Legacy of Fire GM help (Spoilers within)


Legacy of Fire


I don't know if this is the right place to put this but I didn't know where else to put it. I am running a group through Legacy of Fire and we haven't been playing long (although I have been GM'ing for a while).

The Sorceror of the group has just been infected with the presence of Vardishal and is about to dig up "Tempest". However he doesn't use any weapon and just sits back to fire with Electrical spells.

I am thinking of making the weapon a scarf which will add Armour benefits, but I am stuck with what to have the benefits as.

Tempest becomes :
In the hands of a character of 1st to 4th level, Tempest operates as a +1 weapon of the appropriate type. From 5th to 7th level, it becomes a +1 frost weapon. The sword becomes a +2 frost weapon when wielded by a character of 8th to 9th level, a +2 fire outsider bane frost weapon at 10th to 11th level, and a +2 fire outsider bane icy burst weapon at 12th level and higher.

I was thinking of make it :
In the hands of a character of 1st to 4th level, Tempest operates as a +1 Armour Scarf. From 5th to 7th level, it becomes a +1 Light Fortifcation Scarf.

From there, I am stuck. Can I have some help please?

Liberty's Edge

Honestly, I'd keep it offensive, and make it more like a Rod mechanically, adding additional effects to spells when used.

Specifically, at 1st I'd have it act as a Rod of Enlarge or Extend, when it becomes Frost I'd also let it convert spels to cold damage from whatever type they deal, at 8th level I'd have it operate as a Rod of Maximize as well as having the elemental effect, and at 12th I'd also add in it counting as a Rod of Quicken. Possibly stick to keeping them Lesser Rods if you wish.

The elemental effect would be on whenever you like, the others the standard 3/day from Rods.

If you do go defensive on this, I'd make sure that the item is of equivalent worth, so when a weapon would be +2 it should be +3, and soon and so forth.


I would stick with offense as well.

Maybe something like the glaive from krull. You could treat it like a starknife and give it the returning quality in place of the +2 bonus. Or if he has mage hand just toss and then retrieve it with the spell.

The weapon first appears at about 1:08.

glaive

S.N. I was so confused when I first saw the glaive in AD&D and it did not look like this.

Edit: I also really like Deadman's idea as well.


Damn it I'm in the same boat. The Word-caster wizard is the molldspeaker. I'll probably use something similar to Dead's idea.

Any others out there?

Dark Archive

My wizard got the moldspeaker.
He is running a falcata, spell strike, power attack - meele combo.

It's perfect.


Adventure Path Charter Subscriber

Maybe let it act as a (or several) page(s) of spell knowledge, which is a new magic item in Ultimate Equipment. They are kind of like pearls of power for sorcerers, except instead of recalling cost spells, each one gives a specific spell known. They're priced like pearls - spell level squared times 1000 gp.

So, maybe a +1 armor bonus, and a 1st level spell known. Maybe endure elements, or a cold spell, if there is a 1st level cold spell.

I got lucky; the scimitar-using fighter PC got engulfed by a mold, and rolled a 4 or some thing on his save. I was worried it would be the monk/wizard-to-be, or the elf ranger who had the Reclaiming Your Roots trait and was carrying his dead daddy's bow.

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