cool powers for ioun stones?


Advice


I have been trying to find a list of cool ioun stones and wayfinders for a story arc in my game for my players and I can't seem to find any that I really want to implement.

I am attempting to custom tailor these stones to my players, so they have some fun with what's going on, and I need some help coming up with ideas.
They will all be lvl 11 when they get their Wayfinders and stones.

We have (in no particular order of importance):

  • Elven Admixture Evoker
  • Dwarf Travel Domain caster/channel focused Cleric
  • Dwarf Travel Domain combat focused Cleric
  • Human Invulnerable Rager
  • Dragonblooded Human Sorcerer
  • Elven Archer Ranger
  • Grippli Pistolero

I also have another player whose character just died who was playing the skill monkey, and I will be giving them a DMNPC for an adventure or two who happens to be a human paladin.

Just need cool ideas on what kind of powers would be useful to these kinds of characters, I'm leaning towards the wayfinders giving them feats, or having them upgrade a feat to a mythic version or something similar.


Pathfinder Adventure Path Subscriber

This is going to be something of a flippant answer, but I can't resist saying it. It would be really awesome if they had mug holders on them so they could hold their drinks for them; and keep 'em cold, too.

More seriously, the levitational capacities could be exploited. Things like holding their weapons or other items and floating beside them.

A few other specific suggestions for a few of your specific PCs. Your admixture specialists, perhaps there's one that allows him a greater degree of trade off (75%/25%?). For your clerics (particularly the channel focused one), perhaps it allows more targets to be exempted using Selective Channeling? For your pistelero, perhaps one that manifests a pair of hands to auto-reload his guns (ala that one second level spell?)

Scarab Sages

In case you haven't seen it, Seeker of Secrets has a very good selection of ioun stones available as well as an interesting table for the random resonant abilities.

Dark Archive

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master_marshmallow wrote:

I am attempting to custom tailor these stones to my players, so they have some fun with what's going on, and I need some help coming up with ideas.

They will all be lvl 11 when they get their Wayfinders and stones.

We have (in no particular order of importance):

  • Elven Admixture Evoker
  • Dwarf Travel Domain caster/channel focused Cleric
  • Dwarf Travel Domain combat focused Cleric
  • Human Invulnerable Rager
  • Dragonblooded Human Sorcerer
  • Elven Archer Ranger
  • Grippli Pistolero

I also have another player whose character just died who was playing the skill monkey, and I will be giving them a DMNPC for an adventure or two who happens to be a human paladin.

Just need cool ideas on what kind of powers would be useful to these kinds of characters, I'm leaning towards the wayfinders giving them feats, or having them upgrade a feat to a mythic version or something similar.

Elven Admixture Evoker - whenever you cast a spell that would do acid, cold, electricity or fire damage, and cause it to instead do energy damage of another type using Versatile Evocation, the spell continues to do 1d6 energy damage to those who failed their saving throws for a number of rounds equal to the level of the spell. (So anyone hit by a fireball that you have admixed to inflict electricity damage will take 1d6 electrical damage for three subsequent rounds.)

Alternates;
1) admixed spells have a +1 to the save DC
2) admixed spells ignore energy resistance equal to your class level
3) admixed spells inflict bonus damage equal to the level of the spell or your Int modifier, whichever is higher (variant, bonus damage is of the original unmodified type? bonus damage ignores energy resistance?)

Dwarf Travel Domain combat focused Cleric - You can move 10 ft. as a '5 ft. step' a number of times per day equal to your Dex or Wis modifier (whichever is better).

Human Invulnerable Rager - your attacks ignore DR or Hardness equal to your own DR, when raging.

Dragonblooded Human Sorcerer - Your dragon bloodline sorcerer class abilities are calculated as if your Charisma was four points higher, and you were four levels higher (to a max of 20th, and you do not gain abilities sooner, only better use of powers already gained).
Alternate - you can 'spit' the energy type of your eventual breath weapon, affecting a single target as a ranged touch attack inflicting 1d6 damage, +1d6 damage / two sorcerer levels after 1st (2d6 at 3rd, 3d6 at 5th, etc. to 10d6 at 19th) a number of times / day equal to 3 + Cha mod as a standard action.
Alternate - you gain a bonus to saves vs. sleep, paralysis and the energy type of your breath weapon equal to your Cha modifier. If you become immune to those traits (such as by becoming a 20th level draconic bloodline sorcerer, or a half-dragon), this stone confers no benefit.

Elven Archer Ranger - this blood red arrowhead shaped crystal allows you to ignore the chance to miss provided by cover or concealment (such as from a blur spell, or a target in an area of darkness or obscuring mist) against any target that is one of your favored enemies, or gaining these bonuses from elements of your favored terrain. You can call upon this property a number of times per day equal to your Dex or Wis modifier (whichever is higher) as a swift action.
Alternate - this silvery bloodstone is shaped like a shield and confers protection to any single weapon you have in hand, adding +5 to its hardness and giving it +10 hit points. As an immediate action, when the weapon bonded to the stone is disarmed or damaged / destroyed, you can instead cause the ioun stone to be knocked from the air or damaged instead. (An attack that would give your weapon the broken condition will only give the ioun stone the broken condition, while an effect that would destroy your weapon instead destroys the ioun stone!)

Grippli Pistolero - this irregular soot-darkened lump of stone can be called upon as an immediate action when a firearm wielded by its owner misfires, cancelling the misfire (which still counts as an automatic miss, but does not increase the chance of further misfires or grant the firearm the broken condition), but causing the stone to sputter and flare, trailing smoke and no longer functioning until magically mended (via the make whole spell).
Alternate - by gazing at a target through this clear diamond pellet while identifying the target (which could be as generic as 'that orc') as a full round action, it becomes a +1 bane bullet versus that target, and can be loaded into a firearm and discharged normally. If it hits, and the target's body is recoverable, the stone is not destroyed and can be used again (although it must be re-attuned to a new target through the usual procedure). If it misses, it is still not destroyed, but may be harder to find.

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