
Barator |

Hey folks. My group still needs to finish up last weeks adventure, which shouldn't take long. When they get back the rangers that they are working with will reward them with some things (probably like an item per person). I'm trying to figure out some nice items that rangers/druids would pass out to the group. I have a few ideas, but thought that I might get some nice recommendations here.
The group is 3rd level. I have a Monk/Rogue (primarily monk, but nobody was dealing with traps so they are picking up some rogue levels to help), a meteor hammer fighter (he makes his own weapons), a eldritch knight with arcane bond on his bastard sword, a halfling summoner with a griffon eidolon, and a halfling cleric of the god of protection (DMPC that is primarily healing the team).
I've been flipping through the Magic Item Compendium, and just want to rip my face off as I am weighted down with all of the stuff that is in that book.
The group is in a forest and the rangers were just under a massive attack. Many of the rangers are dead. The party offered to help with a mission while the rangers went after the raiders that attacked them. The party is going to rescue (hopefully) a High Druid of the forest.
So the group will get rewards based off of what the rangers and druids would be able to have made for them or taken from fallen warriors to honor both the fallen and the adventurer.
The group is 3rd level, though I don't mind the items being more powerful than the standard for the level to make these items stand out for a while.
The two primary weapon users (EKn and Ftr) both have special relationships with their own weapons. The Ftr makes them, and uses a very random weapon, while the EKn has an arcane bond and was locked in a room for several years with little other than his sword. So giving either of them a new weapon isn't really going to happen. I was considering awakening something in the sword of the EKn, but I want to save that particular event for something more in line with the characters history.
An amulet of natural armor seems to be very in character for the area, and I'm certain would be something welcomed by the group. A cloak of resistance I think would also be appreciated and not hard to justify.
One last thing, I'm wanting to distinguish these items from a lot of the random treasure that they can get at times, and so I'm thinking of linking in some abilities to the items like Gauntlets of Ogre Power with a Bracer of Quick Strike effect tied to them.
Anyway, thanks for any thoughts. I think I babbled a bit above, and apologize for it.

![]() |

hmmmmmm...... here is some ideas
:for monk boy would probably like the natural armor, monks like ac. for something special maybe a natural armor amulet that does not take up the slot (allowing him to get the amulet that enchants his unarmed strikes later) A headband of wisdom is probably cool too for it helps his ac among other things. make it special by allowing a wisdom related reroll once a day. rangers and druids could value that.
:meteor hammer dude might like a buckler that still works when he uses the meteor hammer. say magic +1 buckler that works even when wielding a weapon
with two hands or a weapon in each. Rangers would probably value something like that.
:eldritch knight might like the same thing as meteor hammer dude. or if he uses it one handed, maybe its +1 mithral so it doesnt cause arcane spell failure instead of being the other kind.
:if the halfling is riding the griffon, I am presuming he does or plans too, a variation of the magic sets of horseshoes might make him happy. Druids and Rangers would probably have claw bracer variants of these.
Or for something special you could make a magic exotic saddle that gives a small ride bonus to the rider, can cure light wounds the saddled creature 1-3xday, and cast feather fall on the mount if it falls.(or the rider). I could totally see rangers rocking that.
alas you can add any of these simple things to an item for a ranger feel:
+1or2 on survival, know sylvan, speak with animals1-3xday, create water1-3xday, etc

Barator |

I agree with what you posted up somerandomhero, though the griffon is not intended to be a mount (something that I found surprising, but also cool).
I was working on some things, and just poking around ideas and came up with this:
Mantle of the Pegasus
During the ambush on the Gnarley Rangers the lose of life was great. Rangers and their allies died to the might of the Orcish sneak attack. One ally that died was an elder Pegasus named Aurora; she had long been an ally of the rangers, and some had even ridden upon her back.
To reward your heroic actions, you have been given a robe fashioned out of Aurora's wings. While wearing this robe you feel safe and lighter as if a great weight has been lifted off of you.
The robe constantly projects feather fall onto the bearer; the mantle also provides the bearer a +3 competence bonus to jump and fly checks. In addition, the bearer can cast upon themselves fly once per day and jump three times per day.
Whenever any of the powers of the Mantle of the Pegasus are used other than the jump bonus, the wings unfurl and guide them in the air.
None of the Mantle of the Pegasus' powers work if the bearer is beyond light load or wearing medium or heavy armor.
Though I think that might be a really expensive item and beyond what I really want, but I liked the image I got of it while I was writing it up!
Thanks for thoughts, I gotta stop working on game stuff and get food cooked for tomorrow! Can't believe it got so late.

Ice Titan |

Cloak of resistance +2 that gives another +1 against enchantment and mind affecting spells. An anti-fey cloak meant for the solo rangers who patrolled the deeps of the forest so that they wouldn't get enchanted by tricky fey and not come back. It's a scarf depicting a green dragon sleeping in a forest surrounded by animals.
Amulet of natural armor +1 that becomes warm if animals are nearby and freezing cold if undead are nearby. If they're in a 60ft. radius of that player, the amulet lets them know immediately. It also gives animal senses, so it gives whoever wears it the scent special quality and maybe low-light vision... have to give it something to keep up with everything else that's 4000gp. It's a yin-yang symbol, half blue, half red. The blue has a skull engraved in the gem of the amulet, the red, a deer.
Gauntlets of Mighty Strength +2 would be unique enough because those items are primarily belts now. A pair of big iron gauntlets that belonged to one of the orcs the rangers killed, rusted and well-worn but strength-enhancing.
An Eidolon Collar wouldn't be too game breaking... something that allows the summoner to dismiss and recall his eidolon one more time per day. If he's not into that, giving him Boots of Striding and Springing, an item that belonged to one of their halfling friends, maybe a barbarian or monk, who was killed by the orcs who would want it passed on from halfling to halfling wouldn't be too out of place. Allow it to cast expeditious retreat on him once per day with the command word "Dinner's ready!" and it falls right in line with the price levels of the other items. Image of a roast turkey or a dinner bell or something on the side, otherwise they look like normal brown boots.

Skylancer4 |

If you are going through the MIC, I seem to remember there was an item set geared towards monks that one of our group liked a bit, possibly even one that was druidic biased (but might have been useful for others). I haven't looked at it in quite some time but if it buffed any of the typical monk abilities those items might be very nice for that character. Giving up monk levels hurts some and gear like that is basically plot hooks waiting to happen (want to get more of the set so the abilities increase). The idea of the items was great but most of the implementation of that idea fell on it's face in the book I think.
Also the weapon crystals from the book were nice as they solved many of the "golf bag of weapons" issue (which is less common with changes in PFRPG admittedly) and could be affixed to any weapon so they weren't "wasted" if the character wanted to switch weapons later on. From the sounds of it they would be right up the alley for the rangers. The crystals could be swapped by the rangers depending on who needed to do what "missions." As your party memembers have attachment to exisiting weapons these would probably an easy way to grant some augmented bonuses without messing with what they have.

Anonymous Visitor 163 576 |

You could describe things.
Not just a +1 sword, but a curved cutlass with a bronze basket hilt.
You could add skill bonuses to things.
'the cutlass belonged to a famed pirate lord of Dyvers, and adds + 2 to intimidate checks in lands that speak common'
You can add feats to things too.
'The cutlass can be drawn instantly, as per quick draw'
and if you want the mantle of the pegasus to be cheaper, have Aurora hand out a single feather to each of them. Only works once, but still a nifty thing to have

DM_Blake |

You mentioned the Magic Item Compendium, and then you mentioned ripping your face off. I have a similar love-hate relationship with thta book...
The thing I love about it is that most of the items in there are mechanically interesting. It's not just "Oh, nice, I add +1 to this number on my character sheet". Instead, most of them give you a new trick that you can use a few times a day.
The monk rogue might like any of the various boots that allow him to teleport short distances a few times a day. I know our rogue loves them. He teleports right into flanking positions without worrying about AoOs. He also used them to scout beyond a barred obstacle in a dungeon (cell bars, without a door). Lots of fun.
There are all kinds of gauntlets that let a fighter/melee guy do interesting stuff a few times a day. Also for the melee types, the crystals that attach to armor and shields are very nice. A restful crystal lets a guy with bulky armor sleep in it with no penalties. My paladin loves his Restful crystal. And adding a crystal to those special weapons the players have will let their weapons grow without actually changing the base weapon.
I've never met a cleric that doesn't enjoy a Reliquary Holy Symbol, and there are many items in there that either boost healing, or that have a few daily uses of some healing magic that anyone can use.
And what hafling wouldn't enjoy an everfull bag of rations or an everfull mug or an everfull box of field rations...
And if you really want to go big, pick one of the set items and give out just one piece of it - then let that be an adventure hook as the group sets off to find more of the set.
There's lots of good stuff in there. But yes, it's a pain to comb through it looking for the right doo-dads. Me, before each adventure (pre-gen or homemade), I spend an hour or so reading through the MIC looking for a few ideas of things I can drop into treasure hoards. It's always been worth the trouble.

![]() |

Pearls of power, power crystals for the weapons or armor, feather tokens are always fun.
Maybe think of the rewards more in terms of flavor than power enhancing. Or perhaps something that will be useful in a later adventure. A Feather Token: Swan Boat that will allow the party to cross the deep, fast moving underground river they will encounter in a couple of levels...
Remember a reward doesn't HAVE to have a mechanical advantage all the time for the PCs. Situational benefits are also cool "Wow, it's like those Druids KNEW we would be facing the drow in the Underdark someday!"

![]() |

If you want lasting treasure, go with augmentation crystals.
If you want neat stuff, look at some of the forest themed armors and cloaks. Mithralmist shirts and so on.
Generally as a DM I shore up player defenses with the items I dole out, or I give them some of the situational trick items out. Players usually have plans for their offensive items and they'll tell you what they want: Give it to them when you think it's appropriate.
You should also look into the elven special foods in the Elf pathfinder companion. Part of the reward could be teaching one of the players how to make such food.

Barator |

Well, I decided to give out some pretty powerful items for the level that the group is, but items that they should hang onto for a while.
Cleric
The horn was affixed to a hilt and acts as a +1 small sized longsword that gleams bright white, shedding light as a light spell. In addition, a good aligned wielder can activate spells stored within the Horn of the Unicorn via spell trigger activation.
Three times per day the Horn of the Unicorn bestows minor healings as if cure light wounds was cast. Once per day each the Horn of the Unicorn can be used to cast delay poison and cure moderate wounds.
Whenever the Horn of the Unicorn is used to cast a spell, bright light passes along its blade.
The bearer given this blade by the Gnarley Rangers gains a +3 competence bonus to Diplomacy; it feels obvious to any knowledgeable observer that they did not harvest the horn against the will of the unicorn. This Diplomacy bonus ceases for any but the named recipient.
Horn of the Unicorn bestows a negative level upon any non-good bearer.
Monk
To reward your heroic actions, you have been gifted a robe fashioned out of Aurora's wings. While wearing this robe you feel safe and lighter as if a great weight has been lifted off of you.
Mantle of the Pegasus provides a +2 enhancement bonus to Dexterity, granting the bearer the quick moves of the winged creature it has come from. The robe also constantly projects feather fall onto the bearer. Finally, the bearer can cast upon themselves fly once per day.
Whenever the Mantle of the Pegasus casts fly or the bearer uses the feather fall the pristine white wings unfurl and guide them in the air.
None of the Mantle of the Pegasus' powers work if the bearer is beyond light load or wearing medium or heavy armor.
Fighter
Claws of the Wolverine provide a +2 enhancement bonus to Strength, bulking the muscles of the bearer with prodigious amounts of adrenaline. The rage of the wolverine helps the bearer not be distracted, providing a +1 resistance bonus to Will saving throws. In addition, Claws of the Wolverine aid in climbing, providing a +3 competence bonus on climb checks. Finally, the command word of 'Retzo Frakan RAHG', an Orcish battlecry meaning 'Life for Victory', allows the wearer to cast the rage spell once per day as a 4th level caster on themselves.
Summoner (Given to Summoner since he was full defensing a lot rather than doing useful actions in fights)
The Ent Skin Bracers are made out of a single peel of white bark each. While they are rough and scratchy on the outside, the insides of them are worn and polished smooth. This gives the bracers a comfortable feel to them.
Ent Skin Bracers provide a +2 enhancement to the wearer’s natural armor, and allow the bearer to cast Speak with Plants once per day. The bracers must be worn for a full 24 hours before the spell like ability of the bracers become available, though the natural armor enhancement starts as soon as the bracers are equipped.
Eldritch Knight
The rangers were pushed to action, and struck the huntress down as none of their tricks were able to dissuade her from the hunt. After her death, the rangers harvested the pelt of the dire tiger and crafted a suit of exceptional quality leather, infused with both magic and her graceful spirit.
Tiger Skin Leathers act as a mithril chain shirt for statistics, though it is not made of any metal. The leathers have a +2 enhancement bonus on them, providing a total of +6 to the armor of the bearer. In addition, the bearer finds themselves aided by the spirit of the tiger whose skin these leathers once were; the bearer gains a +3 competence bonus to Acrobatics, Climb, and Stealth checks. Finally, the bearer can call upon the power of the great cat with command word activation. The bearer must roar, though their own roar is not heard but instead the ferocious roar of the dire tiger whose skin they wear.
Also, everyone received on of these that is just a minor treasure.
The pendant appears to be on fire, though it produces no heat. It provides light equivalent to a torch, but vibrant green in color. The light can be turned on and off with the command statement, “From rabbit to Gnome, I am friend of forest home.”
I put in a lot of nice stories to the items I thought, and there was a ceremony when the Druids and Rangers gave the characters the items. Even Lightning, Aurora's foal, was present (though very shy).
Now though since I passed out items that are very valuable to characters of 3rd level, I'm wondering how I should look at treasure. I was advised in another thread to stay true to the advisement of the core book, but that would mean that just counting those items and none of the others that have been given out that the group wouldn't need treasure until like 6th level.
Oh well, I'm happy with the stuff that I passed out, they seem like items that they will like for a while, and hopefully will always remember why they got them.

Ice Titan |

Now though since I passed out items that are very valuable to characters of 3rd level, I'm wondering how I should look at treasure. I was advised in another thread to stay true to the advisement of the core book, but that would mean that just counting those items and none of the others that have been given out that the group wouldn't need treasure until like 6th level.
Wealth by Level in my opinion is a minimum. Players love to receive items and they love it when the items are personalized. Why punish their accumulation of the "boring" magical items-- the +1 cloaks of resistance, blase +1 armor or weapons-- because you wanted to give them something special? The Gnarley Rangers wouldn't have held back on the items just because "It might be too much for their WBL" and neither should you. :P
If you're worried about them overaccumulating, just cut down on treasure per encounter by a bit but not a lot. There's a chart in Chapter 12 right next to wealth by level-- if they're 4th, they should get around 1,150gp each encounter. Drop it down to 750gp per encounter until you feel the balance setttle back in. No need to actively not give, but there's also no reason to overindulge.

![]() |

Barator wrote:Now though since I passed out items that are very valuable to characters of 3rd level, I'm wondering how I should look at treasure. I was advised in another thread to stay true to the advisement of the core book, but that would mean that just counting those items and none of the others that have been given out that the group wouldn't need treasure until like 6th level.Wealth by Level in my opinion is a minimum. Players love to receive items and they love it when the items are personalized. Why punish their accumulation of the "boring" magical items-- the +1 cloaks of resistance, blase +1 armor or weapons-- because you wanted to give them something special? The Gnarley Rangers wouldn't have held back on the items just because "It might be too much for their WBL" and neither should you. :P
If you're worried about them overaccumulating, just cut down on treasure per encounter by a bit but not a lot. There's a chart in Chapter 12 right next to wealth by level-- if they're 4th, they should get around 1,150gp each encounter. Drop it down to 750gp per encounter until you feel the balance setttle back in. No need to actively not give, but there's also no reason to overindulge.
+1
Or, as a second thought, if they are indeed a bit too powerful for the nonce, why not indulge a favorite pastime of mine called "sidebar adventures" and have a nasty goblin/orc/dark fey thief steal their newly won trinkets. Perhaps after a magical slumber, or a confusing mist spell has been dropped on them...why did their stuff get stolen? Who has it? Can they get it back? (of course they can!) Maybe whilst investigating and getting back their items, they discover a fell plot to kill Aurora's foal, or to kidnap her and twist it to provide an aerial mount for the evil horrible wicked dark druid/fey prince who is going to smite the nearby settlements...
The list goes on and on.
Those are some badass items, and I have found over time that the personalized stuff, with a backstory and history and whatnot are the things everyone talks about during a "Remember when..." bull session. Noone really talks about the douchebag lame characters that all had rings of protection +1, or any of that, but the savior of the forrest eldritch knight with the badass tiger theme, who forever after winning back his enchanted tiger hides would leave his hair in a bit of a mane, and pay good money for dyed orange n black stripes, to more closely approximate his newly chosen animal flavor...Everyone would love that story because thats just freaking COOL AS $h!t! Much better than the "oh yeah, well my character also had a cloak of protection" kind of junk.
Are you not entertained?!