MDR
2012-02-21, 04:32 PM
I have posted this over at Paizo as well, so some of you will see this twice. :smalltongue:
My current DM likes to try new things, and in the campaign we just started he is having us create our own Legendary pieces of eq. Essentially the world has fallen pieces of metorite that cause all sorts of things when infused with items. All adventurers carry signature items that they use with this mystical metal if they ever come across a piece. So during character creation we had to pick out an item and spend some dm-assigned gold to make it particularly ornate. We came across shards of this metal at the end of the first session, one for each player (and the DMPC healer we needed to survive).
When infused with this metal (happens automatically when the item is touched to the metal), the item gains some special abilities. Generations down the line people will still talk about the great or terrible things you did with this item, and quests could be formed to go find them long after you have died. You know, Legendary type stuff.
So anyways, the biggest problem we have is deciding if the various abilities are about equal.
The party consists of a sorceror, a rogue/fighter, and a monk (my character). The current abilities are as such :
Sorceror - his special item is a rapier. The special ability given to it is that as long as the PC has it on his body, he gains +1 to his caster level. this is the item we are using as a standard, as the closest thing we can find to this is a 30,000 gp ioun stone.
Fighter - his special item is an amulet. The special ability for this is that as an immediate action three times a day he gains +5 to his natural armor that stacks with any other natual armor he already has. It also gives him +1 on his to-hits/damage/CMB rolls all the time.
Monk - my special item is my nine section chain. The special abilities are
- 2/day I can spend 1 ki to cast shield on myself
- 2/day I can spend 1 ki to cast barkskin on myself
- meditate for one minute to change the metal type of the weapon
What do you guys think? Honestly I just feel like my character's abilties don't quite reach the +1 to caster level. I don't really want to emulate the monk's robe or belt or whatever that item is, as that will leave me nothing to buy when I get money. :smallbiggrin: My current purchase list is amulet of mighty fists, monk's robe, and bracers of armor.
What do you think about the fighter's amulet? Too much, too little, just right?
The DM is open to suggestions, and I will sending out the link to this thread later to the whole group. :smallwink:
Some notes about my character. He is sixth level (one level in Unarmed fighter, five in Master of the Four Winds). His unarmed strike deals 1d8 damage, and his elemental fist deals 2d6. He is following the Crane style, so gets minor (currently he only takes -2 on to-hits rather than -4) bonuses when fighting defensively.
The chain is not a reach weapon. It deals 1d8 damage, and is a blocking (+1 shield bonus when fighting defensively), distracting (+2 on bluff checks when wielding it), tripping (+2 on trip attempts), monk (can be used with flurry of blows) weapon.
My character has been trying to trip and Ki Throw most of his enemies if they are his size category, sucessfully half the time. His Improved Ki Throw allows him to try and knock prone people next to him by ki throwing his tripped enemy into them (Bull Rush attack at -4 to be successful). This has worked several times as well, to good effect.
Thoughts?
My current DM likes to try new things, and in the campaign we just started he is having us create our own Legendary pieces of eq. Essentially the world has fallen pieces of metorite that cause all sorts of things when infused with items. All adventurers carry signature items that they use with this mystical metal if they ever come across a piece. So during character creation we had to pick out an item and spend some dm-assigned gold to make it particularly ornate. We came across shards of this metal at the end of the first session, one for each player (and the DMPC healer we needed to survive).
When infused with this metal (happens automatically when the item is touched to the metal), the item gains some special abilities. Generations down the line people will still talk about the great or terrible things you did with this item, and quests could be formed to go find them long after you have died. You know, Legendary type stuff.
So anyways, the biggest problem we have is deciding if the various abilities are about equal.
The party consists of a sorceror, a rogue/fighter, and a monk (my character). The current abilities are as such :
Sorceror - his special item is a rapier. The special ability given to it is that as long as the PC has it on his body, he gains +1 to his caster level. this is the item we are using as a standard, as the closest thing we can find to this is a 30,000 gp ioun stone.
Fighter - his special item is an amulet. The special ability for this is that as an immediate action three times a day he gains +5 to his natural armor that stacks with any other natual armor he already has. It also gives him +1 on his to-hits/damage/CMB rolls all the time.
Monk - my special item is my nine section chain. The special abilities are
- 2/day I can spend 1 ki to cast shield on myself
- 2/day I can spend 1 ki to cast barkskin on myself
- meditate for one minute to change the metal type of the weapon
What do you guys think? Honestly I just feel like my character's abilties don't quite reach the +1 to caster level. I don't really want to emulate the monk's robe or belt or whatever that item is, as that will leave me nothing to buy when I get money. :smallbiggrin: My current purchase list is amulet of mighty fists, monk's robe, and bracers of armor.
What do you think about the fighter's amulet? Too much, too little, just right?
The DM is open to suggestions, and I will sending out the link to this thread later to the whole group. :smallwink:
Some notes about my character. He is sixth level (one level in Unarmed fighter, five in Master of the Four Winds). His unarmed strike deals 1d8 damage, and his elemental fist deals 2d6. He is following the Crane style, so gets minor (currently he only takes -2 on to-hits rather than -4) bonuses when fighting defensively.
The chain is not a reach weapon. It deals 1d8 damage, and is a blocking (+1 shield bonus when fighting defensively), distracting (+2 on bluff checks when wielding it), tripping (+2 on trip attempts), monk (can be used with flurry of blows) weapon.
My character has been trying to trip and Ki Throw most of his enemies if they are his size category, sucessfully half the time. His Improved Ki Throw allows him to try and knock prone people next to him by ki throwing his tripped enemy into them (Bull Rush attack at -4 to be successful). This has worked several times as well, to good effect.
Thoughts?