| yeti1069 |
A DM here looking for some ideas for items to give to my players over the course of my game.
A little background on the game and party:
The game is E6, and the characters are currently level 4 or 5, and close to hitting 5 and 6, respectively. There are epic feats available that will grant up to 8th level class abilities, and others that can grant up to 4th level spell slots (but no spells; usable for metamagic), Sudden Metamagic (apply a metamagic to a spell without increasing level once per day, selectable multiple times for other metamagic or additional uses), and feats to get up to 2 level 4 spells usable as 1/day or 2/day spell-like abilities.
I'm using half of Kolokotroni's magic item replacement system: starting at level 3, players can opt to gain a +1 attack and damage bonus with one type of weapon, a +1 bonus with one type of armor or shield, a +1 resistance bonus to saves, or a +1 bonus on attacks and damage with spells as well as on caster level checks (the +1 damage only applies to one die rolled for a spell, so Magic Missile would deal Xd4+X+1, not 1d4+2 for each missile). At level 6, they can upgrade the weapon, armor, or spell selection to +2, add a +1 bonus to natural armor or Dodge AC, or add +2 to a stat. There are epic feats that will allow them to continue selecting these, although they won't be able to get higher than the options available at level 6. Most effects mimic the items they are meant to replace, and thus do not stack with spells that wouldn't stack with those items.
We have a:
-changeling ranger uses 2 claw attacks and with a Lay On Hands ability gained through an archetype
-human Flowing monk with Crane Style and Wing
-human magister (3rd party class--basically a sorcerer that gets a few divine spells) with one of the bloodlines that adds damage to fire spells, and who acts as the party healer (has Cure Light Wounds, Lesser Restoration, and I gave her a magic item that grants Channel Energy as though she were a cleric of her level)
-teifling TWF rogue with a 5 Cha
-human Two-Handed fighter with Power Attack, Cleave, and Cleave Through
-gnome alchemist with Precise Bombs and Explosive Bombs
In particular, I'm looking for items that are nifty: increase versatility, providing more options, without necessarily increasing their power directly.
Also, are there any items that can increase an alchemist's ability to press on through a long day the way a Ring of Sustenance and Pearl/Runestone of Power do for a spellcaster? Are there any items that allow alchemists to make alterations to their bombs the way metamagic rods do?
Thanks for any and all suggestions!
| Bearded Ben |
| Kolokotroni |
I was gonna email this to you, but since you started a thread, here are some recomendations:
Chastain - Magister
Rune staves (from the super genious guide to runestaves and wyrd wands) these are implements that modify a caster's spells. Up to 5 can be stacked on a staff, only 1 can be on a wyrd wand and their cost is a little less the na +1 enhancement on a weapon)
Fiery - +1d6 damage when casting fire spells
Freezing, Blazing, Arcing, Caustic - Allows user to change spells to cold, fire, electricity, or caustic respectively when casting a spell of a different energy type.
Lorebound - Grants the user access to one additional spell known (must be on users class list).
Deft - Add magical training boon bonus to concentration and spellcraft checks
Bracelets of Bargining (UE) - Bonus to bluff, diplomacy and sense motive by way of fancy bracelets.
Waylan - Human Fighter
Boots of striding and springing
mithral full plate (reducing his clunkiness)
Dwarven plate - UE
Folding Plate - UE (standard action on and off full plate)
Gristle - Changeling Ranger
Pliant gloves (UE) - 10 rounds of +5ft reach per day
Boots of striding and springing
Amulet of hidden Strength (UE)
Necklace of serenity (APG)
ring of ki mastery (UE)
Yeti's Claw (Super Genius Loot for less Gloves) - 1d4 cold damage to one melee attack.
Claws of the Ice Bear [UE] - Bonus to climb, plus spider climb 3rounds/day
Deliquescent Gloves (UE) - Grants acid touch attack or makes weapon weilded corrosive
Midda - Gnome Alchemist
Amazing tools of manufacure (advanced race guide gnomes) - make 2k worth of alchemical items in an hour
Alchemical splash weapons (ultimate equipment)[she can craft these as well if given the resources]
Pellet grenades (might want to allow precise bombs to work with these or other similar items)
Bottled Lightning
Alchemists bullets (possibly in the form of crossbow bolts instead of bullets given the character's preference).
Admitxture vial (UE) - combine 2 extracts into one once per day.
Hybridization funnel (UE) - combine 2 alchemical items into one
Boro Bead (UE) - Pearl of power for infusions
Preserving flask (UE) - Allow infusions to carry over from one day into the next without taking up a new slot.
Korr - Human Monk
Boots of striding and springing
Amulet of hidden Strength (UE)
Necklace of serenity (APG)
ring of ki mastery (UE)
Dralnuv - Tiefling Rogue
Highwaymans cape (UE) bonus to stealth or bluff
Anyone
Cape of the Mountebank
| Kolokotroni |
Bearded Ben wrote:Great! Thanks!yeti1069 wrote:Also, are there any items that can increase an alchemist's ability to press on through a long day the way a Ring of Sustenance and Pearl/Runestone of Power do for a spellcaster?Boro Bead
Keep in mind midda isnt really infusion focused, a boro bead would be useful, but it wont extend her day the way a pearl of power does for a caster as she is primarily a bomber. The better alchemical items and hybridization funnel would serve that purpose better (allowing her more potent alchemical items to throw in place of bombs)
| Kolokotroni |
One more item for Korr:
Force Thrust Gauntlets (Super Genius Loot for Less Gloves)
Allows user to make a ranged trip attack with an increment of 10ft (max 50ft)
Also, just realized yeti claws are not useful for gristle because they dont combine with flaming attacks, but they are useful for waylan, Korr or Dralnuv as they apply to any melee attack made with the hand its on.