| Aristin76 |
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.
| pad300 |
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.
| Aristin76 |
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.