Need input on Elemental Based Magic items- "Ember of Fire"


Homebrew and House Rules


I have a rough sketch of four elemental items my group is working towards. Curious on people's thoughts. Elements- fire, air, water, earth.

They have Mundane type traits and Magical traits that players could possibly choose between. If they make a choice of one power, they lose access to the other option.

Here's my first one I'm working on.

Ember of Fire

Dex +2
Int +2
Wis -2

Reflex +2
Will -2

Continous Ability- Resist Fire 10

Mundane option 1- +3 bonus to intimidate
Magical option 1- +4 concentration checks

Mundane option 2- Attacks deal +3 fire damage on the beginning of you next turn for each successful attack. A delayed scorching effect.

Magical option 2- Fire Based spells gain a +2 DC

Mundane/ Magical option 3- Spell effect- x3 daily uses ELEMENTAL AURA spell. CL 12 DC 20

Mundane option 3- Summon Monster IV -Fire elemental only with advanced template- uses once a day. CL 12

Magical Option 3- Once a day casting of Firefall. CL 12 DC 21
These items are suppose to give them a boost in hopes of fighting the BBEG who is very natured based. Lots of nasty minions with Giants, vermin, trolls, orges, and such. Based in Lands of the Linnorm Kings.

I have a ranger, fighter, witch, and a cleric in my group currently. Tried to give the players some options to better customize the items, but I did not want to build the items with them in mind. If that makes sense, I hope.

Thanks for the Input.

PS I know the items probably will be a bit powerful, but I want to create something unique and rewarding for them to use.


Suggestion - make the base level, before option, from the genasi subraces. Each item gives you the racial traits for being of that genasi sub-race.
Eg Fire would give you the ability package from an Ifrit:

Ability Adjustments: +2 Dexterity, +2 Charisma, –2 Wisdom. Ifrits are passionate and quick, but also impetuous and destructive.
Senses: darkvision (60 feet.)
Spell-Like Abilities: burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
Resistance(s): fire resistance 5.
Elemental Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.


pad300 wrote:

Suggestion - make the base level, before option, from the genasi subraces. Each item gives you the racial traits for being of that genasi sub-race.

Eg Fire would give you the ability package from an Ifrit:

Ability Adjustments: +2 Dexterity, +2 Charisma, –2 Wisdom. Ifrits are passionate and quick, but also impetuous and destructive.
Senses: darkvision (60 feet.)
Spell-Like Abilities: burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
Resistance(s): fire resistance 5.
Elemental Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Hmm. I like the concept basis for where you are heading towards. I'll check out their stats and see how they fit. Probably a good place to start.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Need input on Elemental Based Magic items- "Ember of Fire" All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules