suspect I won't be doing.

doesn't matter if its home brew or not, artifacts are different then magic items and they follow different guild lines as well as not having the same limitations such as but not limited to working in anti magic zones and artifacts come with special abilities like what your trying to attach onto them were as normal magic weapons do not and such mechanics need to be set down before play starts so your players know which rules to follow when it comes to the weapons

Sort of. But the players don't need to KNOW if this stuff is gonna work in anti magic zones, that's part of the mystique. And they can't be "disenchanted" or the magic "dispelled" for a time or anything. What other factors can you think of that would matter if an item is classified as an artifact vs a magic item?


I like the potential for the evolving lesser djinn items but I'm gonna keep those a single tier to make balancing a hell of a lot easier. Only the "greater" ones are going to evolve. My original plan for the T2 of Astaroth was going to be a basic fireball spell but that seemed less flavorful.

Might do adamantine for Leraje, might do fire forged steel. The dude is a warpriest that worships a volcano god of sorts so fire forged made sense as well. I like the earth kineticist's thing better though since I was having a hard time finding a fun spell that was earth based that wasn't broken like earthquake.

And yeah I would list them as artifacts for sure but since this is homebrew that shouldn't really matter unless I decide to publish something based on these. Which I suspect I won't be doing.

Any ideas for lesser djinn items a theme similar to cleric domains like judgement, truth, legend, fate, luck, and time? Those are the themes I kinda want to focus on I think. I liked one or two of the spells that the clerics gained when those domains were selected.


I think the main problem is the unpredictability of this weapon honestly. Its impossible to balance because its completely based off of random die rolls (isn't every) but the difference here being that its exponential. I feel like most of the time the person would just be doing sub-optimal damage. Really I think you should just try to make it more consistent. Maybe instead of on a "miss" you could say if the player rolls below a 5 or something on their D20. Would probably just require a lot of testing to see what happens.


Lady-J wrote:

t1 is fine, t2 should be

Baal's True Blade (Su):
Three times per day, the user can channel shocking grasp through his weapon as per the Magus spellstrike ability using your character level as your caster level

and t3 should be

three times per day as a swift action, the user may transform granting him haste for a number of rounds per day equal to half their character level. Targets of melee attack make a Fortitude save (DC 10 + ½ character level + DEX modifier) or be considered flat footed against all attacks that round. Once effected (or save is made), the target cannot effected again for 24 hours. The user also gains temporary hit points equal to double their level plus their CON modifier.These temporary hit points are lost first when the user takes damage and disappear when the haste effect ends.

while in this form, the user may cast greater bladed dash using their character level as their caster level, this ability can be used once per day

while in this form, the user may cast chain lightning using their character level as their caster level, this ability can be used once per day.

then just make then fight more things in a day not all fights have to be at cr so you can throw multiple low level fights to burn up the ability if they are trigger happy with it

Yeah I'm still tweaking if I want spells to scale with their FULL level or just half. I just don't know if I want to grant them a spell that is AS POWERFUL as a pure caster is all. I still want people who have studied and learned about magic to have a more powerful version due to them having had to learn and take the time to master it. That being said, none of the party are true casters so I mainly want to do that to make casters feel like a bigger threat within the world (as far and few between as they will be).


These were the other ideas I had so far.

Leraje
The Earth Shaker
Earth

T1:
Clutching your greatsword tightly, you feel an almost indescribable rush as your weapon seems to ripple in your hands. The sword, once a battered steely gray color now gleams with a deep black sheen.
Leraje's Mighty Sword (Su):
+1 fire-forged steel impact weapon

T2:
As you grasp your sword, you feel a faint heat start to emanate from your weapon and hear Leraje's voice in your head. “I grant you the power to vanquish those who would stand against you” as black glass starts to slowly encase your arms. It grows, almost crystalline in nature, producing sharp rigid spikes that climb to your shoulder. You feel the heat begin to seep into your veins and power rushes through your arms and chest and a faint glow seems to pierce the deep black of your sword.
Leraje's Monolith (Su):
Three times per day as a free action, when you make a full round attack you may command your weapon to grow to a ridiculous size granting 2 additional damage dice but you take -2 to AC for the next round. This effects people in a 15 foot cone. People affected must make a Reflex save (DC 10 + ½ character level + STR modifier) or are knocked prone. On successful save, damage is halved.

T3:
Leraje's Earthly Duality (Su):
As a swift action, the user may transform the weapon into a double weapon functioning as a +3 keen grayflame impact scythe and a +3 defending impact lucerne hammer for a number of rounds per day equal to half their character level. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast spike stones while in this form.

Astaroth
The Dragon of the East
Fire

T1:
Holding your bow, you feel a sudden jolt of warmth that seems to course through you. Your bow feels lighter, more agile in your hands than once before. It seems to pull every so slightly towards anything you focus on and now is a deep crimson color.
Astaroth's Cunning (Su):
+1 Seeking weapon
Gain bonus feat Weapon Focus with the weapon.

T2:
Astaroth's Wrath (Su):
+1 Seeking Flaming weapon
you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your character level + your Wisdom modifier) to take half damage.

T3:
Astaroth's Heritage (Su):
As a swift action, the user may transform granting him a fly speed of 60 feet for a number of rounds per day equal to half their character level. Targets of ranged attacks must make a Reflex save (DC 10 + DEX modifier) or catch on fire.

In addition, once per day the player may cast firesnake while in this form (CL is half of character level).

Paimon

Corrupt Djinn Item

Ring of the Concubine:

Grants blurred movement passively on wearer. Free action to command the ring disable this effect.

The ring holds also 5 charges on it. The charges can be spent as thus.
1 charge: The user may cast charm person.
3 charges: The user may cast mirror image.
5 charges: The user may cast mislead.
Regains 1 charge when you kill an enemy.

Grants corruption similar to Possessed if not purified.
If purified, the ring gains 1d4 charges per day.

Kizmet and Kurlot
Darkness and Shadow

T1:
As you clutch these shortswords in either hand, you feel an almost immediately familiarity with the weapons. Like you've been with them your whole life. The blades seem to almost whisper to you and you feel a cool breeze caress your wrists lightly.
Kismet and Kurlot's Twin Blades (Su):
+1 cold iron short swords (Shadow and Whisper)
Grants the user TWF or Greater TWF.

T2:
Gripping your blades, the world around you draws quiet. You feel your presence start to coalesce with the shadow around you and you hear the familiar voices in your head, speaking in tandem. “We grant you the power to silence those who would hinder your course” as shadowy smoke starts to billow from your curved blades, licking up your arms and dissipating just before they reach your torso. You feel a chill run through your arms as new power fills you.
Cloak and Dagger (Su):
Three times per day, Whisper may be used to cast silence (CL 10th, DC 20). Three times per day, Shadow may be used to cast invisibility (CL 10th), or the blade itself can be turned invisible for one round, making it incredible difficult to parry and dodge. If your opponent cannot see invisible objects and does not succeed on a DC 25 Perception check to follow your arm motions, he is considered flat footed against all your attacks with Shadow that round.

T3:
Suddenly, you feel a rush of freezing, almost white hot energy course through your veins as the voices of the twins ring out in your head. “We grant you our final gift. The gift to fill those with the terror of who we truly are.” With a whispering cackle from the twins, your body becomes wreathed in shadowy smoke. The almost flame-like shadows lick at your boots and begin to shroud your form entirely. A rushing howl of wind begins to fill your ears and grows to an almost deafening cacophony or sound as you vision draws dimmer into an infinite darkness. You fear for a moment you may be lost in the darkness and shrieking wind that encases you, then suddenly everything grows peaceful again. You open your eyes as you feel the power of your ancestral bloodline seep into every muscle in your body.

Creeping Fear of the Forgotten Twins (Su):
+1 Ominous cold iron short swords
As a swift action, the user may transform granting him an additional 1d6 cold damage with each blade for a number of rounds each day equal to half their character level. Targets of melee attacks must make a Will save (DC 10 + ½ character level + CHA modifier) or become blinded by darkness for 1 round and shaken for 1d4 rounds thereafter (save negates blindness). Once affected (or save is made), the target cannot be affected again for 24 hours. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast greater invisibility while in this form.
In addition, once per day the player may cast phantasmal killer while in this form.

The shortswords I can't take full credit for as I found those in a D20PFSRD entry and loved the idea behind them.

As you can see with the ring, I want to add a bit more utility with a couple of "lesser djinn items" that I want to throw in that can go to different party members. ALL of these items are going to be very difficult to obtain and will require their own quest of sorts.


*Thelith wrote:
How will they learn of the abilities? Obviously tier one they will just notice they do more damage and crit more but when it transforms to tier 2 how will they know they suddenly have a new ability? Will each person have a quest to unlock the ability and learn about it through the quest? Will they hit level 7 and suddenly feel their sword vibrate and have runes appear that explains the unlocked power? Can the cleric PC hand his sword to another PC so he can now wield two power swords and unleash hell while the cleric buffs/heals the wrecking ball?

Yeah I actually had some flavor text to go along with it that'll indicate that the weapon has "evolved" essentially. I want to transformation to be story based as well (when they complete stuff important to their character or they summon the power when they need it most) and I was thinking the enhancement bonus might scale with level to some extent or with how well "in tune" with their Djinn's personality and wants and such. Or maybe finding a weapon that allows for better "channeling" of the Djinn's power since this power can be transferable to weapons.

I don't really want to do additional transformations honestly because I don't think they'll need their transformations for every day. But I don't want them going "oh we're about to turn in for the day but we gotta fight these bandits? Might as well break out my super saiyan form for this." So I like the idea of 1d4 days or roll each day to see if it "recharges".


Thanks for the new item idea. Everyone should be getting an item (probably a weapon) almost specifically tailored to them so no one gets left out. I was thinking they'd get these things around level 6-8 or so, maybe T2 by 10 at the latest, and then pushing the T3 back to level 13 maybe. Its honestly pretty up in the air since I'm just gonna kinda read when the party "needs" the little boost and make it fit with the story. Then I was also gonna add in some "lesser djinn items" that kind of function as more utility gear (a ring with certain number of charges of charm person, mirror image, or mislead with varying amounts of charge consumed that has a chance to recharge at the end of the day). The main thing was that I want to transformation to be used "only when necessary" kinda thing.

Other ideas I have are included:

Leraje
The Earth Shaker
Earth

T1:
Clutching your greatsword tightly, you feel an almost indescribable rush as your weapon seems to ripple in your hands. The sword, once a battered steely gray color now gleams with a deep black sheen.
Leraje's Mighty Sword (Su):
+1 fire-forged steel impact weapon

T2:
As you grasp your sword, you feel a faint heat start to emanate from your weapon and hear Leraje's voice in your head. “I grant you the power to vanquish those who would stand against you” as black glass starts to slowly encase your arms. It grows, almost crystalline in nature, producing sharp rigid spikes that climb to your shoulder. You feel the heat begin to seep into your veins and power rushes through your arms and chest and a faint glow seems to pierce the deep black of your sword.
Leraje's Monolith (Su):
Three times per day as a free action, when you make a full round attack you may command your weapon to grow to a ridiculous size granting 2 additional damage dice but you take -2 to AC for the next round. This effects people in a 15 foot cone. People affected must make a Reflex save (DC 10 + ½ character level + STR modifier) or are knocked prone. On successful save, damage is halved.

T3:

Leraje's Earthly Duality (Su):
As a swift action, the user may transform the weapon into a double weapon functioning as a +3 keen grayflame impact scythe and a +3 defending impact lucerne hammer for a number of rounds per day equal to half their character level. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast spike stones while in this form.

Astaroth
The Dragon of the East
Fire

T1:
Holding your bow, you feel a sudden jolt of warmth that seems to course through you. Your bow feels lighter, more agile in your hands than once before. It seems to pull every so slightly towards anything you focus on and now is a deep crimson color.
Astaroth's Cunning (Su):
+1 Seeking weapon
Gain bonus feat Weapon Focus with the weapon.

T2:

Astaroth's Wrath (Su):
+1 Seeking Flaming weapon
you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your character level + your Wisdom modifier) to take half damage.

T3:

Astaroth's Heritage (Su):
As a swift action, the user may transform granting him a fly speed of 60 feet for a number of rounds per day equal to half their character level. Targets of ranged attacks must make a Reflex save (DC 10 + DEX modifier) or catch on fire.

In addition, once per day the player may cast firesnake while in this form (CL is half of character level).

Kizmet and Kurlot
Darkness and Shadow

T1:
As you clutch these shortswords in either hand, you feel an almost immediately familiarity with the weapons. Like you've been with them your whole life. The blades seem to almost whisper to you and you feel a cool breeze caress your wrists lightly.
Kismet and Kurlot's Twin Blades (Su):
+1 cold iron short swords (Shadow and Whisper)
Grants the user TWF or Greater TWF.

T2:
Gripping your blades, the world around you draws quiet. You feel your presence start to coalesce with the shadow around you and you hear the familiar voices in your head, speaking in tandem. “We grant you the power to silence those who would hinder your course” as shadowy smoke starts to billow from your curved blades, licking up your arms and dissipating just before they reach your torso. You feel a chill run through your arms as new power fills you.
Cloak and Dagger (Su):
Three times per day, Whisper may be used to cast silence (CL 10th, DC 20). Three times per day, Shadow may be used to cast invisibility (CL 10th), or the blade itself can be turned invisible for one round, making it incredible difficult to parry and dodge. If your opponent cannot see invisible objects and does not succeed on a DC 25 Perception check to follow your arm motions, he is considered flat footed against all your attacks with Shadow that round.

T3:
Suddenly, you feel a rush of freezing, almost white hot energy course through your veins as the voices of the twins ring out in your head. “We grant you our final gift. The gift to fill those with the terror of who we truly are.” With a whispering cackle from the twins, your body becomes wreathed in shadowy smoke. The almost flame-like shadows lick at your boots and begin to shroud your form entirely. A rushing howl of wind begins to fill your ears and grows to an almost deafening cacophony or sound as you vision draws dimmer into an infinite darkness. You fear for a moment you may be lost in the darkness and shrieking wind that encases you, then suddenly everything grows peaceful again. You open your eyes as you feel the power of your ancestral bloodline seep into every muscle in your body.
Creeping Fear of the Forgotten Twins (Su):
+1 Ominous cold iron short swords
As a swift action, the user may transform granting him an additional 1d6 cold damage with each blade for a number of rounds each day equal to half their character level. Targets of melee attacks must make a Will save (DC 10 + ½ character level + CHA modifier) or become blinded by darkness for 1 round and shaken for 1d4 rounds thereafter (save negates blindness). Once affected (or save is made), the target cannot be affected again for 24 hours. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast greater invisibility while in this form.
In addition, once per day the player may cast phantasmal killer while in this form.

Paimon

Corrupt Djinn Item

Ring of the Concubine:

Grants blurred movement passively on wearer. Free action to command the ring disable this effect.

The ring holds also 5 charges on it. The charges can be spent as thus.
1 charge: The user may cast charm person.
3 charges: The user may cast mirror image.
5 charges: The user may cast mislead.
Regains 1 charge when you kill an enemy.

Grants corruption similar to Possessed if not purified.
If purified, the ring gains 1d4 charges per day.

PS... I don't take credit for the double daggers/shortswords. Those were in a D20PFSRD entry I found and they fit almost perfectly so I made some slight changes and adjusted them to fit my need.


Recently I started a purely homebrew campaign with very low magic with the exception of a number of very rare "Djinn Items" ala Magi The Labyrinth of Magic. I was hoping to give these items three tiers granting the players access to flavorful spells and abilities that the particular Djinn that inhabits their weapon possesses. The main idea is that the third tier grants the players an awesome transformation that they can use to "full equip" their Djinn Item. So here is what I have so far (I have a couple of weapons along this line);

Baal
The Thunderlord
Lightning

T1:
Baal's Blade (Su):
+1 keen weapon
1d6 electricity damage.

T2:
Baal's True Blade (Su):
Three times per day, the user can channel shocking grasp through his weapon as per the Magus spellstrike ability. The caster level is equal to half your character level.

T3:
As a swift action, the user may transform granting him haste for a number of rounds per day equal to half their character level. Targets of melee attack make a Constitution save (DC 10 + ½ character level + DEX modifier) or be considered flat footed against all attacks that round. Once effected (or save is made), the target cannot effected again for 24 hours. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast greater bladed dash while in this form.
In addition, once per day the player may cast call lightning while in this form.

I'm wondering if the drawback to using the transformation is enough to make them think twice before using it. I was thinking about limiting the transformation to once a week or maybe having it have a chance to "recharge" each day with a certain DC that drops each day after the first. Basically I don't want them just transforming whenever they start a fight since there is only one or two fights a day anyways. They probably wouldn't hit T3 until at least level 10-12 so I'm wondering if with a lack of magical items in the campaign that this might just sort itself out. Was also thinking about the weapon enhancement bonus scaling based on level or other story things too.

Thoughts? Its a complex idea and I could use some help.


Recently I started a purely homebrew campaign with very low magic with the exception of a number of very rare "Djinn Items" ala Magi The Labyrinth of Magic. I was hoping to give these items three tiers granting the players access to flavorful spells and abilities that the particular Djinn that inhabits their weapon possesses. The main idea is that the third tier grants the players an awesome transformation that they can use to "full equip" their Djinn Item. So here is what I have so far (I have a couple of weapons along this line);

Baal
The Thunderlord
Lightning

T1:
Baal's Blade (Su):
+1 keen weapon
Weapon damage + 1d6 electricity damage

T2:
Baal's True Blade (Su):
Three times per day, the user can channel shocking grasp through his weapon as per the Magus spellstrike ability. The caster level is equal to half your character level.

T3:
As a swift action, the user may transform granting him haste for a number of rounds per day equal to half their character level. Targets of melee attack make a Constitution save (DC 10 + ½ character level + DEX modifier) or be considered flat footed against all attacks that round. Once effected (or save is made), the target cannot effected again for 24 hours. The user also gains temporary hit points equal to double their level plus their CON modifier. Upon coming out of this transformation, the user must make a Fortitude save DC 15 or is exhausted. User is fatigued on successful save.

In addition, once per day the player may cast greater bladed dash while in this form.
In addition, once per day the player may cast call lightning while in this form.

I'm wondering if the drawback to using the transformation is enough to make them think twice before using it. I was thinking about limiting the transformation to once a week or maybe having it have a chance to "recharge" each day with a certain DC that drops each day after the first. Basically I don't want them just transforming whenever they start a fight since there is only one or two fights a day anyways. They probably wouldn't hit T3 until at least level 10-12 so I'm wondering if with a lack of magical items in the campaign that this might just sort itself out. Was also thinking about the weapon enhancement bonus scaling based on level or other story things too.

Thoughts? Its a complex idea and I could use some help.