Infernum
2011-01-20, 03:35 AM
I am planning on bestowing some rewards upon my party at the end of an long adventure plot line. I have three of the characters figured out: Barbarian, Ranger, Druid. But the Gnome Illusionist/Thief is where I am having some trouble, I just cant figure out what to give him, a buff, an item? He is split evenly down the middle with three levels in each class. I have some ideas for some things, but am not 100% satisfied with them. I have contemplated a sash the is untouchable unless you wield magic that grants a armor bonus and some magical abilities, or perhaps a robe of many (Illlution) things, where alot of the items are illusions. I would like some input on this and ideas as well.
In addition, I would like some opinions on the magic items and buff I have created for the others.
Here are the Items.
The Barbarian will be getting an intelligent sword. I have a back story and will post it if someone wants.
Ellean’s Will
+2 Bastard Sword
Shed light like a torch
Bestows Endure Elements
Bless: 3 per day
Bane: 1 per day vs evil (DC:13)
Blindness/Deafness 1 per week against Evil/Cruel (DC:14)
Int: 10 Wis: 14 Cha: 14
Ego:11
Purpose: To stop innately cruel and evil acts and to bring hope to those who have none. If the sword witnesses innately evil or cruel acts, it will compel its wielder to take action and stop it. If it sees a down trodden person, it will attempt to lift there spirits.
This bastard swords blade is that of highly polished steel, enough so that one can see ones own reflection in it. The cross guard is composed of electrum, while the grip is wrapped in gray doeskin. The pommel is made of electrum and engraved with a scene of the sun breaking from behind clouds. Its scabbard is made from iron bound in gray doeskin and studded with several smithsonite stones, with electrum locket and chape.
The Ranger will be getting a combo of Cloak and Boots of Elvenkind that work as a set. There is back story and fluff to these items for goings on in my world that I can post if so desired.
Theliens Battle Gear
Cloak and Boots of Elvenkind
While wearing both the boots and cloak, you gain a +10 movement speed, +1 to AC and saving throws and +2 to Dexterity in addition to the normal magic benefits of the items. In addition, you may use pass with out trace at will outside and gain the Braciation feat.
The Druid will be getting a magical enchantment laid upon him. Again, world/plot fluff is not posted.
Bands of the Elements
You must choose which element is in effect, changing element is a move action.
-Constant air flows around you.
Air: +2 to AC against Ranged attacks, +1 to hit with ranged weapons
-Your skin takes on a dull brown-gray color and has an earth consistency.
Earth: DR 2 Adamantine
-Fire: Your are shrouded in a flickering writhe of flame.
Flame Aura deals 1d4+1 fire damage to opponents who use natural weapons or grapple and grants Fire Resist 5
-Water: You are moist and slick to the touch, almost as if you were under water.
Gain a +4 to Escape Artist and +2 to getting out of grapples, can sense nearby water (100 ft).
-Natures Embrace: If you remain surrounded by the elements for one week without protection you may benefit from the effects of the Regenerate spell usable once every season, may not be recharged in the same season. However, using this removes one of the elements from the bands. Only immersing the bands in that element for one season will return the benefits of said element. Should all the elements be used, the bands take a whole year to recharge their magic.
Let me know what you think and what ideas you have.
In addition, I would like some opinions on the magic items and buff I have created for the others.
Here are the Items.
The Barbarian will be getting an intelligent sword. I have a back story and will post it if someone wants.
Ellean’s Will
+2 Bastard Sword
Shed light like a torch
Bestows Endure Elements
Bless: 3 per day
Bane: 1 per day vs evil (DC:13)
Blindness/Deafness 1 per week against Evil/Cruel (DC:14)
Int: 10 Wis: 14 Cha: 14
Ego:11
Purpose: To stop innately cruel and evil acts and to bring hope to those who have none. If the sword witnesses innately evil or cruel acts, it will compel its wielder to take action and stop it. If it sees a down trodden person, it will attempt to lift there spirits.
This bastard swords blade is that of highly polished steel, enough so that one can see ones own reflection in it. The cross guard is composed of electrum, while the grip is wrapped in gray doeskin. The pommel is made of electrum and engraved with a scene of the sun breaking from behind clouds. Its scabbard is made from iron bound in gray doeskin and studded with several smithsonite stones, with electrum locket and chape.
The Ranger will be getting a combo of Cloak and Boots of Elvenkind that work as a set. There is back story and fluff to these items for goings on in my world that I can post if so desired.
Theliens Battle Gear
Cloak and Boots of Elvenkind
While wearing both the boots and cloak, you gain a +10 movement speed, +1 to AC and saving throws and +2 to Dexterity in addition to the normal magic benefits of the items. In addition, you may use pass with out trace at will outside and gain the Braciation feat.
The Druid will be getting a magical enchantment laid upon him. Again, world/plot fluff is not posted.
Bands of the Elements
You must choose which element is in effect, changing element is a move action.
-Constant air flows around you.
Air: +2 to AC against Ranged attacks, +1 to hit with ranged weapons
-Your skin takes on a dull brown-gray color and has an earth consistency.
Earth: DR 2 Adamantine
-Fire: Your are shrouded in a flickering writhe of flame.
Flame Aura deals 1d4+1 fire damage to opponents who use natural weapons or grapple and grants Fire Resist 5
-Water: You are moist and slick to the touch, almost as if you were under water.
Gain a +4 to Escape Artist and +2 to getting out of grapples, can sense nearby water (100 ft).
-Natures Embrace: If you remain surrounded by the elements for one week without protection you may benefit from the effects of the Regenerate spell usable once every season, may not be recharged in the same season. However, using this removes one of the elements from the bands. Only immersing the bands in that element for one season will return the benefits of said element. Should all the elements be used, the bands take a whole year to recharge their magic.
Let me know what you think and what ideas you have.